you will have to install N&S 2.6 first as per my instructions. This is a submod that patches over an original mod
you will have to install N&S 2.6 first as per my instructions. This is a submod that patches over an original mod
what unit? it will be tied to a unit not a specific weapon type
Much appreciated, thank you for subscribing.
I did, and it only uses the projectiles file. The Darthmod compatibility file is simply Darth's .pack file with my projectile file, and if you download my vanilla version you get the file by itself.
Changes are pretty much what I listed, collision radii, projectile speed, spread, shot number, and range.
How do you even have a non-steam version, lol? Yeah I'll make a file but it won't get updated as often.
Yes! I'd love to create new units, and I have the mod tools and the knowledge how to do it, however the tools doesn't read my Java correctly so that it is impossible to create new attribute files to make new units with, so I am left to only recycle what is given.
Pretty much the units are vanilla, but larger squads sizes, altered armaments, and a completely new set off abilities. There are no more restrictions on these units so you can cull together a force to meet any situation.
That being said, it is impossible to make new unit models for CoH2, so I primarily focus on unit combat flexibility over diversity anyway, and I implore players to try this mod in pvp with a friend to fully appreciate the authentic complexity and brutality of my combat.
I'll see what I can do to get one up, but I can't guarantee that it'll be updated quite as frequently as the steam version. That being said, I highly encourage you to buy a faction on steam to play the mod; the mod is best played in multiplayer.
Any constructive criticism to offer rather than an arbitrary opinion? This mod's combat is not even comparable to Wikinger's or Realism's.
Steam Workshop link, see mod description there: Steamcommunity.com
RebelSchutze
joined
This member has provided no bio about themself...