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Fall of France, FINAL
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Topic: Fall of France, FINAL (Read 52100 times)
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salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #60 on:
September 17, 2009, 05:24:21 pm »
Quote from: Hicks359 on September 17, 2009, 03:51:04 pm
Lastly, to finish it off, the Calliope is total win being able to use it's main gun - Though i have a nasty suspicion that as the mod grows more popular theres gonna be some whining a foot...
they'll whine about more then the calliope gun , and really we'll just remind them its a full conversion.
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salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #61 on:
September 17, 2009, 05:25:20 pm »
I got the german tanks in for E version, but trying to get these flaks to work correctly (flak and emplacement flak).. before i put it up, as well as adding in the 16 support units that go with them.
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salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #62 on:
September 17, 2009, 09:15:10 pm »
E version is out, has all of the german tanks, most of their support. Fills in with PE infantry. Will finish the support and british support then get the infantry in soon!
http://www.filefront.com/14553563/FallofFranceALPHA1F.rar
Sept 17.
no its F now
«
Last Edit: September 18, 2009, 12:11:11 am by salan
»
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Mgallun74
EIR Veteran
Posts: 1478
Re: COHmod: Fall of France, ALPHA.
«
Reply #63 on:
September 18, 2009, 12:09:40 am »
hmmm, cant download.
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salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #64 on:
September 18, 2009, 04:16:22 am »
http://www.filefront.com/14554525/FallofFranceALPHA1Gb.rar
G = Full wehrmacht vehicles and support weapons.
Watch out for those elite pioneers!
<brit infantry, support and wehrmacht infantry all that is left to add, in this phase>
«
Last Edit: September 18, 2009, 12:13:17 pm by salan
»
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Mgallun74
EIR Veteran
Posts: 1478
Re: COHmod: Fall of France, ALPHA.
«
Reply #65 on:
September 18, 2009, 07:30:05 am »
i like it... i like the idea or more realistic stats, none of this crazy buffs and stat changes to just make something more useful for the sake of "Balance" or "Gameplay"... also love the cloaking rules...
didnt notice last night salan, but on the SS, can they run right in front of the site of a hmg and just decloak to not get shot, and walk acorss a open field to get behind them?
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Draken
Chess master
EIR Veteran
Posts: 1850
Re: COHmod: Fall of France, ALPHA.
«
Reply #66 on:
September 18, 2009, 10:06:25 am »
Name of the mod could be changed to Liberation of France would make more sense.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #67 on:
September 18, 2009, 12:17:12 pm »
Quote from: Mgallun74 on September 18, 2009, 07:30:05 am
i like it... i like the idea or more realistic stats, none of this crazy buffs and stat changes to just make something more useful for the sake of "Balance" or "Gameplay"... also love the cloaking rules...
didnt notice last night salan, but on the SS, can they run right in front of the site of a hmg and just decloak to not get shot, and walk acorss a open field to get behind them?
stormtroopers? there is only one in game atm, i haven't checked the detection ranges of individual cloaking units, but something to note with RECON units, they all have detection range of 20 radius, and the command units all have an aura that only gives units in their aura range a additional detection radius of 10 i think. The command unit basically relays 'information of locations' ... kinda attempt at realistic ideals. so stealth is at a dissadvantage. it also takes MOST units 20 seconds to recloak I believe.
i'll go over all the functions once i get it all actually in, I am kinda just pushing to finish implementing the units before I have to do other work (still working on eirr as well, but my attention wavers till these units are entered, its a lot of work.)
1Gb link updated.
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salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #68 on:
September 18, 2009, 12:19:52 pm »
Quote from: Draken on September 18, 2009, 10:06:25 am
Name of the mod could be changed to Liberation of France would make more sense.
it would, but fall of france sounds a bit better on the tongue, and it still is the 'fall' of it even if its by liberators .. hmmm.. isn't it ?
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Mgallun74
EIR Veteran
Posts: 1478
Re: COHmod: Fall of France, ALPHA.
«
Reply #69 on:
September 18, 2009, 12:25:34 pm »
Quote from: salan on September 18, 2009, 12:17:12 pm
Quote from: Mgallun74 on September 18, 2009, 07:30:05 am
i like it... i like the idea or more realistic stats, none of this crazy buffs and stat changes to just make something more useful for the sake of "Balance" or "Gameplay"... also love the cloaking rules...
didnt notice last night salan, but on the SS, can they run right in front of the site of a hmg and just decloak to not get shot, and walk acorss a open field to get behind them?
stormtroopers? there is only one in game atm, i haven't checked the detection ranges of individual cloaking units, but something to note with RECON units, they all have detection range of 20 radius, and the command units all have an aura that only gives units in their aura range a additional detection radius of 10 i think. The command unit basically relays 'information of locations' ... kinda attempt at realistic ideals. so stealth is at a dissadvantage. it also takes MOST units 20 seconds to recloak I believe.
i'll go over all the functions once i get it all actually in, I am kinda just pushing to finish implementing the units before I have to do other work (still working on eirr as well, but my attention wavers till these units are entered, its a lot of work.)
1Gb link updated.
thats cool.. was fun playing them few games last night, i will be on tonight later if you want to try so more stuff.. maybe more people trying it too would be cool.
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Piotrskivich
EIR Veteran
Posts: 542
Re: COHmod: Fall of France, ALPHA.
«
Reply #70 on:
September 18, 2009, 01:21:25 pm »
I have played quite a few games so far, a couple of them were 3v3's.
Apart from computer991's evil computer they played really well.
