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Author Topic: Operation Avalanch: Fall of Italy mod  (Read 81304 times)
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hans Offline
EIR Veteran
Posts: 3497



« Reply #60 on: May 16, 2012, 07:59:21 am »

will dl ing it  Smiley
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Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
hans Offline
EIR Veteran
Posts: 3497



« Reply #61 on: May 16, 2012, 08:39:43 am »

do like the flamer idea

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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #62 on: May 16, 2012, 05:07:10 pm »

13 DLs already? Ooh la la.
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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

Getting EiR:R Released on Steam

Forum Rules & Guidelines
aeroblade56 Offline
Development
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Posts: 3871



« Reply #63 on: May 16, 2012, 05:15:52 pm »

Hmm. i must be retarded. i just extracted everything to coh folder and then made a shortcut from the coh and changed the target and run as admin but doesnt run. *poker face*
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You are welcome to your opinion.

You are also welcome to be wrong.
TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6293


« Reply #64 on: May 16, 2012, 05:22:23 pm »

Oh god i love assault roflmans, I miss them and the old combat engies.

why did you guys remove them to begin with? Cry
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Quote from: Grundwaffe
Soon™
gj icelandic i am proud of u  Smiley
Sometimes its like PQ doesnt carrot all.

Work Harder
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #65 on: May 16, 2012, 07:39:14 pm »

Added (WIP atm):

-Panther Ace received StuG armor.
-Removed the Panther Ace's 0.07 autoheal--unsure where this value originated.
-M18 fuel price lowered to 95 from 105.
-Pershing manpower cost reduced to 580 from 650.
-Pershing now requires an M18 to be built before it can be constructed.
-Panther Ace build time increased to 125 from 85.
-Removed Fal Ambush from Gerbisjaegers.
-Gerbisjaegers will receive Sprint with a 15 second longer duration, instead of autosprinting.
-Lowered the Upkeep of Riflemen slightly.
-Increased the cost of the Airborne Officer from 455 Manpower, 55 Munitions to 580 Manpower, 55 Munitions.
-The above two changes equate to 3 bursts of 7 shots before reloading (21 rounds) as opposed to the BAR's original 5 bursts of 7 shots (35 rounds).
-The Platoon Marksman now costs 340 manpower (was originally 235).
-The Company Sharpshooter now costs 340 manpower (was originally 245).
-Gerbisjaegers temporarily given the Barracks requirement (so that they cannot be constructed) until a doctrine assignment is decided upon.
-The Panzer IV's 75mm cannon's penetration modifier against Sherman armor has been changed to 0.95. This was originally 0.9.
-The Panzer IV's 75mm cannon has a 1.15 damage multiplier against Sherman armor.
-Sherman 75mm area effect lowered from 4.5 to 4.
-BAR accuracy at Long range increased to 0.3 from 0.2.
-BAR rate of fire reverted to 7 from 4.
-BAR reload frequency reduced to 3 from 5.
-BAR upgrade at the barracks reduced to 100 Manpower, 30 Fuel.
-BAR upgrade at the barracks no longer grants squads any BARs.
-Riflemen can now purchase up to 3 BARs, one at a time, for 35 Munitions. This requires the barracks BAR upgrade to be purchased.
-Axis squads will require 5 more XP at each vet level to acheive said veterancy.
-Riflemen can now purchase a single M9 bazooka that fires calliope rockets for 65 MU. This upgrade requires the WSC to be built.
-Engineer cap speed increased to 0.9 from 0.8.

Soon:

-Barracks BAR upgrade will receive new UI text.
-The AI Bazooka will be tied to this new upgrade.
-Other upgrades will be considered for Riflemen.
-The number of purchasable BARs will be lowered to 2.
-Creating a new BAR for the Combat Team.
« Last Edit: May 16, 2012, 10:38:10 pm by TheVolskinator » Logged
nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #66 on: May 16, 2012, 07:42:58 pm »

lol at knee jerk reactions  Grin
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"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #67 on: May 18, 2012, 02:08:11 pm »

Additional Soon:

-King Tiger 88mm target-table accuracy vs. all infantry types (except Sniper armor) increased to 0.7 from 0.4.
-King Tiger 88mm reload times changed to 8.75/7.75 from 5.5/4.5.
(more coming)
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #68 on: May 18, 2012, 02:25:43 pm »

volskinator is like a madman scientist
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Mister Schmidt Offline
Lawmaker
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Posts: 5006



« Reply #69 on: May 18, 2012, 02:27:28 pm »

This is all Volsk sees

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and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #70 on: May 18, 2012, 02:33:14 pm »

volskinator is like a madman scientist

Like a sir. (How so, exactly?)
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6293


« Reply #71 on: May 18, 2012, 02:55:12 pm »


-Removed Fal Ambush from Gerbisjaegers.


That thing was so epic  Sad
Having 2 squads with G34s and use the terror t1 doctrine ability which gave them better acc was so rape.
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nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #72 on: May 18, 2012, 04:06:36 pm »

tihihih, trust me, he knows  Cheesy
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #73 on: May 18, 2012, 06:43:47 pm »

Continued on with editing, uploaded a new zip, and was informed that nobody could connect with anyone else using it. I overwrote my old files (except a backup of my module for use in corsix) and now I don't have a clue where I am. Help.

