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Operation Avalanch: Fall of Italy mod
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Topic: Operation Avalanch: Fall of Italy mod (Read 86209 times)
0 Members and 9 Guests are viewing this topic.
Mister Schmidt
Lawmaker
Posts: 5006
Re: Volskinator Core Mod
«
Reply #40 on:
May 13, 2012, 02:24:49 pm »
Both must run in dev mode
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.."
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Volskinator Core Mod
«
Reply #41 on:
May 14, 2012, 08:37:37 pm »
Changes:
-Added Gewehr 41(w) (K98/Garand hybrid, 10dmg, .35/.55/.75 acc, 1.2 cooldown, *6* second reload.
-Pioneers receive 1 G41 (offsets poor performance of their Volks K98ks and evens the odds vs. Engineers)
-WM Leutnant (Officer) is now escorted by an MkB42-armed grenadier, with the following aura: Received Suppression 0.5, Sight 1.25, Accuracy 1.25, Weapon Cooldown 0.85, Damage 1.1, Health Regen 0.022. Uses the Brit alpha star to identify if the aura is in effect. 40m radius.
-WM Leutnant entity batshit insane HP reduced from 140 to 100.
-Oberfeldwebel now has an aura: Received Suppression 0.8, Sight 1.25, Accuracy 1.1, Cooldown 0.9. Uses the PE Munitions halftrack ammo symbol to identify if the aura is in effect. 35m radius.
-Oberfeldwebel is now hardcapped at 1.
-Mkb42 damage reduced from 15 to 7.
-Luger accuracy changed to 0.45/0.55/1 at L/M/S.
-Luger damage lowered to 5.
-The Platoon Leader now has the following aura: Received Suppression 0.95, Sight 1.25, Weapon Accuracy 1.25, Suppression 1.15. Uses the Brit alpha star to identify if the aura is in effect. 25m radius.
-Inexperienced Riflemen received a nerfed (impossibru) M1 Carbine.
-Volkssturm Reinforce costs reduced.
-Sherman Croc range lowered to 35.
-Sherman .50 cal accuracy lowered to 0.3.
-Individual deploy times for Engineers and Pioneers +2s (9s x 4 members / 9s x 3 members, respectively).
-Engineers point capture speed lowered from 1 to 0.8.
-Pioneers point capture speed lowered from 1 to 0.8.
-Level 1 Production upgrade cost (from the Supply Depot) lowered to 100 MP, 20 FU. Upgrade time from 60s to 120s.
-The M5 Stuart Rhino requires the Level 1 Production upgrade from the Supply Depot to be deployed.
-The M4 Sherman requires the Level 1 Production upgrade from the Supply Depot to be deployed.
-The Panzerbuche squad has the option to replace one of its Panzerbuchse rifles with a Panzershreck.
-Panzerbuche Rifle set to 0.55 accuracy at L range, 80 damage, 1 shot (as opposed to 6 on the original) with a 6 second reload. 0.8 penetration vs M10, Sherman, Stuart, and Cromwell armor types. 0.3 Damage vs. those types.
-The typo in the Combat Team's description (kindly pointed out by Hicks during testing
[
spelling nazi
]
) has been corrected.
-Marines have been re-implimented.
-The Combat Team is able to throw White Phosphorous grenades; the AI throws them but no icon appears, nor does the hotkey (PE incendiary grenade hotkey) work for human players. Looking into this.
Soon:
-Engineers will receive the Pioneer antispam ability.
-The Panzer III will be synced correctly.
-With Schmidt's help (hopefully) I'll start changing doctrines.
-
«
Last Edit: May 14, 2012, 08:41:59 pm 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.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Volskinator Core Mod
«
Reply #42 on:
May 15, 2012, 04:52:44 am »
O rly?
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Volskinator Core Mod
«
Reply #43 on:
May 15, 2012, 06:56:56 am »
Quote
nerfed M1 Carbine
Did you change them into BBguns?
Logged
Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
gj icelandic i am proud of u
Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
Ahnungsloser
Donator
Posts: 1447
Re: Volskinator Core Mod
«
Reply #44 on:
May 15, 2012, 07:06:49 am »
Can you explain the anti spam ability?
Logged
9th Armoured Engineers
Mister Schmidt
Lawmaker
Posts: 5006
Re: Volskinator Core Mod
«
Reply #45 on:
May 15, 2012, 07:11:32 am »
Lol, I tested it with him last night and there's this unit called inexperienced riflemen with like 8 men in a squad for really cheap with carbines, and I just spammed them and won.
All he needs to do is lower the accuracy on them, or put a debuff when blobbed together
that's what the antispam thing is, like in vcoh
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Volskinator Core Mod
«
Reply #46 on:
May 15, 2012, 01:30:05 pm »
Quote from: Mister Schmidt on May 15, 2012, 07:11:32 am
All he needs to do is put a debuff when blobbed together
^Added.
Also:
-Engineer antispam has been added. The modifier is for received accuracy, as opposed to damage.
-Inexperienced Rifle antispam has been added. The modifier is 1.06 and remains a received damage modifier. Radius increased from 10 to 15.
-All officer units except the Leutnant lose their Force Retreat ability.
