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Author Topic: Operation Avalanch: Fall of Italy mod  (Read 86340 times)
0 Members and 3 Guests are viewing this topic.
Hicks58 Offline
Development
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Posts: 5343



« Reply #80 on: May 19, 2012, 09:04:50 am »

Have you updated the download link at all?

Last time I tried it... My BAR upgrade was still at 60 Fuel, making it at the v0.02 that was originally there.
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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.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #81 on: May 19, 2012, 09:12:07 am »

I just uploaded everything...the current zip is a bit over 3000 KB.

The old uploads (that hold the old versions of the SAME FILES) is 150,000 KB. WTF.
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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.

Getting EiR:R Released on Steam

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Hicks58 Offline
Development
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Posts: 5343



« Reply #82 on: May 19, 2012, 10:07:39 am »

As I discussed with ya in Vent, the skinpack that you did have in there was the culprit.

Skins, models, etc are what make up the bulk of most big name mods. Maps too.

Statistic changes are pennys in comparison.
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Mister Schmidt Offline
Lawmaker
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Posts: 5006



« Reply #83 on: May 19, 2012, 10:23:23 am »

you got it to work multi?

Yeah, me, the Cool Guy got it to work for him Wink
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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.."
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #84 on: May 19, 2012, 11:08:24 am »

Is the hotfix version working properly?
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Hicks58 Offline
Development
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Posts: 5343



« Reply #85 on: May 19, 2012, 11:11:01 am »

Riflemen Zook is pretty much useless.

Had 2 squads with one a piece firing at a Puma sitting still.

12 Rockets later? Not a single hit. It needs a major accuracy increase against vehicles/tanks and needs to be able to collide with them properly. Increasing the rocket's speed wouldn't go a miss either considering it cant roll true hits.

EDIT:

Yeah, not a single rocket has hit a Puma yet. If the enemy get's a StuG or equiv, I'll see how it fares against vehicles without phase armour, but it's shittiness against the Puma alone is a cause for concern.
« Last Edit: May 19, 2012, 11:14:57 am by Hicks58 » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #86 on: May 19, 2012, 11:15:08 am »

It shit's all over mediums in pairs, and infantry get roflstomped by it. Its a 35 range flamethrower against garrisoned MGs.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #87 on: May 19, 2012, 11:22:25 am »

Does the hotfix work ONLINE. With other players.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #88 on: May 19, 2012, 01:09:10 pm »

-Officer auras edited (stats soon(tm)
-Assault Riflemen now cost 355 Manpower/95 MU.
-All infantry entities have the cover modifiers.
-Removed the force retreat ability from the Oberfeldwebel.
-Tiger 88mm damage set to 187.5.
-M4 Sherman Crocodile price set to 420 Manpower / 120 FU (is effective against armor).
-M18 M1A1c 76mm cannon target tables modified to be more effective against Panther, StuG, and Hetzer armor.
« Last Edit: May 20, 2012, 08:29:44 am by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #89 on: May 20, 2012, 08:31:45 am »

-All tank cannon damages have been reverted to vCoH statistics.
-The Volksgrenadier and Volkssturm Kar98k accuracies at Long and Medium range have been set to 0.375/0.575, and 0.325/0.525 respectively.
-M1 Garand accuracy at Long and Medium range reduced to 0.25/0.4.
-M1 Garand cooldown reduced to 1.9/1.6 Max/Min.
-Engineers are now armed with Carbines, not Garands.
-M18 is now 10 pop, 530 Manpower, 125 FU.
-M10 is now 6 pop.
« Last Edit: May 20, 2012, 08:33:31 am by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #90 on: May 20, 2012, 09:37:37 am »

The Garand changes seem to be working. Now as per hick's suggestion riflemen are abysmal outside of point blank range.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #91 on: May 20, 2012, 09:58:27 am »

They should still be competent at mid range mind you.