The fun begins right away rages on with increasingly powerful unit's till recources run out and someone loses.
I recommend it.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: COHmod: Fall of France, ALPHA.
«
Reply #71 on:
September 18, 2009, 03:05:26 pm »
I wanna know why the camera is zoomed in so damn much. I mean talk about tunnel vision.
Cant you set the zoom out to 45m?
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Ununoctium
EIR Veteran
Posts: 1256
Re: COHmod: Fall of France, ALPHA.
«
Reply #72 on:
September 18, 2009, 03:17:54 pm »
can there be a quick minisummary of the mods resource system
I was confused by:
Quote from: Piotrskivich on September 18, 2009, 01:21:25 pm
The fun begins right away rages on with increasingly powerful unit's till recources run out and someone loses.
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Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything. Its really really frustrating.
Your tiger is a whore
Mgallun74
EIR Veteran
Posts: 1478
Re: COHmod: Fall of France, ALPHA.
«
Reply #73 on:
September 18, 2009, 03:49:26 pm »
Quote from: Ununoctium on September 18, 2009, 03:17:54 pm
can there be a quick minisummary of the mods resource system
I was confused by:
Quote from: Piotrskivich on September 18, 2009, 01:21:25 pm
The fun begins right away rages on with increasingly powerful unit's till recources run out and someone loses.
i cant remember exactly the amount... but here is a general idea
you have 3 resource areas... manpower, munitions, and fuel
you start out with say 300 of each...
infantry squads will cost like manpower to buy, this includes regular dudes with nades, or with stickies or with bars, no paying for them upgrades, the squad just may cost more manpower.. i know bar rifles was like 30mp? rangers where 60mp? sniper was 70mp.. engineers where like 10 and so on... you start out with that 300, and as you guy stuff you lose the number, there is a set of 3 +25 bonuses you can choose, but only 1 time useage..
support units, like atgs, motars, hmgs cost munitions.. tanks and so on cost fuel...
you also start at a pop of 25, i think u get more as you capture area... its cool..
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salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #74 on:
September 18, 2009, 03:50:23 pm »
I hadn't put the zoom mod in yet, i'll look into that today.
the resource system: you get 300 manpower, 300 munitions, 300 fuel. never goes up. There is 3 abilities you can use 4 times MAX between them, they give 25 manpower, or 25 munitions, or 25 fuel, allowing a 100 pnt float.
capping territory gives you 1 pop per territory and .003 CP per second. Capping 14 (or was it 16) sectors maxes your CP gain at .04 CP per second or something like 25 seconds per CP gain.
pop starts at 30 and goes to 50 or 35 to 50, eitherway. 50 is max.
most units can only have 1 or 2 on the field at a time, i am working in a fix to limit the purchasing of heavys to 1 per match.
a lot of things kill FAST comparably to what you are use to, you NEED counters in order to make advancements.
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LeoPhone
Honoured Member
Posts: 0
Re: COHmod: Fall of France, ALPHA.
«
Reply #75 on:
September 18, 2009, 04:25:09 pm »
soo.... if i download the new version, but i already have an older one, must i delete old files, or replace them??
need a small tutorial for that plz
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: COHmod: Fall of France, ALPHA.
«
Reply #76 on:
September 18, 2009, 04:28:35 pm »
last night i just replaced and it worked fine.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #77 on:
September 18, 2009, 04:38:35 pm »
just over write them, should be fine, mmm
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #78 on:
September 18, 2009, 06:09:31 pm »
H version will fix a few things and add another dynamic to the gameplay/restrictions.
Fixes:
-Wehrmacht buildings now have their f2,f3,f4,f5 hotkeys correctly.
-Mgs, and Mortars have a 20-50% price increase for all variations.
-Flaks/Flakveirlings no longer cost extra then their cost (stupid crew costs)
-fixed nebelwerfer range not displaying
-medic halftracks will be moved to the FREE catagory, meaning they will no longer be a t4 to unlock. (will see more use..)
and of course, the heavy tank restrictions taken from my FallofFrance blog.
http://falloffrance.wikispaces.com/HEAVY+TANK+RESTRICTIONS
new development will be the restriction of heavy tanks.
Each faction will be given 2 slot items, certain tanks will remove 1 of these slot items, others will remove 2 of the slot items. All tanks that remove slot items will require 1 slot item to be in inventory to be built.
so this will allow a super heavy tank to be built AFTER a normal heavy tank has been built but will restrict a normal heavy tank to be built after a SUPER heavy tank has been built.
this will help push the progression of vehicles being bought to later war, and to restrict the massing of 3 super heavy tanks as your only fuel expenditures through the game.
Current tanks from each faction that are effected:
name and slot item costs:
American
Pershing, 2
Calliope, 1
Jumbo, 1
Easy Eight, 1
British
Churchill Blackprince, 2
Churchill VII, 1
Cruiser MkVII Challenger, 1
Cuckoo, 1
PanzerElite
Tiger, 2
Jagdpanther, 2
Jagdtiger, 2
Panther, 1
Wehrmacht
Tiger, 2
KingTiger, 2
Panther, 1
APCR Panther, 1
---
not releasing this one till british support units are finished, depends if i work tonight or not when that will be.
«
Last Edit: September 18, 2009, 06:23:17 pm by salan
»
Logged
pqumsieh
EIR Veteran
Posts: 2367
Re: COHmod: Fall of France, ALPHA.
«
Reply #79 on:
September 18, 2009, 07:17:42 pm »
CAMERA ZOOM OUT OR FAIL
Logged
Common sense is not so common after all.
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