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Author Topic: Release overview [OUTDATED]  (Read 62689 times)
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fldash Offline
Founder
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Posts: 9755


« on: April 05, 2007, 04:52:37 pm »

0.0.4 Change log

Other Changes:
Resource Advantages
Display of Rank/Stats for players in battles
PP Checks at backend begun
(Will delete your profile if it detects an error, and/or logs abuse)
Small aethetic changes

Module Changes

Added 6p_Industrial_Town
Added 4p_varaville
Added 6p_Chateau
Added 6p_Goodwood
Added Betamap2.sga
Added Betamap3.sga
Added Betamap4.sga
Renamed 4p_Betamap to Betamap1.sga
Added EIRRImprovedVisualsData.sga
Added 4p_Semios_EiR

Price Changes

-Casualty Clearing Center 80MU (from 100MU)
-Bren Gun Carrier (transport) 180 MP, 15 FU, 3pop (from 220 MP, 35 FU, 4pop)
-Tiger Ace 6pp to purchase
-Grenade (Riflemen) - 35 Mun (2 use) (From 45 Mun)
-Grenade (Rangers/Airborne) - 45 Mun (2 use) (From 55 Mun)
-Satchel - 45 Mun (From 50)
-Commando Grenade - 45 Mun  (2 use) (From 55 Mun)
-Grenadier Grenade - 30 Mun (2 use) (From 40 Mun)
-Bundled Grenade - 45 Mun (1 use) (From 55 Mun)
-Incendiary Grenade - 30 Mun (2 use) (From 40 Mun)
-Anti-building grenade - 30 Mun (2 use) (From 40 Mun)
-AT Grenade - 25 Mun (2 use) (From 30 Mun)
-FOO price 100 MU (Is single use now)
-Flamerthrowers cost 50 Mu (from 75 Mu)


American:
- Fire-up cooldown lowered to 240s (From 300s)
- Calliope 12 population (from 10)
- 57mm AP Rounds should give two uses (bug fix/balance fix)


Commonwealth:
*FOO fixed
- Heroic Charge cooldown changed to 300s
- PIAT changed to match beta stats (less scatter, slightly shorter cooldown at long range)
- British Infantry and Armor now share 20% of experience with nearby LT/Captains/Cromwell Command Tank.  Was 100%, and infantry or armor would give all earned experience to nearby officers.
- Removed Soldier armor
Quote
(.75 health divisor/modifier)
Commando: 85 health
Sappers: 80 health
Tommy: 85 health

EMPLACEMENT CHANGES:
Quote
- 15 second build time, 30 second unpack time.
- Emplacements give a buff to their soldiers once built, garrisoned soldiers should last as long as their emplacements
- Panzershreks are less damaging to Emplacements.

VICKERS MG EMPLACEMENT
- +10 range (55 range)
- +10 sight (50 sight)

BOFORS EMPLACEMENT
- +10 range (55 range)
- +10 sight (50 sight)

3INCH MORTAR EMPLACEMENT
- +20 range (95 range) <-- will be patched in

17 POUNDER EMPLACEMENT
- +16 range (80 range)

25 POUNDER EMPLACEMENT
- no longer movable, can still abandon.


Wehrmacht:
* Officer Barrage Fixed
* Tiger Ace no longer shows as 'Tiger' ingame
* In game Icon on not showing MG upgrade
- Medkit changed to cooldown (240 seconds, to match British CCS)
- Skirts changed to their beta value (25% reduced penetration, 25% reduced damage)

PanzerElite
* Fallschirmjaeger panzerfaust no longer has unlimited uses
- Sprint now has 240s cooldown
- removed the soldier armors
Quote
(.675 health divisor/modifier)
PG (all varients) 80 health
Fallschirmjagers: 90 health
- Infantry halftrack has Axis Halftrack armor type
- Armored Car has Puma armor type
- Hummel should now be 10 pop in-game (was 11)

NonFactional Changes
* All halftrack casualty rates set to vEIR rate of 40%
* Mines build in strings, can still build 1 at a time though.


Pre v0.0.4 EIRR

Balance Changes:


British:

- Canadian artillery reinforcement change: 25 pounder removed, added Priest
- Commandos 320 MP, 160 MU (from 350 MP, 180 MU)
- PIAT Commandos 180 MP, 100 MU (from 270 MP, 100 Mun)
- Commando Grenades 55 MU (from 65 MU)
- 25 pounder 380 MP, 140 FU (from 430 MP, 180 F) * Will be made no longer movable
- Stuart 295 MP, 50F (from 295 MP, 60 F)
- Churchill MKIV 410 MP 275 F (from 410 MP, 365 F)
- Churchill Avre 490 MP, 315 F (from 515 MP, 315 F)
- 17 pndr Anti Tank gun 350 MP, 150 MU (from 395 MP, 175 MU)
- Vickers MG emplacement 140 MP, 30 MU (from 250 MP, 45 MU)
- 3in Mortar emplacement 400 MP, 55 MU (from 460 MP, 55 MU)
- Bofors 40mm emplacement - 295 MP, 75 Mun, 4 pop (from 320 MP, 95 Mun)

US:

- Calliope availability 0,1,3 (from 0,2,3)
- .30 cal 270 MP, 30 MU (from 40 MU)
- Sherman Upgun cost reduced to 100 MU (from 140 MU)
- RR price 165 MU (from 200 MU)
- Greyhound 290 MP (from 310 MP, 50 F, 8 pop)

Wehr:

- Panzerschreck 120 MU (from 110 MU)
- Second Panzerschreck 130 MU (from 110)
- Motorcycle 90 MP, 5 F (from 110 MP, 5 F)
- StuH 380 MP, 180 F (from 380 MP, 160 F)
- Tiger Ace 900 MP, 700 F (from 900 MP, 665 F)
- Assault pricing changes:
    Volks 70 Mu (from 60 MU)
    Grenadier 60 Mu (from 50 MU)
    Stormtrooper 65 Mu (from 50 MU)
    KCH 50 Mu (from 50 MU)

PE:

- Scout Car 145 MP, 10 F (from 145 MP, 15 F)
- Wirbelwind 310 MP, 140 F (from 310 MP, 160 F)
- Hetzer 400 MP, 245 F (from 400 MP, 265 F)
- Vampire Halftrack 210 MP, 30 F (from 2140 MP, 40 F)
- Flakvierling 290 MP, 70 MU, 4 pop (from 340 MP, 180 F, 6 pop)
- AT Grenade 30 MU (from 35 MU)
- Assault Grenadiers  215 MP, 110 MU (from  215 MP, 120 MU)



v0.0.3 EIRR

Bug Fixes:

