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Fall of France, FINAL
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Topic: Fall of France, FINAL (Read 52115 times)
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wildsolus
Donator
Posts: 807
Re: COHmod: Fall of France, ALPHA.
«
Reply #120 on:
September 23, 2009, 12:15:02 am »
use ab as allies and you can do the same
Logged
lol
lol x2
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: COHmod: Fall of France, ALPHA.
«
Reply #121 on:
September 23, 2009, 02:45:55 am »
dont you have to unlock AB and not be able to deploy 3 squads around the map in 10 seconds at the start of the map?
Logged
Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #122 on:
September 23, 2009, 01:03:00 pm »
I believe the time that demon played it was a lot different then it is now. There are 2 infiltrators that are non-unlocks for pe, 1 airborne for american, and 1 glider for brits.
I find the infiltration and airborne / glider combos all equal out really nicely adding a very fun level of play throughout.
not sure if i'll work no the brit support tonight, got a few more tweaks to fix though.
Logged
www.synergiesmod.com
Draken
Chess master
EIR Veteran
Posts: 1850
Re: COHmod: Fall of France, ALPHA.
«
Reply #123 on:
September 23, 2009, 01:11:00 pm »
Did you fix locale files?
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #124 on:
September 23, 2009, 01:13:49 pm »
Ah shize. no. I'll do that now for the next one
Logged
Bubz
EIR Veteran
Posts: 726
Re: COHmod: Fall of France, ALPHA.
«
Reply #125 on:
September 23, 2009, 02:27:45 pm »
does this work with steam? cuz I am not able to launch it.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #126 on:
September 23, 2009, 02:34:44 pm »
you need to change the link if its not the CD install generic directory.
then it works
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #127 on:
September 26, 2009, 04:11:41 pm »
ahh, working midnight shifts all week got me a bit behind. Half done the british support throughout the week, so that'll be done pretty soon.
then we'll start working on the art work!
Logged
Dragon93
17th Airborne Division - Thunder From Heaven
EIR Veteran
Posts: 234
Re: COHmod: Fall of France, ALPHA.
«
Reply #128 on:
September 26, 2009, 04:14:50 pm »
The fun part of it all
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CoH:Eastern Front
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #129 on:
September 26, 2009, 04:20:04 pm »
The fun part will be getting the canadian, polish, volksturm and luftwaffe factions working on the current build of VCoH ... but I think I'll wait a bit
Logged
GeneralGlacko
EIR Veteran
Posts: 134
Re: COHmod: Fall of France, ALPHA.
«
Reply #130 on:
September 26, 2009, 04:21:38 pm »
Quote from: salan on September 26, 2009, 04:20:04 pm
The fun part will be getting the canadian, polish, volksturm and luftwaffe factions working on the current build of VCoH ... but I think I'll wait a bit
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOO
do it for me salan, ur little tester boy
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #131 on:
September 26, 2009, 04:25:27 pm »
Oh im still working on it, i just can't get em to work yet.
once I figure it out, we'll have a 8 faction game
Logged
GeneralGlacko
EIR Veteran
Posts: 134
Re: COHmod: Fall of France, ALPHA.
«
Reply #132 on:
September 26, 2009, 04:26:24 pm »
heh i give you this kind sir
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #133 on:
September 26, 2009, 04:34:39 pm »
It would be easily doable as requirement actions.. but i want them to be completely separate.
For instance if i take EVERY british unit/unlock in game right now and made them require a upgrade to display, then made a whole new faction called canadian and made them require a different upgrade to display, i could in effect piggy back the canadian in the british faction and have multiple multiple factions that way in the original commonwealth faction selection.
but I really want to make them selectable at the menu game creation like Eastern front had done.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: COHmod: Fall of France, ALPHA.
«
Reply #134 on:
September 27, 2009, 12:21:09 am »
Will be repricing wehrmacht support and infantry in the next update,
adding in british support units,
adding in a infiltration mg for the PE
and looking at ideas for the wehrmachts mg deployment (perhaps swapping the puma's occupants..)
then all factions have a fast deploy mg.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Fall of France, ALPHA2.
«
Reply #135 on:
September 28, 2009, 07:30:20 am »
Welcome to FALL OF FRANCE ALPHA stage 2!
http://www.filefront.com/14616599/FallofFranceALPHA2.rar/
Stage two starts with:
A completely realized game, unique in its unlocking mechanisms and technique. You gain 1 population, and .003 CommandPoints (per minute) per sector you own. Unlock units in the Infantry / support AND Armor doctrine trees and go back and forth as the situation and your desire permits!
there is a wiki as per the first post in this thread, I would suggest READING IT.
<< There is little to NO graphical work done yet, expect that from the onset >>
FULL FACTIONS with
unique weapons and weapon platforms
mostly listed below.
