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Author Topic: Is eir gonna be ported to coh 2?  (Read 2452 times)
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JimBob Offline
EIR Regular
Posts: 18


« on: January 07, 2013, 05:51:27 am »

Will it be on coh 2  ?
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Heartmann Offline
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Posts: 1776



« Reply #1 on: January 07, 2013, 06:22:28 am »

Good question, get in line Wink
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brn4meplz Offline
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Posts: 6952


« Reply #2 on: January 07, 2013, 08:41:11 am »

From our end, Yes. This statement is subject to change.(as more information becomes available)

We are currently working on and discussing 'EiR2' with the pending release of CoH2. Implementation of Mod tools and the overall level of customization we have will affect our timeline and productivity dramatically. All we can say is yes, it is our intent, as a development team to create an 'EiR2' mod.


I expect that the mod community will explode shortly after CoH2's release. There will be a huge influx of players and mod talent because it'll be a new game with a large player base.
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Tymathee Offline
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« Reply #3 on: January 07, 2013, 08:51:25 am »

yay.

K.I.S.S. it first, dont do too much then add to it.
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brn4meplz Offline
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Posts: 6952


« Reply #4 on: January 07, 2013, 09:02:40 am »

Thats the idea. It'll be Germans/Russians for a long while probably. We're looking into new systems for the 'Doctrines' and it seems promising. We shouldn't have to change much from retail release ideally and this should allow us to get a large player base going.

It's hard enough balancing unit costs in a new gameplay environment let alone adding units and things from out of the blue. Don't expect a flood of superfluous units because that's not the intent. The only exception to this that I could see right now is potentially adding dedicated scout units for each faction. (Like the CoH Bike/Jeep)


I'm looking forward to getting back to the core gameplay styles and seeing how it all works out with the True Sight system.
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tank130 Offline
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Posts: 8889


« Reply #5 on: January 07, 2013, 09:05:35 am »

yay.

K.I.S.S. it first, dont do too much then add to it.

The biggest changes to development this time forward is the 'Design Document'.

The 'Design Document' is essentially the manual/Holy Grail of the mod. It will outline the mods design and game philosophy. In other words, every member of the team will know (before we start) what the mod is supposed to be and how it is getting designed.

This will all but eliminate the back and forth redesigns and arguments that happen with a 'design as you go' environment. People joining the team will also know what the direction of the mod is going and how it will get there....if you know what I mean.

By knowing the plan, we are able to create work groups for each area to ensure production is happening at many levels at the same time. These groups can work independently (for the most part) because they are already aware of the overall design and goal.

Note: As with any creative project, the door is always open to new ideas and amendments. While following the 'Design Document' will keep the team on track, we would be foolish not to be flexible enough to make amendments if those ideas better the mod and fall within the general design.

Think of it as an OCP (Official Community Plan). *google it
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RikiRude Offline
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« Reply #6 on: January 07, 2013, 11:57:01 am »

Have their been any discussions on releasing a patch for CoH 1? I mean, you know, it's been awhile... why think about the future when the presents here... you know.....  Wink
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tank130 Offline
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Posts: 8889


« Reply #7 on: January 07, 2013, 12:03:57 pm »

Have their been any discussions on releasing a patch for CoH 1? I mean, you know, it's been awhile... why think about the future when the presents here... you know.....  Wink

I assume you are referring to a patch for Eirr not CoH1?? I really doubt they will be patching CoH1 anytime.....

Production of Eirr has not been affected by the discussion of producing Eirr2 - if we decide to call it that.

Will we be patching soon?.... we don't know. That hinges on Eirrmod and he has not been around for a month (coding wise) and we do not expect him back for another week or so.

The RGD coders have completed 2 doctrines (reworks) but they have done nothing with the rest. These can not be patched with out Eirrmod.

The balance team has been dormant for over a month, so I do not foresee any changes from that department.

There is currently no production of anything other then the map department.....lol
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RikiRude Offline
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« Reply #8 on: January 07, 2013, 01:31:41 pm »

I assume you are referring to a patch for Eirr not CoH1?? I really doubt they will be patching CoH1 anytime.....

Production of Eirr has not been affected by the discussion of producing Eirr2 - if we decide to call it that.

Will we be patching soon?.... we don't know. That hinges on Eirrmod and he has not been around for a month (coding wise) and we do not expect him back for another week or so.

The RGD coders have completed 2 doctrines (reworks) but they have done nothing with the rest. These can not be patched with out Eirrmod.

The balance team has been dormant for over a month, so I do not foresee any changes from that department.

There is currently no production of anything other then the map department.....lol


i meant a patch for eirr on CoH1 =P im just teasing.

i am quite happy to have new maps to choose from even if some are a little buggy atm.
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #9 on: January 07, 2013, 06:25:02 pm »


i am quite happy to have new maps to choose from even if some are a little buggy atm.

You really should try D-Day... It has been recently updated with you in mind. I promise you will not be disappointed if you play it.
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