- Commando Smoke and Commando Grenades shouldn't be on the same timers
- FOO fixed (hopefully)
- Victor Target fixed (hopefully)
- When Pak is destroyed, third man will retreat instead of hang around as a cloaked single-man squad

Other Changes:

6p_Mcgechaens_War_EiR (added to FTP)

Following maps added to the Module:
6p_Saint_Lo_EiR (added to FTP)
6p_Linden_EiR (added to FTP)
6p_Arnhem_EiR (added to FTP)
4p_Authie_EiR
6p_Road_To_Cherbourg_EiR
6p_Oosterbeek_EiR
8p_Hill_192_EiR

Balance Changes:
To All:

- Repair Rates changed as follows:

Pioneers = .33 hps
Engineers = .5 hps
Sappers = .667 hps
Panzergrens = .45 hps
PG w/ Advanced Repair = .667 hps
Expert Engineers = 1 hps
Bergetiger = 1.5 hps

In addition to this, vehicles now have a repair rate modifier based upon how damaged they are.

Green HP - Repairs are 50% effective
Yellow HP - Repairs are 100% effective
Red HP - Repairs are 200% effective

British:

- 25 pounder now non-doctrinal (1,1,2 availablility)
- Emplacement Cover Table changed to tp_garrison_halftrack (should help vs. Mortars hopefully)
- Commando Smoke timer changed to match Fireup (300 seconds)
- Units survival rate from destroyed Bren Carriers now match US/Wehr HT

US:

- Sniper 540 MP, 200 Mun (From 540 MP, 250 Mun)
- Engineers should have improved resistance to suppression (no more getting suppressed from rifle fire)
- Quad .50 350 MP (From 150 MP, was still priced as if it were an upgrade)

Wehr:

- Sniper 500 MP, 200 Mun (From 500 MP, 250 Mun)
- StuG/H Armor Skirts - 60 Mun (From 90 Mun)
- Panzer IV Armor Skirts - 80 Mun (From 90 Mun)
- Stormtrooper suppression recovery changed to match Grenadiers

PE:

- ATHT 5 pop -> 3 pop
- Tankbusters 195MP (From 205MP)
- Panzer IV-IS Armor Skirts - 80 Mun (From 90 Mun)
- Munitions HT cost fixed (was 50 F, supposed to be 35 F)
- Marder III - 305 MP, 170 F, 8 pop (From 305 MP, 195 F, 8 pop)
- Marder III availability 4,2,1 (From 3, 2, 1)
- Units survival rate from destroyed Infantry HT's now match US/Wehr HT




v0.0.2 EIRR



Bug Fixes:

- BergeTiger should no longer be able to resurrect.
- PIAT Ambush was taking 15 seconds to cloak, now 0 to match vCoH.
- FOO and Officer Mortar Barrage should (hopefully) no longer be exploitable.
- Flak 88 truck should no longer be getting 'stuck' at spawn

Launcher Changes:

- Scrolling over a player's flag in the battle room should show ranking/win/loss/draw.
- Basic ranks implemented (See list of ranks over here)
- Player Online list should update itself (was logging people in, but not taking them away when logged out) - caused some major lag issues.
- Changes to prevent cheating
- Lines placed to show Allied/Axis/Reinforcement gamemodes easier
- Basic punctuation added to chat box

vCoH Balance Changes Implemented:

- Wehrmacht Stug main gun tracking speed increased from 15 to 30 degrees per second.

- Panzer Elite 250 Funkwagen Vampire acceleration increased from 4.5 to 6

- Removed a set suppression modifier that was applying to retreating squads on Churchill Tank Shock.(- Churchills will face their targets to perform their Tank Shock ability and get increased weapon suppression to compensate for removed set suppression action.) -These changes prevent Churchills from suppressing retreating troops.

- Panzer Elite Jagdpanther health reduced from 1800 to 1600.

- Panzerschreck accuracy vs AT guns reduced.

- Captured Panzerschreck damage vs Panzer IVs reduced.

- M10 main gun range increased from 40 to 45

- Panzer Elite Marder III 25% damage bonus vs. specifically the American M10 and M4 Sherman removed

- British gliders can no longer crush infantry

- Anti-Tank Class weapons (specifically the 37mm Pak 35, 50mm pak 38, 75mm pak 40, 17 pounder, m1 57mm atg) are now in general 5% less accurate against infantry in all scenarios, and 15% less accurate against “Sniper”, “Elite” or “Soldier” (Commonwealth Infantry, Panzer Grenadiers) type infantry that are moving.

- British Sten SMGs are less effective (damage from .75 to .6, accuracy from .85 to .Cool vs Infantry_heroic target type (Knights Cross Holders)

- American Rangers and Airborne "Fire-Up" ability now causes a 10 second exhaustion after use. Exhausted units move slower for the duration and have a slower rate of fire.

- Allied Sherman and M3 Halftracks will now benefit from Vehicle Cover.

- US Sherman 76mm upgraded gun penetration increased 20% (from approx .32 to .38) vs Panzer Elite Jagdpanther

- Adjusted MP40 medium range accuracy to .45

- US 76mm Sherman main gun area damage fall off changed from 1/.35/.2/.2 to 1/.4/.3/.3

- AT guns are 50% less accurate against other AT guns. This will stop cloaked 'Pak sniping' of 57mms.

- Commonwealth Tetrarch Main Gun area-of-effect radius slightly reduced, slightly reducing effectiveness vs. infantry targets.