Quote
American
-Infantry unlocks
Johnson Light Machine Gun
Drop-able Flamethrowers
Boys AT that work
Drop-able Riflegrenades
Recon troops
Thompson assault Airborne
Ambush and assault engineers
-Support unlocks
Recon M8s
Airborne Snipers
Medium Machine Gun crew
Non-emplacement bofors
75mm Pack howitzer, able to be moved
81mm Mortar crew
airdrop howitzer
heavy 17pndr anti tank gun (movable, nonemplacement)
-Vehicle unlocks
Mortar Halftrack
Medic Halftrack
m5 stuart
m22 Locust
m24 Chaffee
Sherman 105
Sherman Jumbo
Sherman Easy-8
m18 hellcat that resembles the REAL LIFE one (can move and actually penetrate)
m36 Jackson
British
-Infantry unlocks
Lieutenant and Captain squads
Recon squads
Highly Trained firesupport troops
Glider based tommy squads includin: regular tommies, riflegrenades and bren guns.
Ambush sapper, assault sappers
commandos with their pesky demo charges!
-Support unlocks
a completely mobile and enriched british faction!
6pndr
2inch mortar (same radius as the 60mm)
vickers mgs
non-emplacement bofors
emplacements of all kinds, bofors, motor, 25pndr, and 17pounder that more resembles the 88 then normal 17pndr.
25pounder without the emplacement (movable)
bren 'waspe' carrier
bren 'boys' carrier
commando 6pndr
-Vehicle unlocks
Cuckoo (captured panther)
Churchill Mk1 (hull howitzer + 2pndr, seen at dieppe)
churchill MkV (main gun howitzer)
churchill MkVI (75mm)
Chuchill MkVII (more armor + 75mm)
Churchill Blackprince (17pounder)
Valentine Archer (marder III ish tank)
Achilles (m10 w 17pounder)
Challenger Cruiser tank
PanzerElite
-infantry
Universal sticky bombers (all factions use stickies for the current build)
Recon units
Infiltration units, spawn in a non occupied house anywhere on the map
Assault pioneers
Panzergren Firesupport w fg42s
Command unit with the crazy officer!
sabature units placing traps!
Teller mine specialists
-Support
Sniper team (3 of 4 factions use 2 man teams)
Infiltrating units, spawn from a house anywhere on the map
Heavy mortars
medic halftracks
50mm Anti tank halftracks (can not fire on the move)
hmg scout car (can not fire on the move)
pak 40 ( one ally killing mofo)
Fast and hard hitting support in light vehicles
-Vehicles
Panzer 3 variants Ausf G and Ausf L
Panzer 4 variants Ausf H, Ausf J and Ausf J APCR
Stug 3
Jagdpanzer 4 with a panther gun
Jagdtiger as released on Relic news by MrScruff (edited his gun / health stats)
Jagdpanthers, tigers, panthers and hummels.
Infiltrating vehicles, live life like the germans did, hide your hetzers in a building!
Wehrmacht
-Infantry
Recon units, riflegrenades, stickies!
Stormtroopers
Mechanized infantry, spawn a halftrack with infantry already inside, clown cars await!
Knights cross with G43s!
Assault Flammen Grenadeirs
Lmg Command squads!
-Support
Elite stormtrooper support weapons including a MMG, Heavy Mortar, and a Elite Stealthing Flame Pioneer.
Non-emplacement FlakVeirling and 88s
Emplacement Flakveirling and 88s!
Pak 40
Pak 38 stielgranate (rocketgrenade attached to end of a pak 36... would use shaped charges to penetrate superior armor)
Panzerbusche troops
Mp3008 equiped troops
nebels, stuka's and hummels!
-Vehicles
Panzer 3 and Panzer 4 varients
Marders and Geschutzewagons teamed with ostwinds, stuhs, panzer4 ISs
The full APCR line : Hetzers, Jagdpanzers, Panzer4s and Panthers
The panzer tanks Panthers, tigers and Kingtigers.
the next steps?
-Art... I will update with a unit symbol update and then start working on the skins and models.
-Expansion... I am looking into adding 4 more factions from the game selection lobby.. (Canadian, Polish, Volksturm, Luftwaffe)
-A website and Autoupdater... I will look into these options as it is obvious to retain you must have knowledge freely available, and this style of mod will NEED the knowledge being accessible.
-balance... constantly working on balance.
Logged
BradAnderson
EIR Veteran
Posts: 1233
Re: Fall of France, ALPHA2.
«
Reply #136 on:
September 28, 2009, 09:14:34 am »
Balance nightmare.
Logged
Falcon333
EIR Veteran
Posts: 1125
Re: Fall of France, ALPHA2.
«
Reply #137 on:
September 28, 2009, 09:43:40 am »
Is the AI working?
Logged
"Chance favors the prepared mind"
Nijo
EIR Veteran
Posts: 625
Re: Fall of France, ALPHA2.
«
Reply #138 on:
September 28, 2009, 11:01:43 am »
please add for noobs like me a "how to install and start the game" section on the wikipage
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Fall of France, ALPHA2.
«
Reply #139 on:
September 28, 2009, 05:05:58 pm »
Quote from: BradAnderson on September 28, 2009, 09:14:34 am
Balance nightmare.
not at all actually, its pretty good so far
Logged
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