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Author Topic: Operation Avalanch: Fall of Italy mod  (Read 86366 times)
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TheVolskinator Offline
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Posts: 3012



« on: May 06, 2012, 10:59:29 pm »

DOWNLOAD LINK (v0.04.2_hotfix) >>> OperationAvalanch_FallOfItaly_v0.04.2_h otfix <<< DOWNLOAD LINK (v0.04.2_hotfix)

-In order for the mod to work properly, you must add the following tag to your shortcut properties target, as well as run the mod in Admin mode: -mod Retards -dev
-MAKE SURE TO BACK UP YOUR ORIGINAL COMPANY OF RETARDS (credit to LeoPhone).
-The mod's files and folders will be properly renamed in the future to avoid the trouble.
-A full changelog is included in the .zip file.
-The current patch has a lot of changes; it's pretty big. Expect a ~4 minute wait while it downloads.

-Screenshots are located in the following four posts, in order of: US, WM, CW, and PE.

MOD DB PAGE CURRENTLY UP:

http://www.moddb.com/mods/operation-avalanch-fall-of-italy

Crusaders Mod adds new units, and increases tank reload times while still keeping CoH's arcadey damage tables. More vibrant dynamics such as Flamethrower burn wakes and the easy availability of Hull Down add new tactical possibilities. The mod is definately buggy, and I tend to release many (MANY) very small patches rather then a few large ones. Keep your eyes peeled.

Additions and Changes:
Misc:
-Added 4 visual slots to Slit Trenches.
-Slit Trenches can now hold 4 squads, 10 men, or any combination of the two.
-Tank cannon reloads vary between 6 and 11 seconds; the far end of the spectrum allowing me to upgun the tiger's cannon (dennis, y u b aware 4?) to give it 45 range.
-Gave most armored units EiR veterancy values.
-All armored units can Hull Down (with the model for it xD).
-AK-47s100 weapon slots for everyone!
-Made tank co-ax and hull MGs deadlier, universaly 40 range w. 0.2/0.35/0.55 accuracy at L/M/S range.
-The MG for the M3 Halftrack (needs to be synced with a gunner entity) and the Sdkfz 251 Halftrack has been synced_when_spawned.
-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.
-MP40s can now be dropped and recovered (0.1 chance)
-G43s can now be dropped and recovered (0.25 chance)
-Boys AT rifles can now be dropped and recovered (0.5 chance)

Tank Reloads:
Name     Max/Min time in seconds
M5 Rhino 37mm 6.5/6.5
M4 Sherman 75mm 7.8/7.8
M1 57mm 5.5/5.5
M1A1c Hellcat 76mm 6.2/6.2
M1A1c Sherman 76mm 8/8
Pershing non-HVAP 9/9
Pershing HVAP 9/9
M8 Greyhound 37mm 6/6
M10 3in 6.8/6.8
17lber Firefly 12.5/12.5
Cromwell 75mm 7.5/6
Churchill 6pdr 7/6.25
Tiger 88mm 9/9
Puma 70mm 7/6
PaK 50mm 5.5/5.4
P IV 75mm 7/6.5
Panther 75mm 8/8
StuG 75mm 8/8
FlaK 36/88mm 5.8/5.6

US:
-Combat Team added to the Motor Pool.
-Gave the Combat Team modified Fal ambush (1.15 acc from all L/H/G/T cover).
-Combat Team now has Mark Target.
-Added the Field Dressings ability to Infantry Company.
-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.
-THE RETURN OF ASSAULT R0FLMANZ
-Inexperienced Riflemen (8 man rifle squad w. carbines, 35 hp ea, super cheap and EZ to reinforce) added to the Barracks.
-Platoon Leader (officer idea for le amis) added to the U.S. HQ.
-Engies are 4 men w. 60 HP and Garands
-Added the M2 107mm mortar to the WSC.
-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.
-The Hellcat now has 50 range (cost has already been increased).
-Reduced the Shermans price to 400 MP/70 FU.
-Nerfed the Sherman 75mm slightly.
-Added the Pershing to the Tank Depot.
-Created an M1 Garand w. Rifle Nade Launcher for the AB rifles.
-Added Assault Riflemen to the WSC.
-'Enhanced M1 Garand' (Garand w. standard Leader MP44 stats)
-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).
-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.
-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.
-The M10s cannon has been set to deal 108.5 damage.
-The Pershing's cannon has been set to deal 178.5/188.5 damage (non HVAP/HVAP).
-Bug that occured; the M5 Rhino wasn't buildable if the T17 wasn't selected in the reward menu. This has been fixed.
-Calliope main gun enabled by default.
-Calliope cost increased by 200 MP.