Balance Changes:

US:

- Calliope 9 pop -> 10 pop
- Riflemen availability minimum 10 -> 12
- M8 Skirts 0 MP, 100 Mun (From 110 MP, 125 Mun)

British:

- Priest 11 pop -> 10 pop
- Tommy Section availability minimum 10 -> 12
- Bren Gun MMG AP Rounds and Button now share timers to prevent players from using Button/AP Rounds simultaneously
- British Commandos come with Commando Smoke (500 second cooldown)
- Time to unpack emplacements changed to 18 seconds (was 12)
- 17 pounder build time reduced to 14 seconds (was 30)
- Mortar Emplacement build time reduced to 12 seconds (was 45)
- Bofors Emplacement build time reduced to 13 seconds (was 45)
- Vickers Emplacement build time reduced to 12 seconds (was 30)

PE:

- Bergetiger 320 MP, 155 F, 6 pop (From 320 MP, 280 F, 6 pop)
- Panzergrenadier availability minimum 10 -> 12
- Armor Skirts 90 Mun (From 50 Mun)
- Incendiary Barrage cooldown 240 seconds (From 120 seconds)
- Treadbreaker changed to match Critical tables for the Sticky Bomb.
Armor:
Green
- 95% Damaged Engine
- 5% Destroyed Secondary
Yellow
- 50% Destroy Engine
- 50% Immobilize
Red
- 50% Make Wreck
- 50% Destroy Engine

Armor Rear:
Green
- 75% Engine Damage
- 25% Destroy Secondary
Yellow
- 60% Engine Damage
- 40% Immobilize
Red
- 50% Make Wreck
- 50% Destroy Engine

Wehr:

- MP40 75 Mun (From 50 Mun)
- Grenadier availability minimum 10 -> 8
- Volksgrenadier availability minimum 10 -> 8
- Terror Reinforcement  Mg42 available (from Flammenwerfer)
- Armor Skirts 90 Mun (From 50 Mun)



Modification Patches
v0.0.1 EIRR
* Initial Release of Reinforcements
« Last Edit: January 12, 2011, 02:01:11 pm by Unkn0wn » Logged
fldash Offline
Founder
*
Posts: 9755


« Reply #1 on: February 24, 2008, 04:59:25 pm »

Pre-Reinforcements Release

v1.4.4 OF
* Sync error fixes (hopefully)

v1.4.2 OF
* Full version increment to hopefully get everyone on the same version else 'greyed-out' games on Relic Online.

v0.4.2b OF (Apr7/08)
* Bug fixes...

v0.4.2 OF (Apr7/08) - http://forums.europeinruins.com/index.php/topic,4652.0.html
* Varous balance changes (see thread).

v0.4.1 OF (Apr6/08) - http://forums.europeinruins.com/index.php/topic,4648.0.html
* Various balance changes (see thread)
* Tank traps, barb wire, and sandbags take 50% longer to build
* Halftracks lose 60% of the soldiers inside when they are destroyed
* Puma prioirty against AT Guns raised to 120 so that they will be targeted before infantry
* ANTS system updated (Blocked out opponents, no min w%, new players have scaled w%'s)

v0.4.0b OF (Mar31/08) - http://forums.europeinruins.com/index.php/topic,4406.msg73739.html
* Axis Tank pop adjustment
* Vet System Redone from Scratch

v0.4.0 OF (Mar30/08) - http://forums.europeinruins.com/index.php/topic,4358.0.html
* Various balance changes (see thread)
* AnTS System Added

v0.3.9 OF (Mar24/08) - http://forums.europeinruins.com/index.php/topic,4104.0.html
* Various balance changes (see thread)
* Vet levels for certain Allied units increased significantly (harder to obtain)

v0.3.8b
* Engineers can now cut wire.

v0.3.8 OF (Mar18/08) - http://forums.europeinruins.com/index.php/topic,3937.0.html
* Various balance changes (see thread)
* Veterancy switchover and new veterancy gain rates.
* Added additional functionality that was present in vCOH v2.300 patch.

v0.3.7c OF (Mar14/08)
* Decrease effectiveness of Reinforcement Timer.
* Fixed a bug in MCP that was making its significance compound over time.

v0.3.7b OF (Mar13/08)
* Pershing: Popcap: 15;  -->  17
* Panther: Popcap: 15;  -->  17
* Tiger: 16; --> 20
* King Tiger: Popcap: 17;  -->  Popcap: 24
* AB/Ranger Grenades:  75MU;  -->  65MU
* Satchel: 90MU  -->  70MU

v0.3.7 OF (Mar13/08) - http://forums.europeinruins.com/index.php/topic,3771.0.html
* Various balance changes (see thread)
* Fixed multiple doctrine abilities, Fatherland Defense, AT Eagles (for RR), etc...
* Enabled 'Homeland Defense' for the war.

v0.3.6 OF (Mar8/08)
* Attack and Defence now controlled by territories gained/lost recently
* MCP significant reduced to 1,2,2,3+
* OCP map styles supported
* Minimum CP per player doubled
* Min RB per player added
* Raid reduced from 8 pop to 7 pop
* m8 mines: 220; 3 uses;  -->  180; 4 uses
* Both snipers decreased by 50MP and 30MU
* Tank traps take 2x as long to build.
* Volks: 175 MP;  -->  170MP
* m8s: 7pop  -->  9pop
* m8s: 320MP; 50Fu  -->  380MP; 60FU
* All mounted MGs increased in cost from 75MU to 110MU (except Panther which goes from 100 to 150MU)
* BAR cooldown from 15 minutes to 6 minutes
* Overall Rate of repair reduced by 33%
* Riflemen -- Stickies: 100MU; Uses: 5;  -->  90MU; Uses: 4
* Volks -- Panzerfaust: 70 MU; Uses: 2;  -->  65MU; Uses: 3;
* Grenadiers -- Panzerschreck: 145 MU;  -->  120MU
* Stormtroopers -- Panzerschreck: 180 MU;  -->  170MU
* Airborne: Recoilless Rifles: 210 MU;  -->   170MU
* Rangers: 110 MU; -->  90MU
* 57mm ATG: 550 MP; 130 MU;  -->  450MP; 105MU
* Airborne 57mm ATG: 600 MP; 130 MU;  -->  480MP; 105MU
* 57mm ATG -- AP AT Rounds: 90 MU; Uses: 3;  -->  70MU; Uses: 3;
* Pak 38 ATG: 590 MP; 150 MU  -->  490MP; 120MU
* All non-tank vehicles receive a 10% decrease in MP cost
* All tanks receive a 30% decrease in MP cost

v0.3.5c OF
* Another fix to to capturing territories.
* Slight adjustment to spawn artillery.
* KT is now affected by German Steel.

v0.3.5b OF
* Officer Munitions lowered from 280 to 240.
* Supervision fixed to allow you to supervise team weapons.
* Repair fixed to allow you to repair team weapons.
* Spawn Artillery SCAR error fixes (right?).

