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Volskinator Core Mod ;/D
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Topic: Volskinator Core Mod ;/D (Read 7570 times)
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Volskinator Core Mod ;/D
«
on:
April 25, 2012, 11:17:49 pm »
Finally ran corsix in admin mode--lo and behold it fucking saved the changes >.<'
Currently have
-Combat Team
-Airborne Rifles (my own variation)
-THE RETURN OF ASSAULT R0FLMANZ
-Inexperienced Riflemen (8 man rifle squad w. carbines, 35 hp ea, super cheap and EZ to reinforce)
-Oberfeldwebel
-Elite Grenadiers (my own variation)
-Platoon Leader (officer idea for le amis)
-MkB 42 (Leader MP44 with 7 damage and a far shorter cooldown for a 'semi auto' feel
-'Enhanced G43' (standard G43 w. 15 dmg per shot)
-'Enhanced M1 Garand' (Garand w. standard Leader MP44 stats)
implimented, and have changed
-Pios are 3 men w. Volks K98s
-Engies are 4 men w. 60 HP and Garands
-Tank cannon reloads vary between 6 and 11 seconds; the far end of the spectrum allowing me to upgun the tiger's penis to give it 45 range.
-88 now deals a whopping 225 damage, 200% acc at all ranges--but the 8 second reload takes away the OMGWTFBBQ factor.
Unfortunately, (with LeoPhone's permission) I used Retards mod as the base, with all the mod's changes reverted to vcoh, so if i ever get around to posting it you'll have to back up your original Company of Retards mode.
Suck it, Schmidt. Who says failguys can't use Corsix.
«
Last Edit: May 06, 2012, 10:19:54 pm by TheVolskinator
»
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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Those shitty unit concepts I posted a while back?
«
Reply #1 on:
April 25, 2012, 11:34:47 pm »
and what is all of this meant for?
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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
Mister Schmidt
Lawmaker
Posts: 5006
Re: Those shitty unit concepts I posted a while back?
«
Reply #2 on:
April 25, 2012, 11:52:54 pm »
Means he half made his own mod
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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.."
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Those shitty unit concepts I posted a while back?
«
Reply #3 on:
April 26, 2012, 12:08:15 am »
Platoon Leader
Assault Riflemen
Some retarded sticky squad I made. Pretty funny shit with 40 range stickies instagibbing everything.
Combat Team
Elite Grenadiers
Stuart Rhino
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Those shitty unit concepts I posted a while back?
«
Reply #4 on:
April 26, 2012, 12:12:11 am »
Quote from: Mister Schmidt on April 25, 2012, 11:52:54 pm
Means he half made his own mod
I erased the attrib and data files for Retards mod, Schmidt. This was started from square 1 with just vCoH stats etc. I only used Retards Mod because I cba to create the correct module file for it to run in ToV. Leo just helped me get my Corsix to work properly, I did all of the work on this. Blow it out your ass.
«
Last Edit: April 26, 2012, 12:18:24 am by TheVolskinator
»
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Malgoroth
Donator
Posts: 960
Re: Those shitty unit concepts I posted a while back?
«
Reply #5 on:
April 26, 2012, 12:48:50 am »
Volsk and Schmidt need to play a 1v1 against each other. Loser has to post the replay.
And I'm not sure I'd call some new units with probably completely fucked stats a 'mod'... Though it's more than I could do.
«
Last Edit: April 26, 2012, 12:54:32 am by Malgoroth
»
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Those shitty unit concepts I posted a while back?
«
Reply #6 on:
April 26, 2012, 02:44:02 am »
so you are making retards mod v2.0
thats what i can see from your unit descriptions
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LeoPhone
Honoured Member
Posts: 0
Re: Those shitty unit concepts I posted a while back?
«
Reply #7 on:
April 26, 2012, 04:46:13 am »
Quote from: Demon767 on April 26, 2012, 02:44:02 am
so you are making retards mod v2.0
thats what i can see from your unit descriptions
loooooooooooooooooooooooooooooool
sry volsk
Logged
Tymathee
Donator
Posts: 9741
Re: Those shitty unit concepts I posted a while back?
«
Reply #8 on:
April 26, 2012, 07:10:41 am »
good job volksy
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.
tank130
Sugar Daddy
Posts: 8889
Re: Those shitty unit concepts I posted a while back?
«
Reply #9 on:
April 26, 2012, 07:48:10 am »
Good work Volksy.
Logged
Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
aeroblade56
Development
Posts: 3871
Re: Those shitty unit concepts I posted a while back?
«
Reply #10 on:
April 26, 2012, 11:25:21 am »
yeah i must say thats pretty cool volsk. so when do we implement the re skinned stuart.
