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Fall of France, FINAL
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Topic: Fall of France, FINAL (Read 52398 times)
0 Members and 8 Guests are viewing this topic.
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #20 on:
September 13, 2009, 08:09:52 pm »
Updating it to C status...
http://www.filefront.com/14528435/FallofFranceALPHA1C.rar
fixed menus on PE to show PE sections not americans
fixed m22 locust not being able to drop, gliders evidently can not be tied to a building without tweaking the ability.. meh
fixed the pioneers build menus, oops
fixed the tank depot animating its build orders, kinda funny though
fixed the ranger, mg, mortar pricing. they weren't rounded correctly.
fixed the unlock for the 105 howitzer compared to the airdrop howitzer (airdrop units are 2 command points more then non airdrop)
fixed infiltrator command costs, they should have been 1 command point higher then normal units.
lowered infiltrator costs slightly, they use to be 75% to 100% more expensive then base units, this should now be 25% to 50%.
fixed graphic on m36 jackson, sherman easy-8, panzer3, panzer 4 apcr. (probably didn't even notice the glitch)
added in veterency... ALL UNITS now use PE dynamic veterency. You can choose between offensive and defensive vet when you rank up.
Vet bonus's are not meant to be super powerful, and originally i was never going to add them in at all, but...we'll try this.
infantry offensive : 2% accuracy, 2% dmg, 2% penetration per level
infantry defensvie: 2% incoming dmg, 2% incoming accuracy, 2% recieved suppression per level
vehicle offensive: 2% dmg, 2% accuracy, 2% penetration, 2% reload per level
vehicle defensive: 2% incoming accuracy, 2% incoming damage, 2% speed max, 2% incoming penetration per level.
and yes, it works
I will be setting up the Wehrmacht and British Racebps with this patch as well, if you accidently play against them in skirmish mode, they won't be able to do anything.
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www.synergiesmod.com
Piotrskivich
EIR Veteran
Posts: 542
Re: COHmod: Fall of France, ALPHA.
«
Reply #21 on:
September 14, 2009, 05:54:01 am »
I think veterancy will be fine because you can only repair vehicles once and you can't reinforce infantry.
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: COHmod: Fall of France, ALPHA.
«
Reply #22 on:
September 14, 2009, 05:59:42 am »
Its ok i guess.
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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: COHmod: Fall of France, ALPHA.
«
Reply #23 on:
September 14, 2009, 08:20:45 am »
idk, after playing for an hour, i noticed your going for a kinda realism type thing? everything died so fast
I just started spamming engineers and owned everything the AI was able to produce.
Also, too many units to choose from with limited pop cap.
From what I could see, there wasnt any way to reinforce your troops or clear up pop cap without killing what you have on the field.
If there is, then I missed it.
Could be good, just need some balance tweaks.
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Draken
Chess master
EIR Veteran
Posts: 1850
Re: COHmod: Fall of France, ALPHA.
«
Reply #24 on:
September 14, 2009, 08:56:37 am »
If it was something like EiR offline, you build all units from HQ with prices and start resources from EiR it would be sexy, but... I need to try this one first :p.
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Piotrskivich
EIR Veteran
Posts: 542
Re: COHmod: Fall of France, ALPHA.
«
Reply #25 on:
September 14, 2009, 09:23:21 am »
Quote from: Groundfire on September 14, 2009, 08:20:45 am
idk, after playing for an hour, i noticed your going for a kinda realism type thing? everything died so fast
I just started spamming engineers and owned everything the AI was able to produce.
Also, too many units to choose from with limited pop cap.
From what I could see, there wasnt any way to reinforce your troops or clear up pop cap without killing what you have on the field.
If there is, then I missed it.
Could be good, just need some balance tweaks.
Playing against AI can't really say if it's balanced or not.
Having lots of unit types just means you don't use everything at once, you have more slight variations. In EiRR you can't have everything at once either.
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Falcon333
EIR Veteran
Posts: 1125
Re: COHmod: Fall of France, ALPHA.
«
Reply #26 on:
September 14, 2009, 10:16:56 am »
The AI won't move.
Do I have to put them in a certain difficulty or something?
Logged
"Chance favors the prepared mind"
Armormaven
EIR Regular
Posts: 26
Re: COHmod: Fall of France, ALPHA.