v0.3.5 OF
* Officer cannot supervise vehicles.
* Spawn artillery buffed.
* Joint Operations (Pop cap increased for team by 15%, 8%, 6%, 5%)  -->  24%, 12%, 8%, 6%
* For the Fatherland (gains the ability, unlimited uses, 10min cooldown)  -->  7 min cooldown
* Military Intelligence and Recon Run both set to 2 uses.
* Pioneers -- Goliath: 140 MU; -->  120MU
* Stug IV -- Armoured Skirts: 70 FU;  -->  55FU;
* StuH IV -- Armoured Skirts: 70 FU;  -->  55FU;
* Riflemen -- Sticky Bombs: 130 MU; Uses: 4;  -->  Sticky Bombs: 100 MU; Uses: 5;
* All units: Mounted MG: 90 MU  -->  75MU; (except Panther from 130 --> 100MU)
* Shreks on stormies from 150 to 180
* Shreks on grens from 150 to 145
* Mines: 90MU;  -->  75MU
* Repair Bunker: 80MU;  -->  70MU
* Triage: 80MU;  -->  65MU
* Rangers: 120 MU;  -->  110 MU;
* Officer: 200MU;  -->  280MU
* Officer: 8min barrage; 40% accuracy/damage 0s cooldown-->  12min barrage; 35%accuracy/damage 30s cooldown
* 'Crocodile' Sherman: 50 MU; 320 FU; -->  0MU; 390FU
* Howitzer: 640 MP; 410 FU;  -->  540 MP; 360 FU;
* Sherman: 320 FU;  -->   300FU;
* M10: 230 FU; -->  250FU
* Pershing: 650 FU;   -->   625 FU;
* Mortars are now 4 pop instead of 3
* Axis Mortar: 55 MU  -->  70MU
* Allies Mortar: 50 MU;  -->  55MU
* Tiger: 750FU;  -->  720FU
* King Tiger: 900FU;  -->  850FU
* Sniper: 125 MU;  -->  90MU

v0.3.4c OF
* Spawn artillery adjustments.

v0.3.4b OF
* Fixed Officer supervise ability.  It should ALWAYS work now...
* Adjusted spawn protection artillery to be percentage based.  Not sure how this will work...
* Added 30 second delay to self-destruct for tanks...

v0.3.4 OF
* Tank reapers: 50% dmg/penetration  -->  80% dmg/health/penetration
* Cohesion: 5x% extra hp where x the number of infantry squads  -->   6x% (still 50% max)
* Ferocity 5min cooldown -->  8min cooldown
* Switch fuel efficiency T3 to with Field Repairs T2
* Raid +6 popcap  -->  +8 popcap
* Scouting includes +100% health to jeeps and the sight increase is moved from 10% to 20%
* Lightning War (All reinforcements arrive immediately and vehicles move 25% faster)  -->  immediate reinforcement, 25% faster vehicles, all infantry sprints for the first minute after deployment
*Volks: 165MP   -->   175MP
*Riflemen -- Sticky Bombs: 65 MU; Uses: 2;  -->  130MU; Uses: 4
*Axis Mortar: 495 MP; 45 MU;  -->  495MP; 55 MU
* Snipers: 5 pop  -->   7 pop
* Nebelwerfer: 450 MP; 35 MU; 120 FU; Popcap: 6;  -->  popcap: 7
* Officer: 280 MP, 130 Mun, 3 Pop; 25% dmg / 25% acc aura; 10 minute cooldown  -->  280 MP, 200 Mun, 4 Pop; *40% dmg / 40% acc; 6 minute cooldown
* StuH 42: 390 MP; 160 FU;   -->   330MP; 160FU
* Stug IV: 360 MP; 180 FU;   -->    310MP; 120FU
* Rangers: 400 MP; 120 MU;  -->   350MP; 120 MU
* (Both) Halftrack: 240 MP; 15 FU;  -->  210 MP; 10 FU;
* AP AT Rounds fixed at 3 uses 90 MU for both allied AT guns
* Mines fixed at 4 uses
* Next Gen Vehicles Cooldown alteration decreased from 30% to 25%

v0.3.3 OF
* Repair is now fixed that only 1 pio/eng can repair at a time.
* However, repair bunkers can work multiple together but only 1 is allowed per player on the map at a time.
* Officer supervision fixed.
* New players will receive 1 CP/day the war as been going.  In addition, during the overnight job, any player with less CP than this amount will be supplemented appropriately.

v0.3.2 OF
* Added ability to self-destruct a tank to free-population when it's immoblized.
* Double repair rate of Eng, Pio, Repair Pios.  Only one squad may repair at a time.

v0.3.1 OF
* Various balance changes (see: Ucross's post)
* All Infantry can capture territory, including those with team weapons (ATG, Nebel, etc...)  Exception Howitzer and 88.
* Hopefully fixed the end game system to be more reliable.  Once victory is achieved either side can retreat their units off-map to end the game.
* Only 1 squad can repair a vehicle at a time
* MCP altered so it's less significant mid to end game
* You may now self-destruct tanks (specifically implemented for immobilized tanks)
* Repair bunkers, engineers, and pioneers repair at double the rate.
* Ferocity/IA are fixed.

v0.3.0 OF
* King Tiger is affected by German Steel
* German Steel goes from 25CP, 35% health, 25% penetration -->  35CP, 30% health, 20% penetration
* HEAT rounds (All tanks do 30% more damage, 15% more penetration) -->  25% dmg, 15% penetration
* Superior Soldiers +80% exp reduced to +60% exp
* Stormtroopers raised to 5 population
* Stormtroopers: 365 MP;  -->  300 MP
* Artillery Expertise (Increases Off-map artillery uses to 3 and doubles the number of shots per second)  -->  Uses to 4
* AT Eagles (RRs and AB AT Guns have 25% more penetration)  -->  15%
* Bombing Run (Gains the ability, 1 use, 1 min cooldown)  -->  2 uses
* Air Superiority (Increase Recon Flight to 6 uses, Strafing Run to 4 uses, Bombing Run to 2 uses.)  -->  Recon at 6, Strafing to 5 uses, bombing to 3 uses
* Fatherland Defense (All units gain 10% hp - 30% when defending)  -->  20%hp, 35% when defending
* Subversion (All enemy platoons except the first take 150%, 75%, 50%, 38% longer to deploy, Sabotage increased to 3 platoons)  -->  Sabotage increaed to 4 platoons
* 2 popcap added to Allies/Axis MG nest/bunkers, Triage Centers, and Repair Bunkers
* Sniper increase in pop from 4 to 5 
* Grenadiers moved from 250 MP to 240MP
* Fausts moved from 40 MU to 70 MU
* Stickies moved from 50 MU to 65 MU
* Multiple Terror doctrine ability alterations
* KCH moved from 410MP 135MU to 410MP 145MU