Logged
Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
You are also welcome to be wrong.
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Those shitty unit concepts I posted a while back?
«
Reply #11 on:
April 26, 2012, 02:09:48 pm »
Fucked stats is right tbh. I need to remake the Combat Team and Elite Grens and use the rolevariation of rifles and grens, rather then copies of the mortar gunners. I wondered why those 2 squads had no attack move ability. Durr.
Overall, no, I didnt fuck up stats other then creating copies of existing units. The existing ones aside from tanks (and in tanks and ACs, I only edited their cannons to have longer reloads, +2s for each armored unit) are left at vcoh grade stats.
Lul. This shit is so trivial, dont think its worth a gj. But thanks.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Those shitty unit concepts I posted a while back?
«
Reply #12 on:
April 26, 2012, 08:29:02 pm »
I made a copy of the WM leader MP44 weapon entity and only edited damage, accuracy, and cooldown. However, the bullets for the Mkb42 (the new weapons name) are originating about 1.5m away from the soldiers' head. What puzzles me is that the muzzle flash effects for the Mkb still originate at the muzzle of the gun, and since its the standard MP44 model...
Yes, I have checked the hardpoint origin and it's the same as every other hadpoints' in the game (for inf), all values = 0 except y, which = 1.5 (assuming this is how tall CoH humans are).
The shots are originating to the RIGHT of the soldier entity, so it cant be a mixed up weapon_is_one_handed (true/false) thing on my part, since all one handed weapons in-game are pistols and are held lefty--and the fact that their bullets pop out of the ground between the holder's legs, at least for the CW Capt
.
Any help to place the bullets back where they freaking belong?
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Those shitty unit concepts I posted a while back?
«
Reply #13 on:
April 29, 2012, 07:37:56 pm »
Coming along:
Added the M2 107mm mortar
Added Volkssturm (7 man version of inexperienced rifles)
Added Skirts and MGs to the P4, Stug, and Panther for 75 MU each, and removed them from veterancy.
Gave most armored units EiR veterancy values.
Added an AT sniper, tyms idea. Took the Boys AT, gave it 50 range and 100-some-odd damage, reduced its pen tables vs. vehicles. Its pretty balanced.
Added Armoured Infantry Section (royal marines without cloak)
Sherman croc flamer has 40 range, Sherman croc is more expensive.
Added the M4 Sherman to the Motor Pool.
Added the M10 to the Motor Pool
Swapped the basic M10 and M18 cannon stats.
Added the M18 to the Tank Depot.
Increased the M18s price to 600MP/100 FU
Reduced the Shermans price to 400 MP/70 FU.
Nerfed the Sherman 75mm slightly.
Added the Pershing to the Tank Depot.
All armored units can Hull Down (with the model for it xD).
Added the Sherman Jumbo to the Tank Depot (Standard Sherman w. 100 less HP then the Pershing and Churchill Armor, speed reduced to 3.2).
Added Airborne Riflemen to the WSC.
Created an M1 Garand w. Rifle Nade Launcher for the AB rifles.
Moved Assault Riflemen to the WSC.
Moved the Combat Team to the Motor Pool.
Moved the Oberfeldwebel to the WM HQ.
Added 4 visual slots to Slit Trenches.
Slit Trenches can now hold 4 squads, 10 men, or any combination of the two.
Created a Panzerbuchse Squad (Grens w. 2 Boys AT) and added it to the Krieg Barracks.
Created a Panzerfaust Squad (Volks w. 1 gren armed with an autofire pzfaust, 5 sec cooldown/reload, Acc at L/M/S = 0.45/.55/75
Created Landser Grenadiers (Grens w. PG skins, armed with Leader MP44s, 1 G43, and 1 K98k rifle nade launcher) and added them to the Krieg Barracks.
Gave the Combat Team modified Fal ambush (1.15 acc from all L/H/G/T cover)
Created the M2 Carbine (M1 Carbine with 0.1/0.2 max/min cooldown and a reload after 30 shots), retains 0.25 long range acc and 7 dmg
Added 2 Grease Guns to standard Airborne.
Made tank co-ax and hull MGs deadlier, universaly 40 range w. 0.2/0.35/0.55 accuracy at L/M/S range.
Buffed all .50 cal MGs (41 range, .2 acc at all ranges, Sherman .50 cal has a 7 second burst), will be boosting the price accordingly.
AK-47s
100 weapon slots for everyone!
Removed the External Skinpack that made everything so pretty. I can't remember which one it is on the EiR forum, but its one of the ones posted on here. It might be Demon's, idk.
