Company of Heroes: Eastern Front

Author Topic: Adapting EF for CoH v2700.2.22  (Read 4816 times)

Offline I_am_a_Spoon

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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.
« Last Edit: December 27, 2013, 08:09:34 AM by I_am_a_Spoon »

Offline Gerrit 'Lord Rommel' G.

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Re: Adapting EF for CoH v2700.2.22
« Reply #1 on: December 25, 2013, 10:29:56 PM »
With your suggestion we would have to create and balance and rework 4 "new" factions.
This would be a hell of work.
So out of my view; no chance here. Sorry.
May the force be with you.

Offline I_am_a_Spoon

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Re: Adapting EF for CoH v2700.2.22
« Reply #2 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.
« Last Edit: December 27, 2013, 07:58:43 AM by I_am_a_Spoon »

Offline Dreamerbg

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Re: Adapting EF for CoH v2700.2.22
« Reply #3 on: December 26, 2013, 09:41:22 AM »
Devs are not going to replace or even touch any of existing original factions/campaigns of CoH. 

Offline I_am_a_Spoon

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Re: Adapting EF for CoH v2700.2.22
« Reply #4 on: December 26, 2013, 12:14:14 PM »
Ok. Hopefully the team finds a way to avert the DLL lockout issue then.

Offline Dann88

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Re: Adapting EF for CoH v2700.2.22
« Reply #5 on: December 26, 2013, 05:13:58 PM »
Or an "upgrade" that let you choose the faction of the 1st minute ingame rather choose the faction in the lobby. But that's pretty complicated too
I'm drunk now, I'm outranked you in philosophy.

Offline krupp steel

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Re: Adapting EF for CoH v2700.2.22
« Reply #6 on: December 26, 2013, 09:54:46 PM »
Those who still kept the original Company of Heroes game (before transition to steam) can still play offline games with the Easternfront mod
My personal favorite

Offline Emmeric

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Re: Adapting EF for CoH v2700.2.22
« Reply #7 on: January 15, 2014, 03:46:09 PM »
Those who still kept the original Company of Heroes game (before transition to steam) can still play offline games with the Easternfront mod

Is this so?

I have CoH Steam installed with EF and it doesn't work, of course.

I have CoH Disc installed on another drive. It does work and works even so with LAN. Can EF be installed to this and it would work? And with LAN?

If so, what version of patch should CoH be and what version of patch for EF?

Offline Hendrik 'DarcReaver' S.

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Re: Adapting EF for CoH v2700.2.22
« Reply #8 on: January 15, 2014, 05:10:27 PM »
You can simply download or install ToV 2.602 from steam or install it from disc parallel to new steam version.

Abuse is abuse and has to go.

Offline Alexander 'ApeMen' J.

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Re: Adapting EF for CoH v2700.2.22
« Reply #9 on: January 16, 2014, 07:48:26 PM »
and keep in mind to replace the factionfix.dll with the factionfixold.dll



Offline amirosia

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Re: Adapting EF for CoH v2700.2.22
« Reply #10 on: February 01, 2014, 03:43:16 PM »
CoH v2700.2.22 download leng