v0.2.9b OF
* Engineers -- Machine Gun Nest: 125 MU; -->  70MU
* Engineers -- Mine Detector: 20 MU; -->  10 MU
* Pioneers -- Mine Detector: 20 MU; -->  10 MU
* Pioneers -- Bunker: MG42 HMG: 145 MU; -->  80MU
* Pioneers -- Bunker: 60 MU;  -->  30MU
* Rangers -- SMG: 175 MU; -->  160MU
* Riflemen -- BAR: 115 MU;  -->  125MU
* Airborne -- Recoilless Rifles: 190 MU;  -->  210 MU
* Airborne: 330MP;  -->  310MP
* Knight's Cross Holders: 410 MP; 80 MU;  --> 410 MP; 135 MU
* Officer: 320 MP; 165 MU;  -->  280 MP; 130 MU
* Volks: 175 MP;  -->  170MP
* Grenadiers: 265 MP;  -->  250MP
* Panzerschreck: 155 MU;  -->  150MU
* Halftrack: 290 MP; 20 FU  -->  240MP; 15FU
* Halftrack -- Quad .50 cal MG: 125 MU; 10 FU;  -->  100MU; 5FU
* Axis Halftrack: 290 MP; 20 FU;  -->  240MP; 15FU
* Axis Halftrack -- Flammenwerfers: 120 MU; 20 FU;   -->  90MU; 15FU
* StuH 42: 500 MP; 160 FU;  -->  390MP; 160FU
* Stug IV: 475 MP; 185 FU;  -->  360MP; 180FU
* M10: 475 MP; 250 FU;   -->  380MP; 230FU
* Nebelwerfer: 450 MP; 90 FU;  -->   450 MP; 35 MU; 120 FU
* Panzer IV: 520 MP; 390 FU;  -->  360 FU
* Panther: 675 MP; 750 FU; -->  700 FU
* Tiger: 750 MP; 850 FU;  -->  750 FU
* King Tiger: 950 MP; 1100 FU;  -->  900 FU
* StuH 42 -- Armoured Skirts: 120 MU;  -->  40 MU; 70 FU
* Stug IV -- Armoured Skirts: 120 MU;  -->  40 MU; 70 FU
* Panzer IV -- Armoured Skirts: 170 MU;  -->  80 MU; 100 FU
* Panther -- Armoured Skirts: 270 MU;  -->  120 MU; 160 FU


v0.2.9 OF
* Fixed Fatal SCAR Error

v0.2.8 OF
* 60 Minute Timer will no longer cause the Attacking Team to lose if they have up the Defenders 3 Minute Capture Timer.
* Lowered pop-cap of Rifles to 5.
* Increased pop-cap of Grens to 5.
* Lowered Grens Veterancy 3 Bonus to 12%.

v0.2.7 OF
* HMGs, Mortars, and Officers can capture territory again.  Snipers can not.
* Fixed battle reporting issue.

v0.2.6 OF
* Fixed Heavy Support Axis Mortar Smoke Barrage
* Rebalanced Doctrine Trees - If you are affected and would like a CP refund, please message me.
* Certain Availability Changes.

v0.2.5 OF
* Added log file which will be created in your COH directory for each battle.  Useful for debugging.
* Increase Recon Run and Strafe Run by 1.  Decreased Military Intel by 1.
* StormTroopers can now capture territory when not cloaked.
* Fixed problems with the game not ending properly.

v0.2.4 OF
* Medikit upgrade now works for Flak 88.
* Only Infantry can capture territory (not support squads).  Excludes StormTroopers, Officers, and Snipers.
* Hopefully fixed win condition.  Capture 100% of the territory to trigger a win after a player/side has lost the ability to reinforce.

v0.2.3 OF
* Buildings are now not exploitable.

v0.2.2 OF
* Buildings are still exploitable.  No fixes have worked.
* The game should never end with losing team units on the field.  If the player drops, the AI takes over and will attempt to retreat.  If they lose due to various other reasons, they will still be given the opportunity to continue fighting or to retreat off-map.  This includes the 3:00 territory capture, and the 60:00 game timers.
*** If you lose, when it should be a win, or vice-versa, open the console and take a screenshot as well as post the replay.  Thanks.

v0.2.2 OF  ** REVERTED: See v0.2.1 OF
* Changed the way buildings work.  If you try to use more than you buy, you may end up with none.
* Changed the way messages are put on the screen.  Added new ones for players that get killed.
* Adjusted location of Objective icons slightly.
*** Please note this may have to be reverted, I have made a backup I can access while at work tomorrow.  Smiley  If you get SCAR errors, open the console and take a screenshot and post it please.

v0.2.1 OF
* Tungsten Tipping no longer affects M8 - adjusted to 20% and affects only tanks.

v0.2.0 OF
* Adjust On-Board Mechanics.  Now less effective on lighter vehicles.
* Disabled idle infantry plans.  Infantry should no longer move from cover.

v0.1.9 OF
* Hopefully fixed Howitzers/Flak 88's not remaining in your companies.
* Lowered certain vehicle Population values.
* Increase Allied Fire-up ability cool-down.
* Various other balance changes.
* Axis 20%/80% XP bonuses now work correctly.

v0.1.8 OF
* Fixed all the bugs in v0.1.7 that made it unplayable.  Wink  (PS: I HOPE)

v0.1.7 OF
* Lots of balance and doctrine changes.  All balance related.
* New win conditions to hopefully help stalemates.  Still use the only Europe In Ruins game mode.
* Re-worked the way buildings work.  Unfortunately, I broke them.

v0.1.6 OF
* Lots of balance and doctrine changes.  All balance related.
* Attackers must gain 5% of the map territory every 5 minutes or lose the battle.  Up to 25%.
* Maybe unstable will all the code and cost changes.  Report discrepancies.

v0.1.5 OF
* Moved Assault ability to Tier 3.  Available only as an upgrade for 65 munitions.
* Swapped Assault with Territorial Blitzkrieg (TB reduced to 50% faster capture).
* Bundled Grenades reduced to 50MU, 1 use.

