There you go man.
We can deploy the Enforcer. However, is there also an option to reverse this?
This Problem is still present even in the current version.
Arties are killing themselfs very effectively like this. Tested with Nod arty online vs CPU.
what?! Tank destroyer is not the super unit anymore?
So .. we actually see 3 new things here.
1) the mircrowave tank shoots lasers (?).
2) The SSM launcher is not the ultimate unit anymore, as we can see more than one of it.
3) Nod has a new, yet unreleased ultimate unit.
Now fix that Alt-tabbing issue and its a 100 % working game again O_O
We need info on the Goblins!
So are there more news about that beast avialable?
Currently the Ostheer is lacking unique Endgame content. There is only the ferdi which can still be compared to the jagdtiger / JPanther.
Also, please use fieldgray skins! This one here just looks lame and not like a whermacht unit which is going to show its superiority once agin
WOOOOOOOOOOOOOOOOHOOOOOOOOOOOOOOOOOOOOOOOOO MENTAL is here finally
cant you just upload the Mod without that stupid torrent stuff?
Looks very good, only the war factory has still that ugly tiberian sun style
Indeed i gonna troll around with that feature
LoL that was unexpected. A Nachbar!
Okay thats perfectly fine then, their spawn just seem unintented thus it looked like a bug.
But its a funny idea actually
Futhermore that one is a bug for sure:
If you play Costal path revisited (4players) with 4 players (me and 3 bots), and then play Costal path (2 players) afterwards, 4 players will show up on that map as well. That was unexpected never seen such a bug :D
Costal Path revisited is the best map i have ever seen
GG asian guy with the name i cant spell
Unsure if its a bug but it is strange.
Once you sold your powerplant (for example because of space issues), you cant build the refinery & co. anymore although have have lots of advanced powerplants. That is rather strange, the advanced powerplant should lead to the same options as the basic powerplant.
There is an yet undocumented error in this advance.
I tried the method described above 6 times, without any success.
In the first try i added 6 dinosaurs and removed 6 therefore, it didnt work. In the next tries i did it again and looked for errors (commas, blanks, ..), and even did something that is not mentioned in the tutorial (like removing a dino in a certian formation in order to add one specifically to that formation).
It did not work, nothing of it, that probably cost me about 5 hours lol.
In the last try i just removed a single dinosaur, and the game was still crashing when i entered a game (not in the menu, my dinocount was always under 40).
What i did then is the following:
I used the "Dinolist.ini" and "Fslhunt.ini" from the original JPOG game!! Not the mod files. DO NOT USE these .inis delivered from the mod!!!! Then it worked, anything you need to do with it is follow the tutorial above. First i added 1 dinosaur (I-Rex is epic) - but currently i have added 10 already and the game works still very well.
I hope this helps to explain the errors some of you have or will have.
"Its weapon has been enhanced and so the unstable particle field will now heavily damage all units which cross it while it lasts. "
Yes of course it is.
But what does that actually mean? :D
Its written in a way that the reader has to know its prior fuction in the game.
What the hell is that "Soviet Iron Dragon"?
Looks EPIC :S
Tbh, i miss the epic V2/V3 launchers of the soviets..
Fixed: Capturing an "Experiment Lab" on the "The Experiment Lab" map will now provide special units on both the default and Co-Op versions of the map (Credits: Rampastring).
What UnitS actually?
I did this once, all i got was a mobile HQ which shot lasers lol
This mod is beyond EPIC
These images are rather strange lol.
1st pic doesnt show what is shown on the minimap?
2nd pic - displays a missions which doesnt feature tanks, yet still the player even has a flame tank.
Probably alpha or pr footage
This is exactly what tibierian sun was missing
na na na nice
great to see you blackbishop!
and good news!
looks like a good new home for my dragon.. smaug will come to you damn little ppl :D
when this really works good...
you can call the mod bfme III, because I + II = III :):)
looking good, however im not sure about that change...
The base feature is sometimes great, but it also limits variation of battlekinds.
Good factions with fortresses would be ok, but for the evil ones, this is not a good idea. Those mud circles never ever fascinated, not even in sum1. They looked more like some kind of stop-gap feature created for the evil factions. All in all i dont think its a good idea to bring them back.
Also regarding "Nebelberge" (Whats the en name therefore?) THIS DOES ABSOLUTLY NOT FIT.