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Operation Avalanch: Fall of Italy mod
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Topic: Operation Avalanch: Fall of Italy mod (Read 86247 times)
0 Members and 9 Guests are viewing this topic.
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #200 on:
July 17, 2012, 11:27:07 pm »
-Added the Fiat-Ravelli M1914 MMG (Vickers MMG with 0.15/0.3/0.8 accuracy at S/M/L ranges, 10.5-9s reload max/min, and two 26 round bursts per reload--52 rounds before reloading).
-Added a Fiat-Ravelli MMG team to the Kampfgruppe Kompanie.
-Added new UI for the Fiat-Ravelli MG team.
-The MMG team is NOT an HMG. It deals damage and has low suppression and a long reload time.
-Removed the ability to Camouflage from the Italian Sniper.
-Increased the accuracy of the M91 Carcano rifle to 0.45/0.65/0.75 from 0.4/0.6/0.75.
«
Last Edit: July 17, 2012, 11:32:05 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.
Getting EiR:R Released on Steam
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #201 on:
July 19, 2012, 08:45:14 pm »
-Properly added the Unholster Sidearm! ability to PE units: The Assault Grenadiers, Panzer Grenadiers, and Tankbusters.
-Soon(tm) all infantry entities will have the cover accuracy multipliers correctly linked to them.
«
Last Edit: July 19, 2012, 10:29:38 pm by TheVolskinator
»
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #202 on:
July 22, 2012, 04:19:00 pm »
-Stormtrooper Kar98k cooldown reduced to 1.1 from 1.13.
-Volksgrenadier Kar98k cooldown reduced to 1.5 from 1.75.
-Fixed several graphical bugs regarding PE infantry units.
-Decreased the health of the Elefant to 800 from 1600.
-Added proper veterancy to Commandos.
-Added proper veterancy to Stormtroopers.
-Added proper veterancy to the Luger Squad.
-Added proper veterancy to Rifle Commandos.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #203 on:
July 22, 2012, 07:39:26 pm »
-Fixed the British graphical bugs. They were caused by a corrupt ABP file.
(Next patch)
Will remove smoke grenades frm riflemen.
-Adding the Hold Ground ability from BKmod that merely stops squads in place.
-Adding a remove Hold Ground ability (toggle tastic).
-Other stuff I cba to post atm.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Crusaders Mod (DL link posted)
«
Reply #204 on:
July 23, 2012, 12:05:12 am »
Quote from: Alpha TIG on July 11, 2012, 12:28:11 pm
Schwimwagons could float, therefor they are ducks, what's so scary about a cute little duck?
You lose 2 levels......
Logged
Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
nikomas
Shameless Perv
Posts: 4286
Re: Crusaders Mod (DL link posted)
«
Reply #205 on:
July 23, 2012, 06:47:46 am »
Quote from: EIRRMod on July 23, 2012, 12:05:12 am
You lose 2 levels......
LOL!
Logged
"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
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #206 on:
July 23, 2012, 10:22:06 pm »
-Added the dynamic cover bonus to all intended entities (ebps). These include: panzer_grenadier, tank_buster, italian_fusiliere, italian_breda30_gunner, italian_gunner, italian_blackshirt, stormtrooper_grenadier, stormtrooper_grenadier_leader, infantry_riflemen_sergeant, airborne_officer, platoon_leader, officer (wm), oberfeldwebel, oberfeldwebel_volk, volkssturm, machine_gunner (wm), machine_gunner_ammo_bearer (wm), machine_gunner_unteroffizier (wm), machine_gunner_officer (wm).
-elite_grenadier1-5 entity weapon accuracy bonuses from heavy_cover increased to 1.15 from 1.05.
Quote from: TheVolskinator on May 19, 2012, 08:24:56 am
New mechanic:
All infantry units will receive the following bonuses when in:
Light Cover - Accuracy 1.025
Heavy Cover - Accuracy 1.05
Garrison Cover - Accuracy 1.1
which changes the dynamic of combat and compensates for the longer weapon cooldown times. The name of the game is now accuracy. Every missed shot counts, but the bonuses should be small enough that cover-whoring shouldn't be any more gamebreaking
then it used to be.
This dynamic will vary--more inexperienced type units will have a slightly lower benefit, while elite, expensive units might have a slightly higher one. The paramiters are finite; the stats won't deviate by more then .1 in either direction.
I am hesitant to allow any modifiers to occur in Trench cover, since trenches coupled with officer bonuses have already cropped up as a balance-shifting issue in a few test games I've had. MGs might receive some small modifier to being garrisoned in Bunker cover, as well as the cover type the wooden bunker gives (the US faction will hopefully be receiving the Wooden bunker as a building in the future, though I don't know how to make it rotateable on construction--any help would be wonderful).
