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Comment History
redgreen25
redgreen25 - - 18 comments @ Operation Avalanche: Fall of Italy

Is this mod to be played only with special maps? The reason I ask is I just played using the PE faction vs ai Americans and the ai never built a single building. It only had 1 infantry unit at a time from the original HQ.

I played about 20 minutes building up an army thinking the AI would do the same. The AI only capped 3 points. Finally I moved in a single AT track vehicle to look over the AI HQ and found it as stated above.

I was playing on the Semois map. I'll try some other map as I really like how the units are laid out and everything.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Europe At War v6.1.9 (outdated)

TO continue on. The M18 could easily penetrate the 80mm side and rear armor of a Panther. So from the side and rear the Panther should be 1 hit as well. The quality of German armor had deteriated during the last 2 years of the war. The Panther was formidable defensively but when it advanced, because of its size it was impossible not to expose its flanks.

The thing about the Hellcat is it could quickly accelerate from a dead stop and turn quickly as well. Yet in game they accelerate no faster than the 50 ton Panther. The Hellcats were known to shoot and scoot. During the Battle of the Bulge the attack of 1st Battalion with its Hellcats destroyed 30 German tanks. This included Tigers. The M18s were credited with 24 kills.

Good karma0 votes
redgreen25
redgreen25 - - 18 comments @ Europe At War v6.1.9 (outdated)

I lost 2 Hellcats and 1 Sherman to a single Panther. I suspect the mod tries to be realistic. However, the hellcats hit the Panther 2 times dead on from the rear, once more from the side. Realistically 2 rear hits should have been enough to disable the panther.

In a second battle 2 Hellcats surprised a Panther who had to turn its turret 160 degrees to fire. The Panther 1 hit both Hellcats before the Hellcats got off a single round.

The Hellcats were the fastest tank/anti tank platform in WW2 with a top speed of 60 mph. Check out this site: En.wikipedia.org

On Sept 19th, 1944, M18 Platoon C took out 10 Panzers, most of which where Panthers while only losing 3 Hellcats. Also many battles the Americans outnumbered Panthers by 5 to 1. The strategy was to flank the Panther with speed. Panthers were know to have much slower turret speeds which made it possible for M18's to easily flank a Panther before the Panther could get its turret around.

None of this is modeled in the game and it is unlikely to get a 5 to 1 ratio advantage vs t a Panther.

Realistically a Panther could not be repaired in the field either. So once down to 15% health that is where it should stay. Why add the realism of the one hit without the turret speed differently between the 2 tank types?

Another point is my American infantry picked up a Panzershreck but never fired them at the German tanks. Most mods tend to give all the advantage to the Panzer. Yet they kept getting pushed back in real life. They also only had 40mm top armor so should be much more susecptible to arty.

If the Panther is going to 1 hit everything, fine, but then it should have a 50% slower turret speed and not hit 100% of the time.

Good karma0 votes
redgreen25
redgreen25 - - 18 comments @ New year, new release!

This is a fantastic mod, appreciate all the work by Dartborne and all who made contributions to it. Keep up the great work.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ New year, new release!

I've had that happen in the AK: Besieged Town map. The German Headquarters could never be destroyed. It retained just a sliver of health no matter what I did. I used mortars, 5 tanks, arty, flamethrowers, and yet it retained a sliver of health.

I think even the stock game had something like this at times.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Retribution

I wanted to point out one of the changes this mod makes that I didn't mention in the news release. This mod removes about 20-25% of the trees and bushes. This helped open up the maps and create alternate paths to take so it gets less bottled up now.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Europe at War

Thanks to Dartborne and everyone that contributed to this mod. Its a great work and adds a lot of enjoyment to the game.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Retribution

Thanks.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Retribution

The Retribution mod will only work in the Renaissance version of D3. The Renaissance came 1st, then Resurrection, then Reincarnation. Each time the devs altered the game engine so mods from 1 version won't work in the other 2 versions. I hate when they do that.

Renaissance has the Elf, Empire and Legion campaigns while Resurrection only has the Undead Campaign. Resurrection is horribly unbalanced and they changed the ini system so some units then get 3 turns while other units only get 1 per round. But the Undead are really cool so that game is a cruel tease.

Reincarnation has campaigns for all the races except the Clans which never got added in. Reincarnation is changed enough to be almost a different title as they went to small arenas with very small attack and movement ranges.

