No probs. Yea it's unfortunate that ppl need all the DLC's to play our mod, but we could'nt avoid it sadly without losing a lot of features or other necessary files which the expansions offer
No probs. Yea it's unfortunate that ppl need all the DLC's to play our mod, but we could'nt avoid it sadly without losing a lot of features or other necessary files which the expansions offer
Hi Bekolka. Are you running CoH only? As our Mod also requires Opposing Fronts and Tales of Valour DLC's as we use certain files from the expansions so theyre needed to play the mod
"C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes Relaunch\RelicCOH.exe" -mod StarWars -dev This is my full pathname
I've responded to you in discord ET to help on your install
New PC all fixed and finished now so i deleted previous posts for team members
New Update still coming!
Update still in progress ( filming/editing etc) Sorry its taking a a little longer than expected, but I want it too be a good presentation for you all, thanks for your patience
No it's not. Ebonhawk is making some new map assets currently. So it's still active, just slowed up
Hi, thanks for the nice comment. The mod is still active and some additional assets/vehicles have been created along with some in-game testing. So future updates and information on the progress will keep occurring.
However, as everyone is going through global lockdowns at present with the current pandemic happening, this will possibly affect some release time lines or informational updates on progress. Stay safe everyone
No not dead. Just delayed. I had an older pc when i started this, which eventually led to bad framerate recording, and even support for steam, as i was still using Vista.
Good News: New system with excellent framerate recording, all tools recently installed (3dsmax,OE,MS) everything working and burning correctly. Currently working on it, and organising an update soon.
No we're not, we're still about. We are just taking a hiatus for a bit so we can catch up on things outside of the mod
As far as I know there will be some aviation. But hopefully Eol can confirm this at some point in time with the vehicles and how theyre going to be used in gameplay
Yes it does have the same or similar content to COD zombies with some addittional features. Thanks for your interest
It would ( cheatmod.scar) have to be uploaded into the scar folder files, and the scarutil.scar file would have to be modified to then include this line under the others it already imports. import("Cheatmod.scar") Also keep in mind as soon as you do this, your version will not match others so you wont be able to play online with others, also the new units have not been included in the cheatmod script. But you can get extra resources and have instant build so atleast you can still get the units in game through this method.
Yes its wave based. The zombies will come from different entry points on the map, these entry points can increase if extra areas are unlocked allowing the player access to more perks or weapons etc. As the waves increase, so will the variety of the zombies attacking you. It starts with your basic slow zombies, then allowing for faster units then also sprinters, ones with special abilities, crawlers, zombie dogs, a variation of diff types/looks and strengths/weaknesses. The players start with a basic weapon outfit. The mod has a zombie kill score system giving the player resources from the kills to then either, upgrade his current weapon/weapons or buy better weapons or secondary weapons like mines, traps, range of diff type grenades and molotovs. These can also be upgraded allowing the user to carry more. Your new weapons purchased can once again be upgrade for better aim/fire rates, reload times, damage and accuracy (the mod allows the players to interchange weapons) The mod also has a weapon ammo system which in hindsight was vital for the weapons so players will need to use a variety of weapons ( rather than constantly using the latest best weapon). So if they run out of ammo on one weapon, they still have others they can use until they re-supply themselves. The default starting handgun will be ammo free though. Rather than making the ammo system more difficult than what it already is to manage, single shot weapons will register as one shot, burst weapons will count as 1 count per burst ( i do realise some bursts are shorter/longer than others, i may and try and work out a time limit to the burst to allow for a more accurate account of ammo used on these weapons, but not totally necessary atm as i have balanced the bursts/ammo count so its reasonably fair to the players. Your ammo score shows up on the screen ( same as objectives) and also your current weapon being used. In your control panel you will have a range of different inventory menus. Weapon Inventory, Supplies Inventory, Medical Inventory and a Defensive Inventory where you can purchase and build traps, claymores, miniguns etc. Theres also an Abilities Inventory thats separate from normal abilities so you can purchase things like monkey bomb, drone, zombie immunity ( a green gas that surrounds you and helps protect you from zombies for a period of time), flare gun etc. Some zombies when killed will drop items similar to COD Zombies, so things like Nuke Bomb, Insta-Kill, Ammo etc. It also has your typical COD zombies Mystery Box, Drink Perks Machine, Teleporter, Zombie Flogger and some other features. I hope that gives you a bit of a breakdown on certain gameplay elements for the Mod
Was it DemoSS? I recall he made some more modern day units and skins
Then you won't be disappointed :)
The mod "will still be released". I've just been distracted by helping on a StarWars mod for COH atm. I do realise I started my mod quiet late as opposed to how old COH is now, so the amount of ppl playing it has potentially dropped quiet significantly. But i've put a lot of effort and time into it with some really cool features never seen before in COH so I will always be eager to release it when its finished. I would estimate around the 80% completition status. Thanks for your interest :)
No not as yet, I've been helping with the COH StarWars Frontline mod
No it's still active and moves forward
Sorry for such a late post response to this subject, but I created a steal vehicles in Coh1 (before any release or mention of Coh2 at the time) Still use it till this day in another private mod of mine. And i'm willing to share my setup, the bulk of it is .rgd edited files or abilities, but yes it also needs a Scar script to monitor the vehicles that will have this ability. Mine is also only single player setup currently but could be converted to be multiplayer. Keep in mind though I use this on custom current civilian vehicles, so no loaded gunners or combat slots etc, so if you wanted to replace visual units with opposing visual units and a variety of different unit variations, that would require alot more work. We can discuss this further Eol on Discord :)
He means what new race armies are replacing the original race armies.
Allies = Rebel Alliance
Axis = Imperial Empire
Brits = Ewoks.........."just kidding!"
Mines due to steam account stats, as petty as that sounds
No it wont be. But it's still active and getting closer for balance and multiplayer testing. Some new features and models are still and always being added. Recently added a Zombie Flogger with physics, so that's a great addition for maps and entertainment.
Hi AAMC4, it was annoying relics forum closed down and took the info with it. Here is a site which someone tried to get some of the info before it was closed. It doesn't have much sadly, but it does have some info and links ( which surprisingly enough then link back to Relics forums site? weird!)
Here is the link Reddit.com
Just a Note: Once your back in relic forums (after clicking on a tutorial on Reddit), click on modding tutorials in relicforums ( How To's), and you can get access to everything again :)
The mod is still active. Just no recent update that's all
Hi all, just letting you know that the mod still continues although no new content has been shown. Currently adding custom bodies for variable zombies, thank you
Yea I imagine that would be the end result so that it would give people better access too it
After many attempts and different types of setups I have finally finished and completed the first ingame weapon and ammo system with Onscreen Weapon/Ammo display in COH which will be available to public on d/l with mod. So my last few weeks have been slow but the results were well worth the time and work. I've attempted ammo systems in the past but all failed due to certain reasons of stacking/removing/filtering issues. My new system overcomes all those issues. The ammo system will show the weapon name and ammunition it has remaining. The ammo display will update as the ammo is used or obtained. I've currently set it up for 2 character players per player, I've also shared the ammo between the players (2) character units, that way removing the hassle of buying, finding or earning seperate ammo per character as it makes for smoother gameplay. I would like to thank Janne252 for his information which helped on some of my scar scripts used
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