Next patch, Wehrmacht and British small arms will receive a buff against light and heavy cover, in essence 'nerfing' cover for the US and Panzer Elite factions and tailoring the former two factions to 'from cover' fighting while the other two are more mobile, since cover offers a slightly lower bonus. This change will only likely deviate from current modifiers by 0.1 (10%).
Yellow
is light cover,
green
is heavy cover:
WM/CW units:
Received accuracy 0.5
/
Received damage 0.5, received accuracy 0.5
US/PE units:
Received accuracy 0.6
/
Received damage 0.5, received accuracy 0.6
Friendly fire will also likely be introduced soon. All small arms currently deal 0.1 damage to friendly units that they hit. Soon, this will (likely) be changed to 1! So watch out when moving troops in front of your own MG.
«
Last Edit: July 23, 2012, 10:41:11 pm by TheVolskinator
»
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I2ay
EIR Veteran
Posts: 626
Re: Crusaders Mod (DL link posted)
«
Reply #207 on:
July 24, 2012, 01:34:41 am »
So if your not adding this duck of doom next patch, when are you adding it?
Logged
aeroblade56
Development
Posts: 3871
Re: Crusaders Mod (DL link posted)
«
Reply #208 on:
July 24, 2012, 01:40:07 am »
OPERATION MARKET GARDEN
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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: Crusaders Mod (DL link posted)
«
Reply #209 on:
July 24, 2012, 08:09:11 am »
Do you want potatoes or mac n' cheese with that, sir?
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #210 on:
July 25, 2012, 04:21:47 pm »
-New ability: 'Grit'. Toggle ability that forces your soldiers to crawl, but conveys 0.65 received accuracy and 1.5 suppression recovery rate.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #211 on:
July 29, 2012, 10:42:27 am »
-All vehicle's population has been doubled. This is to reduce spam and to make lategame AI-focused elite infantry more viable.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #212 on:
August 01, 2012, 09:06:52 am »
-All SMGs, Flamethrowers, and any weapons that originally could not drop, no longer drop.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #213 on:
August 03, 2012, 03:09:33 pm »
-The Armoured Infantry Section requires the Royal Scottish Engineers Doctrine choice to be selected in order to be built.
-The Armored Jeep requires Rapid Deployment from the Armored Company command tree in order to be built.
-The Armored Jeep remains visually glitched as of now.
-Pershing cap increased to 2 from 1.
-Changelog updated to reflect several patches worth of missing information.
«
Last Edit: August 03, 2012, 03:15:51 pm by TheVolskinator
»
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Crusaders Mod (DL link posted)
«
Reply #214 on:
August 03, 2012, 06:04:22 pm »
MOD DB PAGE CURRENTLY UP:
http://www.moddb.com/mods/operation-avalanch-fall-of-italy
Mod is being evaluated by the staff and will hopefully be officially added to the DB roster.
New patch (v0.04.2) up.
«
Last Edit: August 03, 2012, 06:41:53 pm by TheVolskinator
»
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Operation Avalanch: Fall of Italy mod
«
Reply #215 on:
August 03, 2012, 08:42:48 pm »
-Hotfix correcting PG graphical errors is up.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Operation Avalanch: Fall of Italy mod
«
Reply #216 on:
August 03, 2012, 10:43:22 pm »
-Replaced the 'fire luger' ability on all Wehrmacht squads.
-Added a new ability: 'Heroism'; 15s duration. Received damage 0.5, received suppression set to 0. During the exhaustion period, if you'd call it that, the squad gains the modifiers Cooldown 0.75 and Reload 0.5. 60s cooldown. Requires Vet2.
SOON:
-Replaced the fire luger ability on all Panzer Elite squads.
-Added a new ability: 'Fanatasizm'; 15s duration. Requires Vet2. Damage 1.25, Accuracy 0.85, Cooldown 0.6. During the 'exhaustion' period, Received accuracy and Damage x2.
Logged
Ahnungsloser
Donator
Posts: 1447
Re: Operation Avalanch: Fall of Italy mod
«
Reply #217 on:
August 04, 2012, 10:12:37 am »
I browsed through your moddb page and I need to say that you're doing a really god job. Not sure if you designed the models by yourself,
but for example the Airbornes looking really awesome.
Logged
9th Armoured Engineers
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Operation Avalanch: Fall of Italy mod
«
Reply #218 on:
August 04, 2012, 09:14:14 pm »
-New UI for the two new abilties.
-The Elefant's firing cone has been shrunk.
-The Sherman Jumbo now costs 510 Manpower and 150 Fuel.
-The M1 Garand now has the following modifiers vs. Soldier Armor: Accuracy 0.8, Damage 0.5. Riflemen were previously walking all over Panzer Grenadiers.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Operation Avalanch: Fall of Italy mod
«
Reply #219 on:
September 18, 2012, 07:46:01 pm »
Nnnnnnnnnnecro. (plz dont lock, for real). v0.04.6 is up which includes massive UI overhauls and several balance changes.
http://www.moddb.com/mods/operation-avalanche-fall-of-italy
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