Company of heroes V.1 : THIS IS NOT AS KINDER PARTY
312 replies, posted
Eastern Front updated...The FTP and their main website and forums are down from so many people trying to get it. But there are alternatives.
Change log:
Apparently the part of their website that had the change log on it crashed as well. But The Soviets can now crew abandoned AT Guns and capture dropped weapons. There is a new British Reward Faction that has the Achilles, Marine Commandos, and SAS Raiders.There is also new maps and a new Gamemode which is annihilation with no population limit.
They posted alternative links though;
[url]http://www.megaupload.com/?d=5TGR52JI[/url] = Install this first
Then this: [url]http://www.megaupload.com/?d=E01CQ90J[/url]
Next stop: The Ostheer
They also released a new challenge mode.
Well hot damn, they fixed the recrew bug. I heard they managed to do that, but I didn't know when the fix was going to be released.
the question here is:
is it balanced
I got the Change log:
[code]New OPTIONAL Sub-Faction: Royal Marines Commandos Brigade
* All these changes are activated by using a "Reward Unit".
Teching Changes
* Captain moved to HQ. You do not need to buy a commander to access all units in your tier.
* Increased cost of the Lieutenant by 10 fuel and the Captain by 15 fuel.
* HQ truck
- Units available: Marines Commando Squad, Lieutenant, Marine Sapper, Captain
* New Building added to the tech tree: The SAS Forward Command. It's similiar to a HQ glider, but can only land on friendly territory.
- Cost: 220 manpower 30 fuel
- Units available: Bren Carrier, SAS Raiders, SAS Recon Jeeps, SAS Light Support Jeeps
* Field Support truck
- Cost: 335 manpower 75 fuel
- Units available: Staghound, Achilles
*Armour Command Truck
- Cost: 400 manpower 125 fuel
- Units available: Cromwell Tank, Cromwell Command Tank, Comet Tank.
* Trucks lock down sectors, but do not gain additional resources unless an upgrade is researched.
Unit Changes
* - All Infantry move with normal movement.
* Marines Commando Squad:
- They are like regular infantry sections, but are unable to make trenches.
- Cost changed to 375 mp
- Reinforcement cost increased
- Recon element now:
- - Camouflaged when in cover like Panzer Elite's Fallschirmjäger, but with lower first strike bonus
- - Sharpshooter ability remains
- - Increased Accuracy by 1.25x
- - Decreased Cooldown by 1.75x
- - Increased Capture rate by 1.5x
- - Reduces health by 5 per man
- Recon Element cost increased from 35 munitions to 50 munitions
- Starting Squad is no longer equipped with Recon Element upgrade.
* Marine Engineers:
- Regular sapper squad with normal movement but unable to build trenches.
- Other defenses become available for construction when the Captain has been built.
- Increased reinforcement cost.
* SAS Raiders:
- 4 Tommies with 3 Thompsons and 1 PIAT.
- Have slightly more health than a normal tommy.
- Increased capping speed and cost 375 manpower
* SAS recon jeeps:
- Jeeps are built in squads of 2. One has a 50cal and the other a 30 cal.
- Cost 450 manpower
- They have -30% received accuracy as standard
- Can detect as normal jeeps
- Have self repair
*SAS Light Support Jeeps:
- Jeeps are built in squads of 2. They're armed with recoilless rifles.
- Cost 350 manpower
- Cannot detect
- Have self repair
* Achilles TD:
- M10 with a 17 pounder gun.
- Has HVAP Ability for 50 munitions.
- Cost 380 manpower 75 fuel
Veterancy Change
* The lieutenant bonus is no longer stackable.
Starting Resources Change
* Commonwealth starting resources lowered from 460 manpower, 15 fuel, 25 munitions to 375 manpower, 15 fuel, 0 munitions.
Balance Changes
* Red Banner Strelky's PPSh and DP-28 upgrades now cost 60 munition.
* Red Banner Strelky PPSh damage reverted back to 5.
* Increased Red Banner Strelky DP-28 damage by 1.
* Red Banner Strelky DP-28's penetration and damage modifier against Puma, Sdkfz 22x, Marder and Halftracks now match the BAR.
* Conscripts' and Penal Troops' Mosin penetration and damage against Sdkfz 22x and Halftracks now matches M1 Garand.
* Strelky Mosin penetration and damage against Sdkfz 22x and Halftrack now matches US M1 Garand.
* Major's Pistol now has same range as Mosin rifles.
* Major's Pistol cooldown duration changed to 1.5-2.
