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Author Topic: Commanders Mod BETA 0.4.7  (Read 6366 times)
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LeoPhone Offline
Honoured Member
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Posts: 0


« on: September 02, 2010, 11:26:20 am »

Introducing Commanders Mod:

The main goal of this mod is to create gameplay similar to europe in ruins without all the stuff that slows down "getting a game".
There will be no launcher. Simply start up the game and play.
There will also be no stats changed or massive amounts of new units. things will work as you expect them to work.
To give the mod its own unique point I will be adding new doctrines on top of the vcoh ones. every company will receive it's own unique commander at the start of the match who will become more experienced troughout the battle. Partly this is done via veterancy. but also via the doctrine.


Features:
- Limited amount of recourses similar to EiR values. you wont gain recourses troughout the game.
- All sectors cap faster and only give +1 population (limited popcap)
- every sector counts as 1 victory point now. normal VPs have been removed and starting VPs changed to 1000, 2000, 4000.
- Start with all the vcoh units and doctrine abilities at the beginning of the match. doctrine abilities are free, but limited in amount of uses.
- Working AI!
- New maps
- Upgrades are now bought per unit and are limited in amount of uses (per unit)
- Reinforcing your infantry is now 50% more expensive than buying a new squad (instead of 50% cheaper)
- Retreating will suicide your units on arrival at the HQ. in return you get some XP for them.
- Few stats changes and bug fixes that were present in vcoh
- Tanks now come with repair kits. engineers can only repair buildings.
- Reload of artillery pieces increased

Plans for the future / Planned bugfixes:
- Every doctrine will have it's own commander unit. The doctrine tree will be used to give this unit new abilities to command his units.
- remove "autosearch for cover" on infantry
- fix M10 misfire bug
- disable the ability to cap territory that is not connected to your own territory

Download version 0.4.7
http://www.filefront.com/17346524/Commanders-mod.7z/
v0.4.6 is without the maps, to get the maps 1st install 0.4.2 and then install 0.4.7


Download version 0.4.2
http://www.filefront.com/17259717/Commanders-mod.7z/


0.4.7 updates:
- starting MGs at HQ are now 0 population
- fixed propaganda war
- pe can now use the heavy AT halftrack (halftrack with pak 38)
- the repair ability button now stays visible untill the repair is complete.
- i've also been fooling around with the AI scars in this patch. hopefully they will now construct bofors emplacements and all that crap.
- and more!

0.4.6 updates:
- Commonwealth faction added
     - infantry no longer gets slowed down in enemy territory
     - 17 pounder is now pushable like any other AT gun. notice that the 17 pounder has a small firing arc, turns slower, moves slower, aims slower. It is only really effective vs medium/heavy tanks.
     - bofors and 25 pdr are build without their emplacements. only royal engineer doctrine has the ability to build them with emplacement.
     - recon section and bren MMG are build seperate
     - trench now gives building cover and is undeletable
     - sappers can cut wire and build tank traps
     - kangaroo carrier removed from game
     - stuart light tank buffed: +100 HP, improved armour so its able to deflect ostwinds, hochkisses, P4 ISTs and puma 50mms sometimes, faster reload, worse accuracy vs infantry and its a bit slower.
     - staghound mg fixed, stag health lowered by 100, stag has m8 armor.
     - tetrach target priorities fixed and has m8 armor now.
     - bren carriers have halftrack armor
- commonwealth and panzer elite now earn vet the same as USA (and WM)
- reinforce costs fixed
- hq buildings cost recourses to build. the 1st time they are constructed you will get your recourses back.
- and lots of other stuff, i just cant renemeber Tongue

0.4.4 updates:
- Panzer elite added
   - starting unit of PE changed to panzer grenadiers
   - vampire halftrack now spots infantry in the fog of war (build a goliath with the vampire, then drive the goliath in the infantry spotted by the vampire)
   - munitions halftrack now allows infantry to buy weapon upgrades when near
   - bergetiger now salvages wrecks for munitions and vehicles around the bergetiger can buy upgrades/repair themselves. the bergetiger can still repair buildings and bridges very fast
   - all PE halftracks now have WM halftrack armor. the armoured car has puma armor.
   - fallschirmjagers now paradrop
   - PE still uses their vcoh vet system. i am probably gonna change it to the way US and WM are.
   - hotchkiss can only buy either the stuka or the gun upgrade
   - treadbreaker shot of light AT halftrack now has simlar crits to stickey, but has a bigger chanse to do no crit at all when it hits the front armor of a green health tank.
   - HQ can still buy the defensive operations upgrade for healing (but no ability recharge)
   - only panzer grenadiers can place teller mines
   - assault grenadiers and tankbusters all have their own selection group now. double clicking wont give you ALL your infantry anymore.
   - assault grens and tank busters buy their weapons after they are spawned to prevent reinforcing costing munitions
   - road blocks building time doubled

- all TOV units can now be used by anyone
- fixed unit descriptions and hotkeys
- reinforcing now takes a longer time(it used to be almost instant)
- going from neutral to own territory by capping via the point now takes twice as long
- grenadiers can now only either buy the schreck or the lmg.
- KCH assault is now free and on a 4 minute cooldown to act as a counter to fireup
- some AI fixes so they wont build more than 2 88s and no howitzers at all(since they dont use them)
- it takes longer to capture a territory by standing in it now.
- all elite armor tanks changed to armor. no more immobilizations at full HP
- the puma and halftrack variants all have their own selection group now

0.4.3a updates:
- fixed impass bug
- added zoom mod
- added territory capping sytem. territories cap now while just standing in the territory
- mg bunkers are now unlimited to build again untill i figure out how to fix.