v0.1.4 OF
* Fixed an issue that was causing the website to incorrectly report results.
* Added new maps to .module file.
* Modified the amount of required territory for both the attacker and defender.
* Axis sniper pop-count adjusted to 4.
* Adjusted IPMP to be more significant.

v0.1.3 OF
* Fixed the victory condition.  Defending team must hold 10% of the territory at all times. (I HOPE!)
* Increased the radius of spawn sectory artillery for attackers moderately.

v0.1.2 OF
* New territory capture system.  You must have a supply line back to your off-map sector.  You can always capture your off-map sector.  Capturing times drastically reduced.
* New 'win condition', no longer VP mode.  All you need to know is the more territory you own, the more popcap you are granted.
* Popcap adjusted for HMG, Mortars, and Snipers.

v0.1.1 OF
* Objective text moved to upper left corner of screen.  Text is hidden unless you hover over the 'time remaining'.
* PAK's retain their camouflage ability when remanned by Axis troops (vCOH addition to EIR)
* Fixed issue with Supplies ability giving free grenade usage when the unit didn't buy grenades.

v0.1.0 OF
* Fixed Quad HT upgrade affecting all HT's on the field.

v0.0.9 OF
* Fixed sync error issue caused by 'extra' zoom camera.  Please re-download it and place into EuropeInRuins\Archives [link]
* Axis/Allies Halftracks popcap reduced to 4.

v0.0.8 OF
* Allied Demolitions now work as expected. Can be placed on buildings and destroyable bridges.
* King Tiger now longer gets benefits from German Steel doctrine ability.
* Added support for external skins to .module file.  Make sure the .SGA is in EuropeInRuins\Archives and is named ExternalSkinpack.sga
* Added support for optional 'extra' zoom camera.  Download it and place into EuropeInRuins\Archives [link]

v0.0.7 OF
* Military Intel fixed.  4 uses, 60s cooldown.
* Fixed issue with extra supplies ability not giving the extra medikit to nebelwerfers, AT guns, or 88s.
* Updated for COH OF v2.201.

v0.0.6 OF
* Team Weapons should remain in your company in you re-man them. Try #2!
* Howitzers and Flak 88's shouldn't disappear from your company.

v0.0.5 OF
* Team Weapons should remain in your company in you re-man them.

v0.0.4 OF
* Airborne can now drop without causing a SCAR error.
* Added some logging to help with AI take-over recognition.

v0.0.3 OF
* Fixed some issues with buildings and buildable items..
* Removed ability to convert ambient building to barracks.
* Added exception catch when trying to report stats.
* Hopefully fixed the incorrect winner report.

v0.0.2 OF
* Units may not build.
* Attacker now gets his units when he 'arrives' at the battle.
* Off-map retreat icon moved to correct panel.
* Territories no longer flash.
* Launcher works.
* Reporting may work.

v0.0.1 OF
* Alpha OF Compatibility Patch
* Reporting may or may not work.
* EIR Launcher may or may not work.
« Last Edit: February 12, 2009, 09:52:54 pm by fldash » Logged
fldash Offline
Founder
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Posts: 9755


« Reply #2 on: February 12, 2009, 09:52:03 pm »

Pre-OF Release/Compatibility

v1.8.9b
* Axis Flamthrower increased to 35 MU.
* German Steel Penetration bonus reduced to 15%
* German Will decrease to 6% MP discount from 10%.
* Cohesion increased to 5x% where x is the number of fielded infantry squads (max 50%)
* Airborne Elite bonuses increased to 20%.
* All Allied companies can now build MG bunkers.
* All Axis companies can now build MG42 bunkers.
* All bunkers increased in price.
* Spawn protection now grants offensive bonus as well as defensive.
* Tanks Traps, Sandbags, and Wire must now be built in owned territory (should prevent spawn trapping unless they're camping it for a while in which case you are beat).
* Fixed SCAR ERROR on retreating AT.
* Fixed Mobility.

v1.8.9a
* Fixed the problem with players not being able to blow up demolition charges after they were detected...
* Fixed an issue with Mechanized Columns

v1.8.9
* Axis Bunker Increased To 75 Mun
* Increased Effectiveness of Mechanized Columns (Always 50% decreased arrival time).
* Increase TT Build Time for Pio/Eng (re-added to Defensive Ops with further increased build time)
* Decreased Airborne Scatter 20% (Elite decreases this another 50%).
* Sticky bombs not thrown should no longer subtract from uses.
* Squads in a Halftrack that is retreated off-map will no longer be lost, but will be retreated.
* Church used in some maps is no longer a retreat point or upgradeable to a forward barracks.
* MG Nest Pop-cap removed.
* Triage Center reduced to 210 MUN.
* You may now reinforce the last company with which you played.

v1.8.8a
* Added additional Languages.

v1.8.8
* Tank traps removed from Infantry doctrine.
* Increased Axis Repair Bunkers to 120 MU
* Increased Mines to 95 MU
* Decreased Panther Availability (every 4 turns, instead of 3)
* Decreased Axis Sniper PopCap to 5.
* Advanced Warning - Increase to 10% Sight.
* Subversion - Increased to: All enemy platoons except the first take 150%, 75%, 50%, 38% longer to deploy (fix)
* Calliope - Increased Price To: 575MP, 300Mun, 550F, 16Pop (+80Mun and +2 pop)
* Allies now keep their +6 pop advantage through the whole game.
* Spawning troops now have 0% received accuracy and 0% received damage for 15 seconds.
* LOS added to spawn point.
* Players who get trucks killed no longer are stuck with unusable popcap.
* Airborne are now restricted from dropping in an area around an enemy's entry point.

v1.8.7
* Increase attacker VP's slightly
* Modifications to territory capture system:
-- Squads with less than max loadout capture at that rate (for example, 3 men of a Riflemen squad capture at half the rate of a full Riflemen squad).
-- If you have over twice the number of squads in a sector than an enemy, you will begin capturing at that difference (for example, you have 2 Pioneer squads and I have 5 Riflemen squads.  The sector will capture like I had 1 Riflemen squad and you had 0 squads in the sector).

v1.8.6
* AT Eagles changed from "RRs available for purchase" to "RRs and AB AT Guns have 25% more penetration".
* Lowered Sturm Training CP cost by 1.
* Raid Assault changed to 75 seconds from 60 seconds.
* M8 mine-drop time increased to same as engineers.
* Halftracks MP cost reduced significantly.
* SCAR error fix for Sabotage/Subversion (hopefully).
* Fix for retreating Paradrop AT off-map after being taken over by enemy (hopefully).
* Rangers/Airborne decreased by 25MP
* Ranger SMG price raised 15MU.
* Heavy Support doctrine ability not correct affects the barrage and smoke abilities.
* Availability adjustments.
* Resupply ability on company page now does availability.