* Following Changes to the Heavy Mortar:
- Damage Medium/Long: 0.1
- Damage Short: 0.2
* ZiS AT Guns no longer auto target infantry.
* T90 Main gun now based on Puma's 20mm with following changes
- Short range suppression changed to 0.1
- Medium/Long range suppression changed to 0.003
- Damage against Puma set to 0.8
- Damage against Halftrack set to 0.7
- Damage against Sdkfz 22x set to 0.4
- Penetration and rear penetration against Sdkfz 22x set to 0.5
- Penetration against marder set to 0.5
- Accuracy against P47 set to 0.9
- Accuracy against infantry elite 0.8 and damage 1.05
- Projectile FX/tracer matches 50 cal
- Burst duration 4-3.5
* PTRD damage changed to 30
* PTRD accuracy and damage modifers against Sdkfz 22x and Halftracks increased by 0.1.
* PTRD damage against Puma changed to 1.6.
* Red Banner Strelky's Banner Bearer now has Soldier armour.
* 'Stand Your Ground' ability for DP-28 armed Red Banner Strelky also gives them 25% less received accuracy when active.
* Conscript's capping speed reverted back to 1.5 from 1.3.
* KV-2's main gun area of effect damage increased by 0.1
* KV-2's main gun damage against elite armour increased by 0.05
* Lend-Lease Sherman gun damage against Puma set to 1.3 and sight range to 47.5.
* T70/T90 health set to 350.
* SU-85 penetration against Panther increased by 0.2.
* SU-85 damage against Halftrack/Sdkfz 22x/Puma reduced to 0.8.
* SU-100 damage against Halftrack/Sdkfz 22x/Puma reduced to 0.8.
* Sturmovie PPSh damage increased to 7.5.
* Guard's SVT rifle penetration and damage against Sdkfz 22x and Halftracks now match US M1 Garand.
* T-34/85 armour changed from 'Churchill' to 'Sherman' but has a -25% received penetration.
* Soviet grenades now match vanilla ones having 0% chance to miss.
* Sniper Team's Spotter gun accuracy at long range increased by 0.15.
* Reduced commander points needed for God of War by 2.
* Majors's Pistol cooldown (time between shots) duration changed to 2.5-3.
* Camouflage mechanics for Sharpshooters and Tank Hunters now matches PE Fallschirmjager. Units automatically cloak when in cover.
* Comet cost changed to 100 fuel.
* Lend-Lease Sherman now has an AP round ability. Activation cost 50 munitions.
* Added the Medic truck as a secondary rally point (like British Captain).
* Medic Trucks are now limited to 1 on the field.
* T-34/76 now has -15% received penetration.
* Reward Tiger now costs 800 manpower like the normal tiger.
* Munition upkeep for ZiS AT Guns and Mortars cut in half.
* ISU-152 Gun changes:
- Reduced damage modifier against Tiger/Jagdpanther armour by 0.1
- Reduced weapon range to 45
- Changed AOE stats to match US Howitzer.
- Damage against houses (farms etc) increased 300%.
* ISU-152 rotation rate increased by 3.
* ISU-152 ambush ability removed.
* New ISU-152 ability, indirect barrage. 2 shots fired indirectly as barrage.
* Jagdtiger gun's increased penetration modifier vs jagdpanther/Pershing armour by 0.15
* Jagdtiger received damage set at 0.8.
* SU-85 gun's damage lowered to 107.5.
* SU-85 now has -25% received accuracy.
* SU-100 has -25% received accuracy and -15% penetration.
* Mechanics now have second ability called 'improved tank production'. Improves production time for the Tank Hall.
* Siren warning replaced smoke in US strafing runs.
* Comet health set to 600 hp and armour type set to Pershing.
* Strelky on the field now gains access to the weapon-upgrades after researching the Red Banner upgrade.
* Increase population of Tank Hunter to 8.
* American mortar setup time reduced from 2.4s to 1.5s.
* Stug acceleration increased from 1.7m/s to 2.5m/s
* Stug deceleration increased from 2.0m/s to 3.0m/s
* Assault Grenades damage average reduced from 30 to 17.5
* Officer build time reduced from 45s to 25s.
* StuH manpower cost reduced from 600 to 500.
* StuH CP cost reduced from 3 to 2.