0.4.3 update list:
- all sectors count as one victory point now. normal VPs have been removed and the starting vps have been changed to 1000 , 2000, 4000
- retreating will now kill the units on arrival to the HQ. in return you will get some XP for them
- removed 6p st hilaire from the map list. it broke 4p st hilaire
- fixed the bug when infantry reinforce they dont get their special weapons
- fixed a bug where tiger was not buildable
- mg bunkers are now (globally)limited to 1 per engineer squad.
- mines are now limited to 2 per squad
- added Vertiggo's veterancy icons
- mortars are now 4 population
- ranger squad costs changed to 310mp and smg price changed to 160
- triage center is now buildable anywhere in friendly territory

0.4.2 update list:

- Added two maps
- Fixed KCH assault
- fixed bug with CP limit
- fixed AB ATG not being able to buy AP rounds
- fixed AB ATG reinforcement time
- Added King tiger veterancy
- fixed stormtrooper reinforcement time
- fixed reinforcement units for allied infantry company
« Last Edit: October 03, 2010, 05:45:30 am by LeoPhone » Logged
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #1 on: September 02, 2010, 12:19:07 pm »


The mail goal

lol.
Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Grundwaffe Offline
EIR Veteran
Posts: 1128



« Reply #2 on: September 02, 2010, 12:45:20 pm »

Lol, everyone is making there own mod now..

Im not saying its bad leo.
Logged

SublimeHauken - Back from the dead - Since 2007'
kwiatekkek Offline
okultysta, mistyk, szachista i alpinista.
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Posts: 702



« Reply #3 on: September 02, 2010, 12:49:20 pm »






can  you  play  this  via  email ?
 Grin
Logged


"L2P" is like a Auswitcz tattoo on your arm, a mark of the survivor.
*cough* Team Lead is Allied bias, just FYI
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #4 on: September 02, 2010, 01:48:34 pm »

thanks for the awesome replies guys! I made it for you.
« Last Edit: September 02, 2010, 01:58:19 pm by LeoPhone » Logged
arsonist123 Offline
EIR Veteran
Posts: 145


« Reply #5 on: September 02, 2010, 04:38:27 pm »

why is the download so long -.- ? it took me 5 minutes downloading at 14megs a second how big is this?
Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #6 on: September 02, 2010, 05:47:12 pm »

106 mb coz of the added maps
edit: I will keep all the future downloads really small (few MBs)
« Last Edit: September 16, 2010, 05:17:59 am by LeoPhone » Logged
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #7 on: September 03, 2010, 02:06:15 am »

Downloading it now, sounds good!
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #8 on: September 03, 2010, 02:10:49 am »

people like to learn and have a creative outlet.  Its how OMG started, FOF, and this, amongst probably other unknown mods. (akranadas had a cool one he was working on for a while)

Leo i'll try it with you next time i am available and your around.
Logged

LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #9 on: September 03, 2010, 11:14:41 am »

Download update 0.4.1 To 0.4.2
http://www.filefront.com/17259668/Commanders-mod-041-to-042.7z/


0.4.2 update list:
- Added two maps
- Fixed KCH assault
- fixed bug with CP limit
- fixed AB ATG not being able to buy AP rounds
- fixed AB ATG reinforcement time
- Added King tiger veterancy
- fixed stormtrooper reinforcement time
- fixed reinforcement units for allied infantry company
Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #10 on: September 10, 2010, 03:11:54 pm »

Download version 0.4.3
http://www.filefront.com/17279831/Commanders-mod.7z/
v0.4.3 is without the maps, to get the maps 1st install 0.4.2 and then install 0.4.3


0.4.3 update list:
- all sectors count as one victory point now. normal VPs have been removed and the starting vps have been changed to 1000 , 2000, 4000
- retreating will now kill the units on arrival to the HQ. in return you will get some XP for them
- removed 6p st hilaire from the map list. it broke 4p st hilaire
- fixed the bug when infantry reinforce they dont get their special weapons
- fixed a bug where tiger was not buildable
- mg bunkers are now (globally)limited to 1 per engineer squad.
- mines are now limited to 2 per squad
- added Vertiggo's veterancy icons
- mortars are now 4 population
- ranger squad costs changed to 310mp and smg price changed to 160
- triage center is now buildable anywhere in friendly territory
Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #11 on: September 10, 2010, 03:46:10 pm »

ugh.. somehow i got this impass bug FoF had now too.
all the impass area (orange stuff in the WB) is not there. u can just walk on it.
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #12 on: September 10, 2010, 05:38:47 pm »

don't make maps with the mod, make them with the EIR mod ..
Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #13 on: September 10, 2010, 08:33:02 pm »

don't make maps with the mod, make them with the EIR mod ..
uhhm, not sure what u mean what that.