v1.8.5
* Retreating units will retreat off-map (meaning they will leave the battlefield).
* TAV Fuel increase by 50 to 1250.
* Increased availability on nearly all Infantry units and certain tanks.
* Double increase in truck HP.
* Stickies cost reduced to 50 MU, 1 use.
* Rangers/Airborne increase 70 MP.
* StormTroopers decrease 70 MP.
* Reinforcement Timers 60% of Original.
* Move Intensity to Disruption Tree, Replace Intensity in Strength Tree with Fitness (+5% health on all infantry)

v1.8.4
* AP AT Rounds decreased to 125 MU for 1 Use.
* AP HMG Rounds decreased to 35 MU for 2 Uses.
* Allies grenades moved to 2 uses, 65 MU cost.  (includes heavy ordnance)
* Free satchel removed from heavy ordnance, 60% cost reduction.
* Swap Vehicle Technology / Calliope.  Vehicle Tech 6 CP, 25% damage for HT/M8, Calliope 11 CP
* Howitzer raised to 10pop.
* Triage Center to 240 MU.
* MG Nest, Bunkers, and MG Bunkers cost reduce 25%, health increased 50%, build time reduced by 15%.
* Bombing run moved down to Tier 3, 1 use - 17 CP (original cooldown).
* Air Superiority moved to Tier 4. (5 Recon, 3 Strafing, 2 Bombing Runs) - 27CP.
* Heavy Support (HMGs, Mortars, Sniper and AT guns have 50% more hp, 25% more range, and 25% more sight.)
* M10 to 270 FU.
* Sherman 76MM upgrade now at 75 MU, 100FU.
* Tiger fuel lowered to 850 FU.
* German Steel 30% increase in health, 25% less received penetration.
* HEAT Rounds 30% more damage, 15% more penetration.
* Improved Barrels (All tanks gain 10% Range, 20% when attacking).
* KCH MU cost to 100.
* V1 increase to two uses.
* Assault Grenade ability removed from Volks.
* Axis armor plating cost changes: 135 for Stug/Stuh. 190 for P4. 300 for Panther.

v1.8.3
* Rechecked mines, they work. If they don't I have no idea.
* Changed M8 Technology to Vehicle Technology (50% damage bonus to M8/Halftrack)
* Decreased speed at which vehicles capture territory with mobility
* Increased M8 popcap to 8.
* Fixed SCAR error involving placing multiple Howitzers/88s at once.
* Raised Axis Tank Armor Upgrades to 200MU.
* Raised M8 Armor Upgrade to 110MU.
* TAV base modified to 10000 MP, 1800 MU, 1200 FU on next resource run.

v1.8.2
* Fixed Allies/Axis mines.

v1.8.1
* IA 'Ferocity' effectiveness reduced.
* Fixed multiple Axis doctrines that weren't working.

v1.8
* Decreased attacker VP advantage.
* You can now retreat taken over weapons off-map.
* Airborne AT recrewed can be re-airdropped if you are the Airborne doctrine.
* All abilities have had their munitions costs removed.
* Officer supervise ability fixed.
* All new doctrines.
* TAV system with availability.
* Added 15s of 'For the Fatherland' type spawn protection.

v1.7.3
* New .DLL for reporting.

v1.7.2
* Fixed objective issue when you are about to win/lose by pushing the opponent off the map.
* Adjusted battle report to keep players from missing out on their resources at midnight.
* Removed some debug messages.
* Modified reinforcement timer slightly to adjust for the Axis/Allies infantry pop differences.

v1.7.1
* Hotfix for SCAR error.

v1.7
* Infantry gain veterancy 20% slower.
* Defenders VP amount decreased slightly.
* Reinforcement timer modified to show 'potential reinforcement time'.
* Territory requirement for VP mode.  Must hold 10% of territory to stay in the battle.
* Added artillery through-out defensive setup time for defenders too close to attacker entry points.
* Various balance and doctrine changes.

v1.7-pre10
* Slowed infantry veterancy gain by 20%.
* Many changes to battle processing. (Will all be outlined soon...)

v1.7-pre9
* Increased VPs slightly
* Made defensive 'do not enter zone' near attackers entry points larger and artillery for being too close more accurate.
* Various balance changes.

v1.7-pre8
* +6 Pop for Allies.
* Seriously, Inspired Assault is no longer free.

v1.7-pre7
* Lowered VPs a little.
* No longer charged for repairing vehicles after a battle.

v1.7-pre6
* New reinforcement timer system.
* 30% reduced capture time for territory.
* Various balance changes.

v1.7-pre5
* Reporting even more statistics.

v1.7-pre4
* Includes sending stats back to our server (kills/losses)
* Changes rules to lower priority in attempt to stop sync errors.

v1.7-pre3
* Fixed bug in normal Europe In Ruins victory condition that was causing negative or extremely high pop-cap values.
* Fixed bug when a player wins by annihilation that tells them they lost.
* Triage Center now buildable.
* Added some error checking to building scripts that should help avoid SCAR errors.

v1.7-pre2
* Fixed bug that wasn't allowing stats to be sent to the server.

v1.7-pre
* Added match reporting to website.  We'll be reviewing results to make sure they are matching on each battle.
* Re-enabled EIR_Launcher.

v1.6e10c
* Fixed Allied/Axis unlimited buildings bug.

v1.6e10b
* VP Mode fixed.
* Fixed problem where you couldn't call in additional reinforcements when you already had some pending arrival.
* Lowered reinforcements timers significantly.
* Fixed issue with Airborne where they couldn't call in additional population.

v1.6e10
* All new doctrine abilities for v1.7.  16 potential abilities per doctrine.
* New game modes, IPMP (Europe In Ruins) is based on gaining pop-cap by holding territories. Europe In Ruins VP uses a familiar VP type game-style with the old pop-cap increase method.
* All veterancy bonuses halfed to prevent super-elite units.
* Optimized over 500 lines of code to make it faster and less prone to SCAR errors.
* Other 'bonus' features.