WM:
-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)
-Oberfeldwebel added to WM HQ.
-Elite Grenadiers (my own variation) added to the Sturm Armory.
-Elite Grenadiers can only be built if either the Defensive Doctrine or Blitzkrieg Doctrine is chosen.
-Pios are 3 men w. Volks K98s
-The Tiger's reload has been reset. See below for tank reloads.
-The FlaK 88's reload has been set to 5.8/5.6 max/min. Will likely be increased. Damage set to 210. Range set to 110.
-Added Volkssturm (7 man version of inexperienced rifles) to the WM Quarters.
-Added Skirts and MGs to the P4, Stug, and Panther for 75 MU each, and removed them from veterancy.
-Created a Panzerbuchse Squad (Grens w. 2 Boys AT) and added it to the Krieg Barracks. Panzerbuchse Squad has Fal camo with edited stats (1.25 pen, no further bonuses). Panzerbuchse Sqaud is only buildable when the Defensive Doctrine is selected.
-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. Panzerfaust Squad is only buildable when the Blitzkrieg Doctrine is selected.
-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.
-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.
-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.
-107mm WM Mortar HT (PE MHT w. new weapon, need to create UI name and description).
-Moved the StuG IV to the Panzer Command.
-The StuG IV now has 45 range.
-Tiger to the Panzer Command (680 MP/ Huh FU). Will be repriced for balance.
-Tiger Ace (Voss reskin standard tiger, has a Reload 0.85 modifier at vet2 in addition to normal vet). Same price as standard tiger, will be repriced later. Both units will require the Blitz doctrine in order to use them.
-Panther Ace to the Panzer Command (780 MP/280 FU) Panther with modified Jagdpanther cannon and Hetzer ambush. Will be adjusted at a later date, and will most likely be given to PE as part of the Tank Hunters Tactics choice.
-Gebirgsjager Trupp (425 MP, PE G43 upgrade available for 50 MU) to the Kreig Barracks (only buildable if the Defensive Doctrine is chosen). Gebirgsjägers from the Eastern Front are available for deployment. Using pack animals to move their heavy equiptment and also having had extensive mountain training, these troops move faster then other infantry squads. The squad is armed with less automatic weaponry then other Axis units, but is nontheless a potent adversary for less hardy Allied troops.

CW:
-Added Armoured Infantry Section (royal marines without cloak) (Credit to the Eastern Front team for the unit concept)
-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. (Credit to Tymathee for the unit concept)
-Added the Sherman V to Armoured Command.
-The Firefly's cannon has been set to do a whopping 165 damage. This comes with a 12s reload, though.

PE:
-Fallschirmjager Ambush Team (425 MP, Weapons Package Upgrade for 75 MU (LMG42, FG42, 2 G43s) to the Logistik Kompanie (only buildable if the Luftwaffe Tactics choice is chosen). Fallschirmjägers from Colonel Von der Heydt's 7th Fallschirmjäger Division, with extensive experience fighting the British in North Africa. With this experience they have fewer penalties against the British soldier's Soldier Armor. Squad is armed with a mix of Karabiner 43s, Fallschirmjägergewehr 42s, LMG42s, and Karabiner 98ks.
-Fallschirmjager Scharfschutze (320 MP, 45 MU) to the Logistik Kompanie (only buildable if the Luftwaffe Tactics choice is chosen). Squad of Elite Fallshirmjager marksmen. Their enhanced G43s are nearly as effective as a sniper rifle, and their ability to cloak makes them a potent and dangerous adversary when ambushing Enemy Troops from Cover. . Desc is innaccurate, squad only has 1 enhanced G43.

To Do: Finish the Panzer Elite faction.
-Edit the brits.
-Begin balancing.
-The booby trap stuff.
-Studying for SATs.....
-Tweaking the Sherman Jumbo.
-Fixing the Panzer III (waiting on the EF team to realease the model).
-Adding the Panzer III Flammpanzerwagen (same as above).
-Changing the Fal Ambush Team's weapons to match the description.
« Last Edit: August 04, 2012, 07:47:32 am by TheVolskinator » Logged

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.

Getting EiR:R Released on Steam

Forum Rules & Guidelines
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #1 on: May 06, 2012, 11:00:10 pm »



Platoon Leader



Assault Riflemen


Some retarded sticky squad I made. Pretty funny shit with 40 range stickies instagibbing everything.



Combat Team



Stuart Rhino


Airborne Barracks



Airborne Officer



Airborne Riflemen



Ranger Captain
« Last Edit: May 31, 2012, 07:28:48 pm by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #2 on: May 06, 2012, 11:00:24 pm »



Elite Grenadiers



Landser Grenadiers



Gebirgsjager Trupp


Oberfeldwebel

« Last Edit: May 31, 2012, 07:30:30 pm by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #3 on: May 06, 2012, 11:00:35 pm »

.
« Last Edit: May 06, 2012, 11:14:07 pm by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #4 on: May 06, 2012, 11:00:49 pm »



Fallshirmjager Ambush Team



Fallshirmjager Scharfschutzen
« Last Edit: May 06, 2012, 11:14:27 pm by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #5 on: May 06, 2012, 11:05:02 pm »

Righto. Let the comments/flame begin.
Logged
jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #6 on: May 06, 2012, 11:23:09 pm »

Sweet mod, Chod.
Logged

Let's talk about PIATs in a car.
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #7 on: May 06, 2012, 11:36:02 pm »

Want the flame?