To do:
Adding camo to the M1 57mm
EDITING UNIT PRICES FOR BALANCE.
Finding a way to sync different tank cannons to tanks; ergo swapping out the Sherman 75 for the Cromwell 75mm and creating the Sherman V
Finding a way to allow the animations for firing the panzerfaust to replay every time the autofire pzfaust is fired. As of now the Grenadier just shits one out of his chest.
Adding booby traps to units, making changes of any kind to the Brits and PE.
Adding the Panzer III to PE.
Adding models and skins.
Removing Cheatmod from the entire thing to allow release and online play (with Leo's permission since the module is technically his and this would overwrite any instances of the original Company of Retards
«
Last Edit: April 29, 2012, 07:50:34 pm by TheVolskinator
»
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Those shitty unit concepts I posted a while back?
«
Reply #14 on:
April 30, 2012, 09:04:26 pm »
Added:
Vet3 Sandbag unit
-Jeep w. Invincible target and crit type
-100 speed
-V1 Launcher (100/60 dmg, 2000 RoF, shoots V1s ffs, 4 range)
-Sandbag model, durr dee durr.
-Only a super secret way to acheive it in-game
.
Its in the files, I shit you not.
Sherman V to Armoured Command.
Field Dressings for Infantry Company.
Airborne Riflemen removed from the WSC.
Airborne can now construct an Airborne Barracks anywhere, which constructs Airborne Riflemen and Airborne Officers.
Airborne Riflemen added to the AB Rax.
Airborne Officer (6 men, 410 MP/65 MU, CCS heal ability, Mark Target, Heroic Charge, nerfed Vet1 LT aura, standard AB except the actual Officer who is 95 HP w. Elite armor).
Airborne Riflemen and the AB Officer are only buildable when the AB Company is selected.
AB Rax is only buildable when the AB company is selected.
Panzerbuchse Sqaud is only buildable when the Defensive Doctrine is selected.
Panzerbuchse Squad has Fal camo with edited stats (1.25 pen, no further bonuses).
Panzerfaust Squad is only buildable when the Blitzkrieg Doctrine is selected.
Added the Panzer III (P4 Stubby with the 50mm Puma gun, 510 HP, Ostwind target type) to the Krieg Barracks. Need to edit the price.
Added Marines to the Barracks (310 MP, 5-man rangers w. slightly nerfed Gren K98ks w. the Springfield model).
Marines are only buildable if the Infantry Company is selected.
«
Last Edit: April 30, 2012, 09:11:29 pm by TheVolskinator
»
Logged
aeroblade56
Development
Posts: 3871
Re: Those shitty unit concepts I posted a while back?
«
Reply #15 on:
May 01, 2012, 03:04:13 am »
i want to try this out (Soon)
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Those shitty unit concepts I posted a while back?
«
Reply #16 on:
May 02, 2012, 05:28:28 pm »
Added:
Panzer III 'Stubby' (IST w. modified puma 50mm; 2.5 splash radi). 350 MP, 60 FU, available at the Krieg Barracks. 510 HP, Ostwind armor.
To Do:
Add stuff for brits.
Add stuff for PE.
Give the 57mm PaK cloak.
Add the Nashorn.
Add the Bren Repair Kit ability to all armored vehicles (requires Vet2).
Balance the Tiger to make it more effective.
Adding a PaK/88mm Bunker.
Fine-tuning the U.S. M2 107mm mortar.
Adding a WM 120mm mortar.
Adding new Emplacements (.50 cal MG nest, garrisonable OPs, and others).
Adding the ability to deploy booby-trapped dropped weaponry that explodes upon being picked up.
Logged
tank130
Sugar Daddy
Posts: 8889
Re: Those shitty unit concepts I posted a while back?
«
Reply #17 on:
May 02, 2012, 07:30:24 pm »
Quote from: TheVolskinator on May 02, 2012, 05:28:28 pm
Adding the ability to deploy booby-trapped dropped weaponry that explodes upon being picked up.
That could be a very cool scorched earth doctrine ability........
Logged
aeroblade56
Development
Posts: 3871
Re: Those shitty unit concepts I posted a while back?
«
Reply #18 on:
May 02, 2012, 07:37:23 pm »
Quote from: tank130 on May 02, 2012, 07:30:24 pm
That could be a very cool scorched earth doctrine ability........
wait but why not just place a mines on it?.
Logged
Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: Those shitty unit concepts I posted a while back?
«
Reply #19 on:
May 02, 2012, 07:55:33 pm »
Quote from: tank130 on May 02, 2012, 07:30:24 pm
That could be a very cool scorched earth doctrine ability........
I would legitimately enjoy seeing this.
Logged
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