Even if this will take ages to sort out, in the meantime:
-Plant Feet (modified Marder lockdown; Reload 0.75, Cooldown 0.65, Accuracy 0.9) added for Tommies. Debating if this should require vet, a doctrine, or the Bren upgrade.
-Removed one Elite Grenadier from the Oberfeldwebel squad (squad consists of the Oberfeldwebel, 1 Elite Gren, and 2 standard Grens).
-Lee-Enfield accuracy changed to .5/.55/.75 at L/M/S.
-Lee-Enfield cooldown reduced to 2/1.8 max/min from 2.7/2.55.
« Last Edit: May 18, 2012, 09:24:00 pm by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #74 on: May 18, 2012, 09:28:09 pm »

Even with the *considerable* buffs I gave to the Lee-Enfield, it's still utter shit. I take back every comment I've ever said about nilla Tommies without a LT being half decent. Just lol.

-Plant feet added as modified Fired Up (no speed increase, but it does break suppression--imho makes it usefull ish since vanilla tommies are underwhelming).
-Max BARs have been reduced to 2.
-Only 1 M9 zook with callie rockets is purchasable per rifle squad.
-Volksgrenadier SL received a Volks K98k in place of his Leader MP44.
-Platoon Leader First Leiutenant (SL) health increased to 100.
-Platoon Leader First Leiutenant (SL) is now armed with a Thompson.
-Considering name revision to Ranger Captain.
-Platoon Leader squad now consists of the LT and 3 bodyguards (Rangers with different costs and Enhanced Garands).
-Began editing the Brits!
« Last Edit: May 18, 2012, 09:32:53 pm by TheVolskinator » Logged
Hicks58 Offline
Development
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Posts: 5343



« Reply #75 on: May 19, 2012, 04:26:39 am »

Ya should start getting your hands on the custom models, the Jumbo for example.

Also, the D/L link in the main post is still for 0.02, ya might wanna update it.
Logged

I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6293


« Reply #76 on: May 19, 2012, 06:46:48 am »

This mod is really fun, We need to find some players to play this for the AI is really stupid on hard and sometimes wont work for me on Expert.
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nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #77 on: May 19, 2012, 07:58:54 am »

you got it to work multi?
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #78 on: May 19, 2012, 08:24:56 am »

New mechanic:
All infantry units will receive the following bonuses when in:

Light Cover - Accuracy 1.025
Heavy Cover - Accuracy 1.05
Garrison Cover - Accuracy 1.1

which changes the dynamic of combat and compensates for the longer weapon cooldown times. The name of the game is now accuracy. Every missed shot counts, but the bonuses should be small enough that cover-whoring shouldn't be any more gamebreaking  Roll Eyes then it used to be.

This dynamic will vary--more inexperienced type units will have a slightly lower benefit, while elite, expensive units might have a slightly higher one. The paramiters are finite; the stats won't deviate by more then .1 in either direction.

This is currently under implimentation, since the modifiers need to be applied to each and every ebps infantryman. To keep some sort of balance in place, the modifiers (the same as the examples above) are ONLY being applied to the Rifleman, Rifleman Sergeant, Volksgrenadier, and Volksgrenadier Leader entities.

I am hesitant to allow any modifiers to occur in Trench cover, since trenches coupled with officer bonuses have already cropped up as a balance-shifting issue in a few test games I've had. MGs might receive some small modifier to being garrisoned in Bunker cover, as well as the cover type the wooden bunker gives (the US faction will hopefully be receiving the Wooden bunker as a building in the future, though I don't know how to make it rotateable on construction--any help would be wonderful).

I'm debating making tanks into shot blockers--possibly limiting it to infantry support-type tanks (the Sherman, Sherman V, IST, P4, StuG variants) or just implimenting it entirely. It could prove to be a huge learning curve since your tanks wouldn't be able to fire through one another. It might also make ATGs even less effective (eat ATG shots with a P4 as your tiger limps out of range, since you cant target the Tiger directly through the P4--and moving the ATG would be suicide.)

^Feedback would be appreciated.
« Last Edit: May 19, 2012, 08:36:45 am by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #79 on: May 19, 2012, 08:52:38 am »

New:
-Ranger Captain (2 man team available at the Supply Depot after the purchase of the Level 1 Production upgrade for 310 MP / 60 MU). Offers the following aura: Received suppression 0.6, Sight 1.35, Accuracy 1.2, Suppression 1.4, Cooldown 1.55, HP regen 0.035, Received Accuracy 0.7. 40m radius. Uses the British alpha star to denote if the aura is in effect.
-The Platoon Leader's aura now uses the PE munitions symbol to denote if his aura is working--this is the same, easy to understand system as the WM auras.
-Ranger Captain entity is armed with a Thomspson, 120 HP. Might lose his heroic criticals.
-Platoon Leader First Leiutentant is again-armed with an M1 Carbine.
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