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"Commanders Mod" v0.6.2 - Last update on 25 November 2011
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Topic: "Commanders Mod" v0.6.2 - Last update on 25 November 2011 (Read 44398 times)
0 Members and 22 Guests are viewing this topic.
rifle87654
EIR Veteran
Posts: 1107
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #20 on:
October 25, 2010, 05:04:48 am »
I want to do Airborne and Falls first.
I like them the most.
Then Blitz, Armor, TD, RE
I also like armored warfare.
Logged
Quote from: TheIcelandicManiac on July 13, 2011, 09:33:42 am
hahahahahahahahahahahahahahahhahahahaha
hahahahahahahahahahhahahahahahahahahaha
hahahahah
hahahahahahahahahahahahahahahhahahahaha
hahahahahahahahahahhahahahahahahahahaha
hahahahah
Does he have a problem?
Anyway he's hilarious.
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #21 on:
October 25, 2010, 07:02:06 am »
you dont just say "i want" rifle...
but if you wanna make some doctrines go ahead. there are gonna be 2 trees consisting of 3 unlocks.
the 1st tree is basic doctrine stuff: buffs, abilities, new units. the 2nd tree is to buff the doctrine's commander unit.
«
Last Edit: October 25, 2010, 07:29:55 am by LeoPhone
»
Logged
Mister Schmidt
Lawmaker
Posts: 5006
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #22 on:
October 25, 2010, 07:10:44 am »
Leo, do yourself a favour - don't listen to him.
Logged
Quote from: xez0 on August 29, 2014, 10:57:01 am
and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
Quote from: Smokaz on November 22, 2011, 09:01:38 am
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
rifle87654
EIR Veteran
Posts: 1107
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #23 on:
October 25, 2010, 08:09:48 am »
Quote from: Mister Schmidt on October 25, 2010, 07:10:44 am
Leo, do yourself a favour - don't listen to him.
Also Leo, do yourself a another bigger favour - don't let base rush like that disrupt you.
Fortify the perimeter kills Fraggerz's megatroll rush.
Logged
rifle87654
EIR Veteran
Posts: 1107
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #24 on:
October 25, 2010, 08:28:45 am »
Airborne
Doctrine Abillities:
(1)Paratroopers
Airborne, Airborne Rifleman
(2)Heavy Weapons Paradrop
Paradrop ATG, mortar, mg.
Also glider troops(1 airborne, 1 airborne rifleman initial)
Produces Jeep, M1A1 pack howie, ab, ab rifles, ab support weapons
(3)Airstrike
Recon, strafe, bomb, super air raid available
supply drops
Air smoke
Air propaganda(retreat)
Commander Buff:
(1)Improved Equipment
Thompson, nade, stickies
(2)Veteran Officer
Defensive buffs(HP, recived accu, recived dmg, recived suppression...)
Offensive buffs(speed, accuracy, dmg, suppression)
(3)Radio
calls in arty barrage
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #25 on:
October 25, 2010, 12:33:07 pm »
Quote from: rifle87654 on October 25, 2010, 04:57:20 am
Before it fails horriblely like Salan's mod.
hah, just because I stopped updating it doesn't mean its not being worked on slowly.. you try having a wife and 4 kids and get to play games as well as work on them
Logged
www.synergiesmod.com
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #26 on:
October 25, 2010, 03:39:37 pm »
im not sure if the autosearch stuff is completely off. they no longer jump around but sometimes they do move a little bit.
Logged
Tymathee
Donator
Posts: 9741
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #27 on:
October 25, 2010, 05:53:11 pm »
rifle makes me laugh, so hard tdo know whether or not hes bsin or hes for real
reading his posts are kinda like reading the king james version of the bible, you can hardly understand what hes saying but it sounds good.
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.
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #28 on:
October 25, 2010, 07:25:29 pm »
meh, soldiers still walk to the other side of sandbags...
how did u say how to fix it salan? doing it for every unit separate?
edit:
this is the topic u need.
http://forums.relicnews.com/showthread.php?133630-how-to-tired-of-your-infantry-not-staying-put&highlight=squadai+cover
so i think u need to edit infantry-plan.squadai and reaction-plan.squadai
«
Last Edit: October 25, 2010, 07:47:34 pm by LeoPhone
»
Logged
skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #29 on:
October 26, 2010, 03:58:22 am »
Make Leo a dev so he can help get stuff out faster.