v1.6d
* Fixed installer. Puts correct directory in 'Start In' path for it's shortcuts.
* Doctrine abilities work. (I think...)
* Territory manager revamped again, does it work?
* Optimized some code for when a player is killed.

v1.6c
* EIR Launcher is much more improved.
* vCOH 1.6 Changes
* Doctrine abilities only available once your company arrives (FOR SURE THIS TIME!)
* Reinforcing re-enabled, it's much more expensive and takes more time.
* Fixed the way territory is captured. Report issues please.  There were some problems in testing but I could never reproduce them consistently.

v1.6b
* Doctrine abilities only available once your company arrives with exceptions (Raid)
* Various cost/pop-cap changes.
* Fixed fatal SCAR error.
* Fixed Stuka upgrade doctrine ability.
* Pop Cap starts at 30 increases to 55.  It increases by 1 every 1.25 minutes.

v1.6
* Pop Cap starts at 30 increases to 55.  It increases by 5 every 5 minutes.  (Testing)
* Vehicles and cloakable units no longer turn territory.
* When setting up defense, if you get to close to an attackers spawn you get a warning.  If you continue closer, the offending units are warped back to your offmap position.
* Health on building decreased by 1/2.
* Reinforcing removed.
* Various cost/pop-cap changes.
* Doctrines added.  One is broken (Stuka upgrade one, it's free for now)...

v1.5
Details coming soon...

v1.4
Added: Officer Supervise State
Changed: Repair Rate Lowered
Changed: Various Unit Costs/Pop Caps
Changed: Minimum Platoon Cap 8, Max 40
Changed: Readjusted Mortar/HMG health Values
Fixed: Various Bugs
v1.3a
Fixed: Sync error, woops.

v1.3
Fixed: Swapped upgrades (Stuka/Flammenwafer, M8 Armour/MG)
Fixed: Riflemen can now retreat offmap.
Changed: Max pop cap on the field lowered to 40.
Changed: Various cost/pop changes to squads.
Changed: Officer now comes with artillery and route enemy by default.
Changed: All buildable buildings health increased by 300%.
Changed: Health of mortars and HMG's significantly reduced (affects weapons, not crews)
Added: Officer can supervise stationary troops (mortar, hmg, nebel) and grant them a 20% increase in accuracy.
Added: Axis tank upgrades, MG42 and Armour Skirts for Panther, PzIV, Stug, and Stuh.
Added: 1 second delay between calling in platoons.


v1.2
Fixed: Rangers not spawning with bazookas.

v1.1
Fixed: Platoon groups 5 as Allies now usable, Platoon groups 4, 5, and 6 now usable as Axis.
Fixed: Population is correctly computed when calling in reinforcements.
Fixed: 88 needing resources.

v1.0
Initial.
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Unkn0wn Offline
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Posts: 18379


« Reply #3 on: January 12, 2011, 02:02:30 pm »

Going to bump this, it's a fun, by now outdated, overview of where we came from.
Unfortunately it only shows what was changed, not where we came from. Would be great to have a thread that portraits the massive changes this mod has seen.

Things that come to mind:
- Game time limit (was 60 minutes)
- Removal of retreat to base
- VP gamemode versus MCP gamemode
- First doctrines
- If you had more squads than your opponent in a sector you could capture it
etc
...
« Last Edit: January 12, 2011, 02:08:53 pm by Unkn0wn » Logged
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #4 on: January 12, 2011, 02:30:56 pm »

- If you had more squads than your opponent in a sector you could capture it
Needs to come back in by tomorrow.
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Smokaz Offline
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Posts: 11418



« Reply #5 on: January 12, 2011, 02:33:06 pm »

Needs to come back in by tomorrow.

Thats a very intriguing mechanic. Why was it removed?
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #6 on: January 12, 2011, 02:40:41 pm »

so this is this flash guy you guys were talking about?
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #7 on: January 12, 2011, 02:44:10 pm »

is that a rhetoric question?
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Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
TheIcelandicManiac Offline
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Posts: 6294


« Reply #8 on: January 12, 2011, 02:44:59 pm »

no.

if it was i would not have usesd a quetsion mark
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EliteGren Offline
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Posts: 6106


« Reply #9 on: January 12, 2011, 02:46:27 pm »

kinda stupid question honestly
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TheIcelandicManiac Offline
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Posts: 6294


« Reply #10 on: January 12, 2011, 02:46:52 pm »

i know but i wanted to be sure if it was him

aka the starter of the mod.



Last Active:    02-01-2011, 03:05:31 wat is dis?
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EliteGren Offline
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Posts: 6106


« Reply #11 on: January 12, 2011, 02:47:43 pm »

Obviously not if he has a Founder Tag
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TheIcelandicManiac Offline
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« Reply #12 on: January 12, 2011, 02:48:09 pm »

yea sorry i will shut up now.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #13 on: January 12, 2011, 02:52:38 pm »

I like how the axis flamethrower used to cost less than 35 mu Grin.
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Unkn0wn Offline
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Posts: 18379


« Reply #14 on: January 12, 2011, 03:06:41 pm »

Thats a very intriguing mechanic. Why was it removed?

There was a discussion on it, I'll dig in the development archives and see if I can find it. I'm pretty sure Ucross had something to do with it.
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3rdCondor Offline
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Posts: 1536


« Reply #15 on: January 12, 2011, 03:21:06 pm »

There was a discussion on it, I'll dig in the development archives and see if I can find it. I'm pretty sure Ucross had something to do with it.

A good idea is to test it and see how it works. It may prove to be a good thing to bring back.

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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #16 on: January 12, 2011, 03:38:06 pm »

no, it is ass. it was in commanders mod for a while, finally got rid of it.
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #17 on: January 12, 2011, 03:40:44 pm »

Blitz companies that spammed volks would win every game!
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Spartan_Marine88 Offline
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Posts: 4838



« Reply #18 on: January 12, 2011, 03:43:33 pm »

That solves it, leo says its bad, means it NEEDS to come back.
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LeoPhone Offline
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Posts: 0


« Reply #19 on: January 12, 2011, 03:46:56 pm »

That solves it, leo says its bad, means it NEEDS to come back.

I have experienced this capping system, and apparently know what i am talking about since i am running a mod which people really seem to like.

what do you know?


in fact, even the original COH designer thought it would be a bad idea since capping a point with 10 squads in vcoh has the same effect as capping it with one.
« Last Edit: January 12, 2011, 03:48:41 pm by LeoPhone » Logged
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