Soviet Veterancy changes
Strelky/Ingenery/Partisans Veterancy
- Veterancy 1:Armour changed to Airborne
- Veterancy 2:1.2 accuracy modifier
- Veterancy 3:1.2 Damage modifier
AT squads/AT gun/Mortar/Sturmonie
- Veterancy 1:-20% received accuracy
Command Squad
- Global bonus is now 10% per level
- Veterancy 2 also gives the squad -15% received accuracy
Sharp shooters
- Sharp shooters now start with infantry armour and gain airborne armour at Veterancy 1
- Cloak ability moved to Veterancy 1
- Conceal smoke ability moved to Veterancy 3
Guard
- Veterancy values amended to 7/14/28
T90/70
- Veterancy 1:-20% received accuracy
- Veterancy 2:1.2 accuracy
- Veterancy 3:1.15 range
UI Changes
* Updated texture for ISU-152.
* Updated texture for T-34/76.
* Updated texture for Comet.
* Updated Ingenery's texture, no more glowing equipment.
New Game Mode
* Added OPTIONAL custom match game mode, "Annihilate - No Popcap". Basically normal Annihilate but with "9999" popcap.
New Challenge
* Added OPTIONAL challenge on Angoville. More information about it can be found here.
Maps
* Added "Egletons" (2) by Cam51, winner of the latest GameReplays.org map competition.
* Added "Duclair" (2) by OnkelSam, winner of an older GameReplays.org map competition.
* Added "Dom Pavlova" (4) by BurroDiablo.
* Overworked Maps ('Performance improvements', 'New weather settings & options' and 'New territory overlay'):
- Kholm (2)
- Prague (2)
- Psel (2)
* General Updates
- Cottbus (4)
- Tannenberg (4)[/code]
HOLY CRAP, the actually buffed the Funkwagon. Sadly, it still difficult to use, at least once it is deployed its practically very difficulty to find it again.
Theory Craft: Funkwagon deploying in enemy sector (any) will cause it to cost 0.5 pop cap.
All sectors give 3 pop, a Funkwagon takes 50% of the current sectors resources, including population cap. So essentially, you're paying 220 manpower, for an invisible maphack which steals resources when on enemy sectors.
Time to play beta to check it out.
There were english forces on the eastern front?
[QUOTE=PaChIrA;27577522]There were english forces on the eastern front?[/QUOTE]
They keep the original CoH Factions and add reward units to them as well; the new British Commando and SAS Raider faction is fun to play as. (They also added the Comet, Sherman 105, Sherman Jumbo, Jagdtiger, and Jagdpanzer for reward units in a previous patch)
EDIT: Before it went down: I read a thread on their forums; they were talking about brining back the old Tiger Ace from COH as a reward unit to replace the KT and put the JT as a replacement for the Jagdpanther.
[QUOTE=Bbarnes005;27577546]They keep the original CoH Factions and add reward units to them as well; the new British Commando and SAS Raider faction is fun to play as.[/QUOTE]
Oh, that is neat.
They're also working on a 6th (7th?) Army, the Ostheer (pronounced german ost-heer, translates to "east army").
[editline]21st January 2011[/editline]
Okay, they didn't pack something right. It's missing the Launcher, so I reused the Launcher from a previous version, then it's missing Laungages.ini, so I reuse that from a previous version, then it says "Unable to locate Company of Heroes directory".
Somebody fucked up.
[QUOTE=Mr. Someguy;27577604]They're also working on a 6th (7th?) Army, the Ostheer (pronounced german ost-heer, translates to "east army").[/QUOTE]
Talking about the Ostheer:
[url]http://www.moddb.com/mods/coheastern-front/news/ostheer-update-1[/url]
[url]http://www.moddb.com/mods/coheastern-front/news/ostheer-update-2-the-hq[/url]
[url]http://www.moddb.com/mods/coheastern-front/news/ostheer-update-3-infanterie-gruppen-post[/url]
[url]http://www.moddb.com/mods/coheastern-front/news/ostheer-update-4-schutzen-war-camp[/url]
That is all the updates they have on them so far on their MODDB Page.
[QUOTE=Mr. Someguy;27577604]They're also working on a 6th (7th?) Army, the Ostheer (pronounced german ost-heer, translates to "east army").
[editline]21st January 2011[/editline]
Okay, they didn't pack something right. It's missing the Launcher, so I reused the Launcher from a previous version, then it's missing Laungages.ini, so I reuse that from a previous version, then it says "Unable to locate Company of Heroes directory".
Somebody fucked up.[/QUOTE]
Works fine for me.
On another they are working on a patch to fix some of the small bugs in the new version; but it will probably not come in till they sort the problems with their FTP, Website, and forums.
[QUOTE=Teh Zip File;27576424]Oh, another thing, the German tank voices are awesome.