«
Last Edit: May 15, 2012, 01:38:53 pm by TheVolskinator
»
Logged
Ahnungsloser
Donator
Posts: 1447
Re: Volskinator Core Mod
«
Reply #47 on:
May 15, 2012, 01:38:12 pm »
Your doing good process. This should be a standard for all mods...
Logged
WildZontar
Donator
Posts: 1168
Re: Volskinator Core Mod
«
Reply #48 on:
May 15, 2012, 02:31:47 pm »
This mod would be nice to use to make a Shoutcast intro with.
Could I request a beta test against you Volks? I'd like to set up specific scenarios as well as helpin you with your mod.
Logged
Quote from: Smokaz on February 05, 2011, 06:24:08 am
Zontar is a filthy sludge-dwelling muppet, thats why.
Quote from: Killer344 on July 21, 2011, 08:10:45 pm
Y U SAVED US FROM GOING INTO BANKRUPT!
ALL BOW DOWN TO WILDZONTAR!
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Volskinator Core Mod
«
Reply #49 on:
May 15, 2012, 02:39:46 pm »
Sure. I'm on vent now. Add me on xfire (13thgrdsvolsky) and i can start sending you the files. I'm actually editing in corsix now, so any input or w.e would best be heard before i compress everything and send it to you and schmidt (if schmidt wants in as well).
Logged
Hicks58
Development
Posts: 5343
Re: Volskinator Core Mod
«
Reply #50 on:
May 15, 2012, 02:42:27 pm »
Did you get it working for multi yet?
Logged
Quote from: brn4meplz on November 05, 2012, 10:45:05 am
I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Volskinator Core Mod
«
Reply #51 on:
May 15, 2012, 02:43:56 pm »
Aye. Corrupted skinpack (leos or demons afaik). Also need to send the DLCs in the zip. And you didn't run it in admin mode when we tried it.
Logged
Mister Schmidt
Lawmaker
Posts: 5006
Re: Volskinator Core Mod
«
Reply #52 on:
May 15, 2012, 02:48:27 pm »
You can thank me, the Cool Guy
Logged
Hicks58
Development
Posts: 5343
Re: Volskinator Core Mod
«
Reply #53 on:
May 15, 2012, 02:57:28 pm »
Quote from: TheVolskinator on May 15, 2012, 02:43:56 pm
Aye. Corrupted skinpack (leos or demons afaik). Also need to send the DLCs in the zip. And you didn't run it in admin mode when we tried it.
Actually I did run it in admin mode.
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Volskinator Core Mod
«
Reply #54 on:
May 15, 2012, 03:42:34 pm »
Quote from: Mister Schmidt on May 15, 2012, 02:48:27 pm
You can thank me, the Cool Guy
You know, naming yourself the 'cool guy' will never make it so
Logged
Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
Mister Schmidt
Lawmaker
Posts: 5006
Re: Volskinator Core Mod
«
Reply #55 on:
May 15, 2012, 04:05:35 pm »
Incorrect
Logged
Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: Volskinator Core Mod
«
Reply #56 on:
May 15, 2012, 05:38:45 pm »
Quote from: Mister Schmidt on May 15, 2012, 02:48:27 pm
You can thank me, the Cool Guy
Well Schmidt you've amused me for the day.
Logged
What is a man? A miserable little pile of secrets.
- Andre Malraux
- Dracula
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Volskinator Core Mod
«
Reply #57 on:
May 15, 2012, 08:30:43 pm »
DL link is up. The mod is buggy, and only the US and WM are anywhere near completion. Try it out, feedback is welcome, but keep in mind that obvious things (rangers at the barracks that arent really rangers, 6 man mg teams with carbines) are bugs or things that haven't been changed yet and that I'm working on, real life permitting.
-Sherman MG burst time reduced to 4/6 seconds min/max.
-Tiger/Tiger ace only available if the Blitz doctrine is selected.
-Tiger needs the Tiger Offmap to be selected in order to be built.
-Tiger Ace needs the Tiger Offmap AND the Blitzkrieg ability to be selected in order to be built.
-Panzer III moved to the Krieg barracks.
-Panzer III requires the Escalate to Assault Phase upgrade to be purchased before it can be built.
Soon:
-Reducing the M2 Carbine's cooldown to 0.05/0.15.
-Adding new UI text for the Combat Team's single BAR upgrade.
-Checking to make sure the Combat Team's BAR is available even if the Barracks BAR upgrade hasn't been purchased.
-Fixing the Platoon Leader's aura so the officer's star appears over affected units.
-New curser hover name for the Panzer III.
-Reduction in time for the Level 1 Production upgrade.
Logged
Rahx
EIR Veteran
Posts: 1147
Re: Crusaders Mod (DL link posted)
«
Reply #58 on:
May 16, 2012, 06:23:20 am »
VIDEO LINKS or gtfo
Logged
Quote from: LeoPhone on June 25, 2011, 04:06:43 pm
why is everyone except me retarded?
Mister Schmidt
Lawmaker
Posts: 5006
Re: Volskinator Core Mod
«
Reply #59 on:
May 16, 2012, 06:41:34 am »
Quote from: Vermillion_Hawk on May 15, 2012, 05:38:45 pm
Well Schmidt you've amused me for the day.
You're welcome Vermillion, Cool Guy is always around to lend a hand
Logged
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