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Fortress Europe Discussion
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Topic: Fortress Europe Discussion (Read 13526 times)
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: Fortress Europe Discussion
«
Reply #20 on:
May 13, 2008, 01:01:45 pm »
@GamerAndy, run the shortcut and you should be good to go. It looks just like regular CoH until you get in-game.
If you do a skirmish and it
is
just regular CoH OR your shortcut doesn't work, I would verify that the fortresseurope folder and .module are present in your CoH root directory.
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Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
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4. Thou shalt not quote images!
GammaCommander
EIR Veteran
Posts: 651
Re: Fortress Europe Discussion
«
Reply #21 on:
May 13, 2008, 05:11:06 pm »
My favorite feature is the ability to set up ambushes. Nothing like waiting for someone to move an entire platoon to a point over and then having them get hit by a volley of grenades followed by bullets from all directions while they're out in the open.
The imbalances I have noticed so far is,
British infantry are stronger than Wehrmacht infantry. This is probably due to their larger squad size and "Commando" grenades which has superior damage and range.
JagdPanther still has the super PE defensive vet making it very tough to crack.
«
Last Edit: May 13, 2008, 05:16:34 pm by GammaCommander
»
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AirborneCommander - Blank
DeltaCommander - Blank
ThetaCommander - Axis Defensive
GammaCommander - Allied Armor
http://snarkersville.myminicity.com/tra
http://snarkersville.myminicity.comhttp
://snarkersville.myminicity.com/ind
DerangedFerret
EIR Veteran
Posts: 283
Re: Fortress Europe Discussion
«
Reply #22 on:
May 13, 2008, 05:20:53 pm »
Also, is there any way to remove the freaky $32423784290473289047238`135612? Combos?
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salan
Guest
Re: Fortress Europe Discussion
«
Reply #23 on:
May 13, 2008, 05:55:49 pm »
that is an update he needs to do derranged.
the mod itself will have to balance the grenades I think, if they are going to be freeish like they are they need to be generalized to do the same .. also the lmg will need to be able to fire on the move or its hugely disadvantaged (i saw a mod where lmg could fire while moving, so i know they can)
doesn't really matter.. really just gotta wait for more company options, weirdest thing about the grenadier one is that there is no shreks.. hmm
and the bunker doesn't really need to have more then 1 firing slot for 1 unit. its more like special unit slot rather then a kick you in the teeth with 10 man squad slot
... 1 grenade wiped out a mortar yesterday, ouch
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Nevyen
Honoured Member
Posts: 2365
Re: Fortress Europe Discussion
«
Reply #24 on:
May 13, 2008, 10:29:23 pm »
OHHHH intersting someone actualy thinking outside the square about emplacements. Will definatly look at this mod.
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Aggamemnon
Donator
Posts: 418
Re: Fortress Europe Discussion
«
Reply #25 on:
May 14, 2008, 11:23:19 am »
You can't really spam the arty spotters, since you are limited to 2 and the cool down is decently long enough and it has a cost attached with a good price on each volley.
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"Success on D-Day, depended entirely on these men"
muha2
EIR Veteran
Posts: 71
Re: Fortress Europe Discussion
«
Reply #26 on:
May 14, 2008, 11:57:34 am »
Quote from: GammaCommander on May 12, 2008, 10:03:11 pm
Very fun mod, though it is a bit imbalanced at the moment. The balance isn't that bad. I would say it's better than vCoH but not as balanced as EiR. It has a long way to go in terms of development and polishing.
EiR is not balanced IMO.
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GamerAndyAlly
EIR Veteran
Posts: 311
Re: Fortress Europe Discussion
«
Reply #27 on:
May 14, 2008, 12:09:33 pm »
compared to what?
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DjTerror
EIR Veteran
Posts: 71
Re: Fortress Europe Discussion
«
Reply #28 on:
May 14, 2008, 02:55:01 pm »
EIR is "far far away" from being balanced... Unfortunatly...
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GamerAndyAlly
EIR Veteran
Posts: 311
Re: Fortress Europe Discussion
«
Reply #29 on:
May 14, 2008, 03:16:03 pm »
Quote from: DjTerror on May 14, 2008, 02:55:01 pm
EIR is "far far away" from being balanced... Unfortunatly...
replay or it didn't happen
«
Last Edit: May 14, 2008, 03:17:43 pm by GamerAndyAlly
»
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BoDyBaG2224TLS
EIR Veteran
Posts: 798
Re: Fortress Europe Discussion
«
Reply #30 on:
May 14, 2008, 03:18:05 pm »
Of course it is balanced.....as long as Axis are stronger it is balanced.....
