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Announcements / Re: Eastern Front not working on Steam (update)
« on: February 19, 2014, 06:16:23 AM »
Good news regardless. I'm glad it got sorted out (somewhat).
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Announcements / Re: Eastern Front not working on Steam (update)« on: February 19, 2014, 06:16:23 AM »
Good news regardless. I'm glad it got sorted out (somewhat).
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Announcements / Re: Eastern Front not working on Steam (update)« on: February 19, 2014, 04:23:02 AM »3
General Discussion / Re: Adapting EF for CoH v2700.2.22« on: December 26, 2013, 12:14:14 PM »
Ok. Hopefully the team finds a way to avert the DLL lockout issue then.
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General Discussion / Re: Adapting EF for CoH v2700.2.22« on: December 26, 2013, 02:38:52 AM »
No, two 'newish' merger factions. And then your custom factions would simply need to overwrite an existing vCoH faction; that way, the FactionFix DLL (and others) could be omitted and the fatal crash averted.
I'm just throwing around ideas mate, I fully understand the magnitude of such a merger. It's more of a contingency suggestion, assuming nothing else works out. 5
General Discussion / Adapting EF for CoH v2700.2.22« on: December 25, 2013, 02:41:20 PM »
Hi guys.
I have no idea whether the recent DLL lockout can be mitigated by your team, or even if Relic/Smoking Gun Interactive have any intention of fixing it... but if necessary, maybe you could think about amalgamating your existing content into four factions rather than six so that custom DLLs can be avoided? For example: Faction 0: Western Allies (U.S.A. + Great Britain) Faction 1: Westarmee (Wehrmacht + Panzer Elite) Faction 2: Soviet Union Faction 3: Ostheer OR, alternatively (this would be my ideal set-up... but I'm willing to bet you won't like it): Faction 0: U.S.A. Faction 1: Nazi Germany (new combination of Wehr, PE and Ostheer) Faction 2: Great Britain Faction 3: Soviet Union Just a suggestion, I realise how you you must feel right now. Good luck, and all the best regardless. 6
Eastern Front / WWII Squad Organisation« on: November 24, 2013, 10:58:02 PM »
Hey.
Does anybody know anything about real-life WWII squad loudouts? Specifically German and Soviet loadouts? From what I've found online: Most Soviet squads were 9 men by the end of the war, and were armed with:
Most German squads were also 9 men by the end of the war, more standardised, and were armed with:
I'm also interested in similar data (and proper squad titles) for other Soviet units (Guards, Sappers, Assault Engineers, MG/mortar/AT gun teams, etc) and German units (Pioneers, Sturmpioneers, Waffen SS, Brandenburgers, MG/mortar/Panzerschreck/Pak teams, etc). Thanks for reading, any info would be really helpful. 7
Balance Discussion / Re: [2.1.0.1] Snipers: Not an adequate fix« on: July 31, 2013, 08:44:43 PM »"But COH2 did it! And Modern Combat Mod did it!"You should elaborate. Quote In more detail, the balance of the modern combat mod is less noticeable because the existing sniper mechanics of the game had been changed when the vCoh factions were in their right state removed.I don't understand this part at all. Quote To those whom still support the fallacy of a balanced, 2 man sniper squad that can be reinforced, and you know who you are: It will never, ever work with Company of Heroes unless a dynamic change is made to the mod.I think you're wrong. IMO sniper teams can work, but are fairest when they exist as an optional upgrade for a 1-man sniper unit. With this system in place, you preserve the initial sniper duel mechanic but provide a means of investing in the sniper's survivability, especially late-game. As long as countersnipes are capable of neutralising the sniper team (removing its sniper functionality so that it can't immediately kill the countersniper) then what you have is an entirely legitimate gameplay element that isn't nearly as impossible as you're implying. For example, in Modern Combat a successful countersnipe always kills the sniper and spares the spotter (equipped only with an assault rifle). Treating the sniper team like a support crew and killing them both when countersniped is another option, but a clumsier one I think. 8
Off Topic / Re: Fuck Yeah!!! Modern Combat mod!!!« on: September 23, 2012, 09:06:16 PM »
Haha no worries, let me know how it goes.
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Off Topic / Re: Fuck Yeah!!! Modern Combat mod!!!« on: September 23, 2012, 08:02:20 PM »
What I'm trying to say is that you should download it a second time. I still can't tell if you did that or not.
The download was probably incomplete or corrupted the first time, meaning that you could reinstall it over and over and over again using the files you currently have and it still wouldn't ever fix the problem. 10
Off Topic / Re: Fuck Yeah!!! Modern Combat mod!!!« on: September 23, 2012, 07:50:55 PM »
Ok, sorry about this but I just want to confirm that you actually redownloaded the patch, you didn't just reinstall it? I can't really tell from your post.
If you did then I'm not sure what else you can do, make a post on our forums and explain your situation, I'm sure DB will be able to help you out. 11
Off Topic / Re: Fuck Yeah!!! Modern Combat mod!!!« on: September 23, 2012, 07:22:01 PM »
You just delete the ModernCombat folder and modules in your CoH folder.
But I don't think you'll need to uninstall it, have you tried re-downloading the patch? 12
Off Topic / Re: The "post picture of yourself" thread« on: September 23, 2012, 07:00:37 PM »
Lol Dzierzan, looks like you're up next.
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Off Topic / Re: Fuck Yeah!!! Modern Combat mod!!!« on: September 23, 2012, 06:51:48 PM »
Ok, first try reinstalling 1.010.
If that doesn't work, redownload the patch and then reinstall. 14
Off Topic / Re: Fuck Yeah!!! Modern Combat mod!!!« on: September 23, 2012, 06:46:54 PM »
It means that the language files haven't been installed properly.
Were you up-to-date with v1.009 before you installed the patch? 15
Off Topic / Re: Trolling« on: May 07, 2012, 06:04:18 PM »Sorry guys, obviously I'm not too good at it. No offence meant!
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