anyway,
I fixed the impass bug
I added a zoom out mod
I added the territory capping stuff
and mg bunkers are limited to 1 per army atm (oops xD)

update:
http://www.filefront.com/17280563/Commanders-mod.7z/
« Last Edit: September 10, 2010, 09:58:28 pm by LeoPhone » Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #14 on: September 11, 2010, 12:31:16 am »

so what was the impass bug?
Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #15 on: September 11, 2010, 07:53:24 am »

so what was the impass bug?

its that thing i was telling you about was bugged on ur mod too. All the ground you make impassable(orange) in the worldbuilder gets ignored and you can just walk on places you shouldnt be able to.
it happens if you change ebps\gameplay\(anything)\gamedata\impass_ext.
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #16 on: September 14, 2010, 03:40:07 pm »

Download version 0.4.4
http://www.filefront.com/17295012/Commanders-mod.zip/


- Panzer elite added
   - starting unit of PE changed to panzer grenadiers
   - vampire halftrack now spots infantry in the fog of war (build a goliath with the vampire, then drive the goliath in the infantry spotted by the vampire)
   - munitions halftrack now allows infantry to buy weapon upgrades when near
   - bergetiger now salvages wrecks for munitions and vehicles around the bergetiger can buy upgrades/repair themselves. the bergetiger can still repair buildings and bridges very fast
   - all PE halftracks now have WM halftrack armor. the armoured car has puma armor.
   - fallschirmjagers now paradrop
   - PE still uses their vcoh vet system. i am probably gonna change it to the way US and WM are.
   - hotchkiss can only buy either the stuka or the gun upgrade
   - treadbreaker shot of light AT halftrack now has simlar crits to stickey, but also has a chanse to do no crit at all when it fires on a green health tank.
   - HQ can still buy the defensive operations upgrade for healing (but no ability recharge)
   - only panzer grenadiers can place teller mines
   - assault grenadiers and tankbusters all have their own selection group now. double clicking wont give you ALL your infantry anymore.
   - assault grens and tank busters buy their weapons after they are spawned to prevent reinforcing costing munitions
   - road blocks building time doubled

- all TOV units can now be used by anyone
- fixed unit descriptions and hotkeys
- reinforcing now takes a longer time(it used to be almost instant)
- going from neutral to own territory by capping via the point now takes twice as long
- grenadiers can now only either buy the schreck or the lmg.
- KCH assault is now free and on a 4 minute cooldown to act as a counter to fireup
- some AI fixes so they wont build more than 2 88s and no howitzers at all(since they dont use them)
- it takes longer to capture a territory by standing in it now.
- all elite armor tanks changed to armor. no more immobilizations at full HP
- the puma and halftrack variants all have their own selection group now


btw, can a mod plz delete the first 4 replies of this topic? I expected a message with a bit more content from a moderator.
« Last Edit: September 16, 2010, 12:47:44 pm by LeoPhone » Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #17 on: September 30, 2010, 10:23:27 am »

Download version 0.4.6
http://www.filefront.com/17335802/Commanders-mod.zip/


0.4.6 updates:
- Commonwealth faction added
     - infantry no longer gets slowed down in enemy territory
     - 17 pounder is now pushable like any other AT gun. notice that the 17 pounder has a small firing arc, turns slower, moves slower, aims slower. It is only really effective vs medium/heavy tanks.
     - bofors and 25 pdr are build without their emplacements. only royal engineer doctrine has the ability to build them with emplacement.
     - recon section and bren MMG are build seperate
     - trench now gives building cover and is undeletable
     - sappers can cut wire and build tank traps
     - kangaroo carrier removed from game
     - stuart light tank buffed: +100 HP, improved armour so its able to deflect ostwinds, hochkisses, P4 ISTs and puma 50mms sometimes, faster reload, worse accuracy vs infantry and its a bit slower.
     - staghound mg fixed, stag health lowered by 100, stag has m8 armor.
     - tetrach target priorities fixed and has m8 armor now.
     - bren carriers have halftrack armor
- commonwealth and panzer elite now earn vet the same as USA (and WM)
- reinforce costs fixed
- and lots of other stuff, i just cant renemeber Tongue
Logged
MultiDoc Offline
EIR Veteran
Posts: 225


« Reply #18 on: September 30, 2010, 01:11:17 pm »

Was fun trying it out with you Leo. Keep it up  Smiley
Logged


sheffer Offline
EIR Veteran
Posts: 593



« Reply #19 on: September 30, 2010, 01:34:40 pm »

yeah, quick EiR Smiley its was fun. srry for last drop, CRI (crapy russian internet)
Logged


Senseless and ruthless.
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