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GammaCommander
EIR Veteran
Posts: 651
Re: Fortress Europe Discussion
«
Reply #31 on:
May 14, 2008, 04:28:28 pm »
I'm sure you'll agree with me that EiR is a whole world more balanced than 1) vCoH and 2) Fortress Europe
vCoH for obvious reasons and Fortress Europe because it's basically units drawn from all over mixed with realism and historical accuracy in mind and not balance. Why else would the British have the "commando" Grenade which has more damage, and more range than the Grenadier and why would do Grenadier squads have 9 men compared to the British 10 men? There's alot of imbalances but it's fine because the balance isn't on the top of the priority list yet.
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BoDyBaG2224TLS
EIR Veteran
Posts: 798
Re: Fortress Europe Discussion
«
Reply #32 on:
May 14, 2008, 05:02:30 pm »
But EiR is very much different from COH gameplay/design. EiR must balance unit costs more closely, unit advantages by doctrines, upgrades, vet, vet xp, more so then COH has to deal with it. I don't think cost balance is there (due to axis having the ability to field more inf, which are better, endgame volks spam anyone?).
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GinelSaavedra
EIR Regular
Posts: 14
Re: Fortress Europe Discussion
«
Reply #33 on:
May 15, 2008, 08:06:26 am »
I tried installing it, but apparently I can´t because my CoH is Spanish, not English.
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GamerAndyAlly
EIR Veteran
Posts: 311
Re: Fortress Europe Discussion
«
Reply #34 on:
May 15, 2008, 12:40:22 pm »
Quote from: BoDyBaG2224 on May 14, 2008, 05:02:30 pm
But EiR is very much different from COH gameplay/design. EiR must balance unit costs more closely, unit advantages by doctrines, upgrades, vet, vet xp, more so then COH has to deal with it. I don't think cost balance is there (due to axis having the ability to field more inf, which are better, endgame volks spam anyone?).
After last nights 3v3, how can you talk about Volkspam with a straight face? You had over 200 casualties and still had units on the field and won the game.......
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: Fortress Europe Discussion
«
Reply #35 on:
May 15, 2008, 12:56:54 pm »
One game of spam does not a broken mod make.
Logged
Aggamemnon
Donator
Posts: 418
Re: Fortress Europe Discussion
«
Reply #36 on:
May 15, 2008, 02:16:33 pm »
Quote from: GammaCommander on May 14, 2008, 04:28:28 pm
vCoH for obvious reasons and Fortress Europe because it's basically units drawn from all over mixed with realism and historical accuracy in mind and not balance. Why else would the British have the "commando" Grenade which has more damage, and more range than the Grenadier and why would do
Grenadier squads have 9 men compared to the British 10 men?
There's alot of imbalances but it's fine because the balance isn't on the top of the priority list yet.
Most mods keep a higher squad size for allies and the less for axis ratios.
Axis still have better mortars and HMG's in FE, don't see why some differences would inherently make it unbalanced.
But yes, it isn't at all balanced, but at the moment it's still a lot of fun, and one of those, everything is so broken it makes it balance out in a weird kind of way.
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BoDyBaG2224TLS
EIR Veteran
Posts: 798
Re: Fortress Europe Discussion
«
Reply #37 on:
May 15, 2008, 03:26:14 pm »
@ Andy:
Considering that i made that post before the game.......Yes we still had units on the field, you generally do when you win. But Nick and I did not play very aggressively, and at the end of the game all I had was 4 riflesquads that was it, no call ins, no nothing. Nick preserves his stuff by being our "Arty man" and thus has a lot of shit to call in mid-late game with me and dboz (iirc) taking a lot of casualties. I stayed away from engagements I could not win and let arty do its work on large forces. If I had been attacking and being more aggressive my casualties would have been staggering and there would still be that vet 3 blob of shit that chaos pulls out to pwn. I've played chaos dozens of times and that was the FIRST game where he HAD to pull out his vet 3 grens with lmgs. That was the first time that I believe I/we actually out attritioned chaos.
But I've played plenty of games where we push up and then get beaten back due to a mass of volks coming at my stuff.
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panzerman
EIR Veteran
Posts: 689
Re: Fortress Europe Discussion
«
Reply #38 on:
April 19, 2009, 01:33:41 am »
noo link is broken and i was soo keen to have a look at this mod...deos some1 want to post a link of the download from another site or somthing?
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Fortress Europe Discussion
«
Reply #39 on:
April 19, 2009, 02:20:58 am »
I dont know panzerman, the thread is quite old.
My Google-foo only found stuff around mid-2008
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