Larkin's Mod is for Reincarnation and won't work within Renaissance. Larkin also made a mod for Resurrection. Not sure if it is still available. Larkin's mods tend to be balance mods with smaller D/L's. Where my Retribution mod is a complete mod that changes environmnet appearance, building types, even adds the ship arena for Reincarnation and some Resurresection Undead units.

As far as I know Reincarnation is still only availalbe from Steam. If your a fan on Disciples, I'd recommend getting Reincarnation as well eventually. It has a much different flavor than Reincarnation. Personally I like Reincarnation the best of the three D3 versions.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Retribution

This mod won't work in reincarnation. Reincarnation was entirely redone and even the game engine was modified somewhat making it incompatible with any previous version of the game.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Retribution

Yes, I did make adjustments to dexterity and agility which will reduce crits and misses. I have significantly reduced crit chances for area spells of mages. I always felt area mages to be OP in stock.

Melee units are more apt to hit mage units now as well.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Retribution

Hope you like it.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Battle of the Bulge Mod V 3.0

Thanks for this mod Halftrack. Awesome work on this, very polished. I'll never go back to vanilla again.

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ [OUTDATED] Ken's 2.0 Hotfix

I can't get the M7 Priest to fire a barrage. :(

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ [OUTDATED] Ken's 2.0 Hotfix

I'm finding Soviet Armor to be woefully under-powered as well in N44 alpha. A group of T-34's demolitioned in seconds by 4 Jagh Panthers. Granted this may be the case in reality, but then the Soviets should outnumber the Axis tanks and its the opposite. In spite of me controlling 70% of the map. The AI first spammed 4 Panthers, which I deal with using arty. Then about 2 minutes later it has 3 panzers. Another quick 2 minutes
later it has 4 more panthers. I was able to take out 1 Panzer using infantry, leaving 2 panzers + Panthers versus zero Soviet tanks as I don't get the manpower bonus that the AI has, so I can only spam units every 7 minutes or so. Realism mods never take quanity into account, only make sure that tigers and panthers 1 hit everything and then put 4 panthers versus 4 medium allied tanks. In reality, the Axis lost the war because the allies outproduced units.

Good karma0 votes
redgreen25
redgreen25 - - 18 comments @ March Update!

I've only played this mod a handful of times yet so having some teething pains as I learn what works and what doesn't. Can anyone tell me what is the best type of unit to place inside a building? The squads I put in them always get rushed by inf that throw 3 grenades through windows and kills my squad while the attacking inf hasn't a scrape.

Is there a unit capable of suppressing these assault attacks? Wouldn't it be hard to place grenades through windows while under fire?

Good karma+1 vote
redgreen25
redgreen25 - - 18 comments @ Back to Basics v3.0 Released!

IMO this is one of the best mods, but there is 1 thing that drives me nuts and probably will lead me not to play it on open maps. This issue seems common to all mods and is present in vanilla to some extent also. Its the AT gun God mode. Here is how it played out in my last game. The AI's AT gun was leading an assault with the an MG squad and volks inf a ways behind it. AT guns are not meant to lead assaults because a 3 man crew should go down quickly to all manner of attacks out in the open.

So the AT gun has no cover and I am hitting it with two quad half tracks at point blank range. One from the flank and 1 from the rear, while the AT crew fires at me with revolvers. The AT crew itself appeared to take no damage, while the actual gun had taken just a sliver of damage over 20 seconds of firing. My half tracks were taking significant damage from the MG and volks squads and I would have had to withdraw simply because it appears it would take over 2 minutes to destroy the AT crew or better with 2 quads. The AT crew never was even phased, didn't try to withdraw or anything. I was playing on hard difficulty, not sure if they get HP buffs or what.

The thing of it is, those side shields offered little protection for AT crews and certainly none while attacked from the rear. They wore no armor and in fact Allied crews rarely even used the shields. In so many mods, the AT gun is the most powerful single unit on the entire battlefield, especially for the cost.

Good karma+2 votes
redgreen25
redgreen25 - - 18 comments @ March Update!

Happy Bday! Want to say I've just started playing the N44 ver 2.0 alpha mod and am really enjoying it. Out of 8 mods I've played its my fave. I've modded other games quite a bit but not COH yet. Actually am still fairly new to COH. Appreciate all the work that went into N44 and glad to see your still working on it.

I especially like how slow the AT guns move now as it makes the mobile armor's advantages shine. None of the other mods I played addressed this, the AT guns were always in God mode or whatever. Excellent splash damage from tanks also.


Good karma+1 vote