«
Reply #27 on:
September 14, 2009, 11:03:40 am »
Quote from: Groundfire on September 14, 2009, 08:20:45 am
idk, after playing for an hour, i noticed your going for a kinda realism type thing? everything died so fast
From what I could see, there wasnt any way to reinforce your troops or clear up pop cap without killing what you have on the field.
Yeah i like this though because you actually have "wounded" units on the field. So you have to decide whether to send them into battle or hold them in reserve. None of those "blob assaults" where you repeatedly attack an area then retreat and heal to 100% and then attack again and retreat again, etc.
Logged
Nijo
EIR Veteran
Posts: 625
Re: COHmod: Fall of France, ALPHA.
«
Reply #28 on:
September 14, 2009, 11:53:33 am »
how do you start the game oO?
Logged
Tymathee
Donator
Posts: 9741
Re: COHmod: Fall of France, ALPHA.
«
Reply #29 on:
September 14, 2009, 12:47:27 pm »
just like you would any mod....
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Tymathee
Donator
Posts: 9741
Re: COHmod: Fall of France, ALPHA.
«
Reply #30 on:
September 14, 2009, 12:48:37 pm »
Quote from: Falcon333 on September 14, 2009, 10:16:56 am
The AI won't move.
Do I have to put them in a certain difficulty or something?
yea the ami and pe ai for the units dont work but if you play the brits or wehr, they'll build like normal, still good to test again.
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Nijo
EIR Veteran
Posts: 625
Re: COHmod: Fall of France, ALPHA.
«
Reply #31 on:
September 14, 2009, 01:26:51 pm »
thats a useless answer Tym...
i dont see a launcher like in Eirr ^^
Logged
wildsolus
Donator
Posts: 807
Re: COHmod: Fall of France, ALPHA.
«
Reply #32 on:
September 14, 2009, 01:37:45 pm »
extract it to your COH directory
you should have a "falloffrance" shortcut
if not, create a shortcut of you RelicCoh exe.
then right click that shortcut and under the 'target' option and after the quotations type -mod FallofFrance
it should then launch fall of france..
Logged
lol
lol x2
Tymathee
Donator
Posts: 9741
Re: COHmod: Fall of France, ALPHA.
«
Reply #33 on:
September 14, 2009, 02:33:50 pm »
Quote from: jasfg9 on September 14, 2009, 01:26:51 pm
thats a useless answer Tym...
i dont see a launcher like in Eirr ^^
this isn't a mod like eirr. You've never played any other mods other than eirr?
Logged
Nijo
EIR Veteran
Posts: 625
Re: COHmod: Fall of France, ALPHA.
«
Reply #34 on:
September 14, 2009, 02:42:50 pm »
thank you wild
and no i havent
Logged
Tymathee
Donator
Posts: 9741
Re: COHmod: Fall of France, ALPHA.
«
Reply #35 on:
September 14, 2009, 02:45:58 pm »
Quote from: jasfg9 on September 14, 2009, 02:42:50 pm
thank you wild
and no i havent
okay i kinda assumed everyone played at least another mod than eirr. Majority of mods dont have installers or launchers, we're kinda high class in the coh mod world
Logged
Armormaven
EIR Regular
Posts: 26
Re: COHmod: Fall of France, ALPHA.
«
Reply #36 on:
September 14, 2009, 08:49:33 pm »
I downloaded c and it now appears the Wehrmach AI doesn't work. All it does is create engineers.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #37 on:
September 15, 2009, 01:07:58 am »
wehrmacht is not set up, you need to play with PE and Americans, i'll get the brits and wehr in soon, their racebps is set up now as is their command tree, just need to populate them. (which takes time)
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #38 on:
September 15, 2009, 01:10:34 am »
going to rework the submenus in the buildings so there is only 1 menu hopefully per building, will help a lot as well.
not sure about the amount of unlocks yet or not. going to leave it as is till i get the next 2 done then look at it again, and see if there is anywhere to shave some off.
Logged
Tymathee
Donator
Posts: 9741
Re: COHmod: Fall of France, ALPHA.
«
Reply #39 on:
September 15, 2009, 01:14:48 am »
oh yea, forgot to mentoin this to u earlie salan, when you put infantry in buildings, the option comes up to buy a barracks and other stuff that wehr and pe get
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