As I said the way it should roll is Rifles dominate close quarters, Volks mop up long range and it's down to who has the better micro/luck at medium range.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #92 on: May 25, 2012, 10:48:31 pm »

-1.3 wind down removed from the G41 (w). This was the animation of the bolt being cycled (Lee Enfield model) and was hampering the G41's performance as a semi-automatic rifle.
-Volksgrenadier Kar98k cooldown increased to 1.75 max/min from 1.25.
-Volksgrenadier Kar98k Wind Down increased to 1.5 from 1.3.
-Volksgrenadier Kar98k reload increased to 7/6.5 from 4/3. The previous value was an oversight error.
-Volkssturm Kar98k Wind Down increased to 1.5 from 1.3.
-Volkssturm Kar98k reload increased to 8/7.5 from 5/4.5.
-Stormtrooper Kar98k accuracy at Long and Distant ranges increased to 0.485 from 0.475.
-Stormtrooper Kar98k reload increased to 6.5/6 from 4.5/4.
-Mkb 42 damage increased to 10 from 7.
-Mkb 42 accuracy at Long and Distant ranges increased to 0.45 from 0.4.
-New weapon: 'Heroic Luger'.
-Heroic Luger accuracy at L/M/S is now 0.5/0.9/1.
-Heroic Luger cooldown is 0.2 at all ranges.
-Heroic Luger cooldown modifier is 0.75 at all ranges.
-Heroic Luger damaged reduced to 5 from 7.
-M1 Garand accuracy at Long and Distant ranges increased to 0.25 from 0.2.
-M1 Garand accuracy at Medium range increased from 0.525 from 0.4.
-M1 Carbine cooldown reduced to 1.5/1.3 max/min from 1.9/1.5 max/min.
-M1 Carbine Untrained (Inexperienced riflemen) accuracy at Long and Distant ranges reduced to 0.15 from 0.25.
-Flamethrower burn wakes changed to the Nebelwerfer burn wake. This used to be the PE Incendiary Grenade burn wake and was causing too much damage*.

*Niko, the troops jumping around is the effect on all soldiers in vCoH regardless of a burn wake being used. Any flamethrower that damages troops will usually cause them to jump away from it, just the way that a sniper shot sends soldiers diving away from whoever was shot. Until I know how to shut off troops automatically searching for cover (and diving into/away from/etc it) the problem will remain.

Full weapon reload changes will be finished shortly; all Bolt Action type weapons will be modified, including the PE Kar98k and the Lee Enfield. The Garand and Carbine will be changed as well for balance purposes.
« Last Edit: May 25, 2012, 10:55:50 pm by TheVolskinator » Logged
ALLiDOisWIN Offline
EIR Veteran
Posts: 225



« Reply #93 on: May 25, 2012, 10:54:21 pm »

How do you download this and play it?
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #94 on: May 25, 2012, 10:58:13 pm »

I havent put up a new version yet. As of now I'm using EF mod to test the changes (all retard files copied over, overwriting the EF files. For shits and giggles I tampered with all the russian weapons and actually struck almost perfect balance--hicks/myst would be proud). I'll post the new version in the morning; the latest available DL link is at the top of the OP.
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ALLiDOisWIN Offline
EIR Veteran
Posts: 225



« Reply #95 on: May 25, 2012, 10:59:29 pm »

Ok so i downloaded it and nothing happens. it goes to a folder...
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #96 on: May 25, 2012, 11:02:45 pm »

You need to extract the files within the zipfile...and then FOLLOW THE INSTRUCTIONS IN BIG BOLD YELLOW LETTERS AS TO HOW TO RUN THE MOD.
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ALLiDOisWIN Offline
EIR Veteran
Posts: 225



« Reply #97 on: May 25, 2012, 11:03:15 pm »

Thanks  Grin
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nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #98 on: May 26, 2012, 05:46:50 am »

Can I have my squad of heroic lugers?  Cheesy
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"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #99 on: May 26, 2012, 11:03:01 am »

Can I have my squad of heroic lugers?  Cheesy

Why do you think I added them? Im considering it as a high tier unlock for Terror. Atm I'm just planning to use it for a sentior WM officer unit as well.
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