Logged
Quote from: deadbolt
bad luck skaffa> creates best and most played eir maps
> hated for creating best and most played eir maps
Quote from: Tachibana
47k new all time record?
Quote from: deadbolt
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Grundwaffe
EIR Veteran
Posts: 1128
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #30 on:
October 26, 2010, 04:00:00 am »
Quote from: skaffa on October 26, 2010, 03:58:22 am
Make Leo a dev so he can help get stuff out faster.
That's his evil plan, mehehehe.
Logged
SublimeHauken - Back from the dead - Since 2007'
RoyalHants
EIR Veteran
Posts: 2109
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #31 on:
October 26, 2010, 04:40:42 am »
Quote from: skaffa on October 26, 2010, 03:58:22 am
Make Leo a dev so he can help get stuff out faster.
nooooooo dont do it ^ its part of his evil plan to remove tank crush
Logged
Quote from: Mysthalin on May 27, 2013, 09:05:15 am
Yeah calbanes, I mean - some people like smokaz are still yet to win a single game, even though they've been around here for years.
rifle87654
EIR Veteran
Posts: 1107
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #32 on:
October 26, 2010, 05:01:27 am »
Quote from: salan on October 25, 2010, 12:33:07 pm
hah, just because I stopped updating it doesn't mean its not being worked on slowly.. you try having 4 wives and a kid and get to play games as well as work on them
Fixed.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #33 on:
October 26, 2010, 07:57:40 am »
Quote from: RoyalHants on October 26, 2010, 04:40:42 am
nooooooo dont do it ^ its part of his evil plan to remove tank crush
shhhh!
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.5.0a - Last update on 26 October 2010
«
Reply #34 on:
October 26, 2010, 10:28:59 am »
Version 0.5.0a released
- Fixed infantry still searching for cover. It is now completely removed.
- fixed pak 38 & pak 36 making no gun sound
- All HQ buildings and HQ mg nests now have x4 HP to stop baserushing. british HQs have x2 HP
- tuned down difficulty level of easy & medium AI a bit
also, moddb page is now up!
http://www.moddb.com/mods/commanders-mod
«
Last Edit: October 26, 2010, 10:35:04 am by LeoPhone
»
Logged
TheLastArmada
EIR Veteran
Posts: 215
Re: "Commanders Mod" v0.5.0a - Last update on 26 October 2010
«
Reply #35 on:
October 26, 2010, 02:04:10 pm »
well those HQ health increases should stop rifle and his fail ranger rushes hahaha
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.5.0a - Last update on 26 October 2010
«
Reply #36 on:
October 26, 2010, 02:20:10 pm »
me and multidoc tried to kill the AI's HQs. the counter went from 2000 to 0 faster then we could destroy their hq
«
Last Edit: October 27, 2010, 04:24:04 am by LeoPhone
»
Logged
rifle87654
EIR Veteran
Posts: 1107
Re: "Commanders Mod" v0.5.0a - Last update on 26 October 2010
«
Reply #37 on:
October 29, 2010, 09:47:38 pm »
Quote from: TheLastArmada on October 26, 2010, 02:04:10 pm
well those HQ health increases should stop rifle and his fail ranger rushes hahaha
I negotiated with LeoPhone with it.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.5.0a - Last update on 26 October 2010
«
Reply #38 on:
January 08, 2011, 10:14:02 am »
Commanders mod is getting near the next update.
here is a betaversion. Almost all doctrines are in already.
http://www.filefront.com/17762582/Commanders_mod_060_beta2.zip/
please report any bugs.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: "Commanders Mod" v0.6.0 beta 2 - Last update on 7 January 2011
«
Reply #39 on:
January 08, 2011, 11:19:01 am »
Quote
Reinforcing your squads is now 50% more expensive than buying a new squad, so take care of them! micro is rewarded.
How is micro rewarded when it's economically better to just let full squads die?
Logged
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