Same mod like all the rest.

There i said it!

If you enjoyed doing it, then thats all you could really ask for then right? ^^
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #8 on: May 06, 2012, 11:45:23 pm »

Iz not done yet  Cry
Logged
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #9 on: May 06, 2012, 11:51:42 pm »

Oh really?! What innovative feature will you be adding in!

But Volks, i like that you can do such a thing! and that you are sharing the progress of your mod exclusively for eir! Smiley
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #10 on: May 06, 2012, 11:54:42 pm »

And on the EF mod forums, and on relicnews.

I'll take any help I can get. Even Nug.

Wait.

What?

No.

Ignore that.
« Last Edit: May 06, 2012, 11:56:15 pm by TheVolskinator » Logged
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #11 on: May 07, 2012, 12:17:35 am »

oh
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #12 on: May 07, 2012, 12:29:48 am »

Just add a shit load of doctrine unlocks and ill enjoy it.
Logged

You are welcome to your opinion.

You are also welcome to be wrong.
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #13 on: May 09, 2012, 09:48:03 pm »

New:

All WM squads receive an additional member; a junior NCO (Unteroffizier or Corporal; MP40-armed Grenadier with the Assault Gren skin) and lose their Leader MP44. The Leader MP44 will be made available as a slot item in a weapons package upgrade at a later time.

-Weapons have been pseudo changed with more realistic reload times and a cooldown increase across the boards. Both Allied and Axis squads are now almost equal at most ranges, because the Axis soldiers are more hardy while the allied weaponry is slightly superior.
-The MG42 is now six men as was the case in history; Officer, Volk (NCO), Gunner, and  3 ammo bearers. All squad members are reskinned MG crewmen. The former two are armed with Lugers, and the latter 3 are armed with Volks K98ks.
-Volk K98ks enjoy a 1.2 damage multiplier against Suppressed and Pinned targets, but don't have edited accuracy to improve upon their increased cooldown times.
-Stormtrooper K98k Long Range accuracy set to 0.485
-Kar98k Long Range accuracy set to 0.375
-M1 Garand Long Range accuracy set to 0.3
-Luger Long Range accuracy set to 0.15
-M1911 .45 Long Range accuracy set to 0.1
-Added the Assault LMG42 (fires on the move) with an 0.25 accuracy multiplier. Long Range accuracy set to 1.5. Only available on Elite Grenadiers;
-Elite Grenadiers lose 1 Enhanced G43, which is replaced by an Assault LMG42.
-Pioneers can construct single Butterfly Bombs, retitled in the UI as Bouncing Betties.
-Pioneers can construct a Mortar Bunker for 400 MP/100 MU when the Defensive Doctrine is selected. The bunker's Mortar is enabled to fire by default, and uses the U.S. M2 107mm Mortar.

I'll post the new cooldowns at a later date.

In the works:
-Lee Enfield only has a new reload/cooldown, I need to edit the accuracy modifiers to account for the new general cooldown/accuracy pattern of the mod's weapons.
-Added the G41w rifle; M1 Garand/K98k hybrid with tweaked stats. Suffers a 6.5 reload time to refled the poor mechanical reliability of the weapon. Would the G41 use the Garand or Lee Enfield model; which is the closest to what the G41 looked like IRL?
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #14 on: May 10, 2012, 03:54:48 am »

because the Axis soldiers are more hardy while the allied weaponry is slightly superior.

LOLWUT
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #15 on: May 10, 2012, 06:17:17 am »

Try... the axis soldiers were more hardy and thier equipment was also superior. If your talking to be historyically accurate
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I will never forget the rage we enduced together

Ohh Good, AmPm can pay in Doubloons.
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #16 on: May 10, 2012, 03:15:28 pm »

Superior tech my ass.
« Last Edit: May 10, 2012, 03:33:40 pm by TheVolskinator » Logged
8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #17 on: May 10, 2012, 03:27:36 pm »

.
« Last Edit: May 10, 2012, 03:35:01 pm by 8thRifleRegiment » Logged
Mister Schmidt Offline
Lawmaker
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Posts: 5006



« Reply #18 on: May 10, 2012, 03:31:10 pm »

There were 8 German soldiers for every American on the western front, and we were the most numerous of the Western allies. Derp.

But you're Canadian?
Logged

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 ".
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #19 on: May 10, 2012, 03:34:08 pm »

Axis equipment was obviously superior

and they were fitted with experienced soldiers from their previous campaigns. i say fitted because by the time of the western front, they had alot of new recruits in their outfits.

Did they lose by superiority of equipment? HELL NO they didnt! if you believe so volksi, you should really learn your history from a better teacher, whereby maybe you should let go of the internet and listen to a prefessor
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