Especially when they're scratching your paint job. :v:[/QUOTE]
That's certainly true when a Sherman makes the ill-fated decision to engage your Tiger tank.
panzer elite have such shitty vehicles
they really have no choice spamming infantry blobs because their vehicles suck so much
how do i play the eastern front mod, i installed it but i can't launch it
launch options don't work, and i see no launcher
[QUOTE=NomadicNinja;27578595]panzer elite have such shitty vehicles
they really have no choice spamming infantry blobs because their vehicles suck so much[/QUOTE]
You would think that the PE would have tough vehicles while the Wehr had the PE's vehicles
Thats why I love Blitzkrieg. Gives the PE some more tank power. Jagdpanthers you can buy, a Jagdtiger, and probably some other tanks I forgot. I've never lost a Jagdtiger, everything bounces off it.
[QUOTE=PaChIrA;27578706]You would think that the PE would have tough vehicles while the Wehr had the PE's vehicles[/QUOTE]
tank elites having shit vehicles
seems reasonable
[QUOTE=NomadicNinja;27578595]panzer elite have such shitty vehicles
they really have no choice spamming infantry blobs because their vehicles suck so much[/QUOTE]
Not in Blitzkrieg. Go Tank Hunter and you have the might of the Axis war machine in the palm of your hand.
reinstalling now
[QUOTE=Killerjc;27578731]tank elites having shit vehicles
seems reasonable[/QUOTE]
Armour*
[editline]22nd January 2011[/editline]
[QUOTE=Killerjc;27578701]how do i play the eastern front mod, i installed it but i can't launch it
launch options don't work, and i see no launcher[/QUOTE]
Read my post, it's borked.
There is a launcher fix on their main site; but it's down.
Try looking in the CoH Directory; they usually have a Launcher in there.
[quote]This is a patch for the users who have 1.232. In other words, this is the update that should be downloaded by the launcher when it's looking for new versions. The full installer, with an average size of 800MB isn't available yet due to server issues.
You can download 1.20 FULL, then download the 5 updates and at last, install the files you got from megaupload. As we have problems with our servers, you won't be able to download the aforementioned 5 updates, but i've uploaded them to mediafire, just if you or someone else needs them.
Or you can wait until the server works normal again.
Remember that you need to have installed at least one original CoH game in order to run EF.[/quote]
from what i'm reading here that thing you downloaded was only a patch not the full mod
No go.
I downloaded an older version of the mod, installed it, then installed the 'new' version.
Still get the missing directory error.
[editline]22nd January 2011[/editline]
Okay, installed old version, then worked my way up installing updates via EF downloader, finally got up to date, tried to launch. Same error.
I think it's safe to say that Eastern Front is fubar.
[QUOTE=Mr. Someguy;27580336]No go.
I downloaded an older version of the mod, installed it, then installed the 'new' version.
Still get the missing directory error.
Wait in till MODDB finally authorizes the 1.30 Full Version download and get that instead.
[editline]22nd January 2011[/editline]
Okay, installed old version, then worked my way up installing updates via EF downloader, finally got up to date, tried to launch. Same error.
I think it's safe to say that Eastern Front is fubar.[/QUOTE]
I don't know what you did wrong...It works fine for me. I still say wait for the Full Release of 1.30; then uninstall the current version you have and install that and then update it.
Try Looking at this: [url]http://easternfront.org/forums/index.php?topic=1677.0[/url]
So, what has these patches meant for the original CoH? Good/bad/unknown consequences? Has the AI state been increased?
Oh, and is the Blitzkrieg mod populated in the EU, and are skirms good/possible there?
The patches only made the game more mod-unfriendly, unstable, fucked up balance and matchmaking and everything else far beyond a point where it could be fixed.
The patches aren't tiny also.
(I'm ranting about the normal CoH patches, not the mod ones)
What is so good about this blitzkrieg mod?
[QUOTE=Bbarnes005;27581089]I don't know what you did wrong...It works fine for me. I still say wait for the Full Release of 1.30; then uninstall the current version you have and install that and then update it.
Try Looking at this: [url]http://easternfront.org/forums/index.php?topic=1677.0[/url][/QUOTE]
I've uninstalled and reinstalled and screwed around with it so many times that somehow the 'uninstall' button is missing.
I'm going to try and remove and reinstall it manually.
Add me if you want to play some skrims in the beta CoH :buddy:
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And suddenly now the old versions are installing themselves with missing files.
Gah I should have just stayed with 1.2 and left it as it was.
[editline]22nd January 2011[/editline]
Also DarkWolf I'll play with you if you want.
[editline]22nd January 2011[/editline]
Great, the only link to full 1.3 that I can find is "awaiting authorisation".
Can't play them anymore because I have a Macbook :smith:
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