[1.12.2013] [Version 1.26] Updates, Additions
- Updated to CoH2 version 3.0.0.11384
- Added Soviet Officer
- Added Util.StartBlizzard and Util.StopBlizzard
- Don't spam these actions! Give them time to transition.
COH2 CheatCommands Mod
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Posts: 4928
Great mod though! Loved the CoH1 version (are you the same creator under another alias?)
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Posts: 4928
Posts: 16697 | Subs: 12
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Posts: 16697 | Subs: 12
"nachocheese" quoted Relic's response to his email:
response to my email:
The point of us signing our archives is to ensure that no one can modify them. Giving the community a way to sign archives would be akin to distributing our private keys; it would completely defeat the purpose. It would not make sense for the community to sign archives with their own private keys, as they would have to provide the public key, and any method of doing so that does not go directly through us could be circumvented (this would limit their ability to develop and distribute mods).
Any additional mods we decide to permit will be distributable by the Steam Workshop and bundled up into a single unsigned archive created by Archive.exe. It is possible that a dependency system might be introduced whereby mods can depend on other mods.
Internally, we have not decided to enable the loading of unsigned archives in -dev mod as this could easily be used to “steal” DLC, and would permit user content that conflicts with types of DLC we wish to make.
The direct answer is that we haven’t added the ability to create any mods other than multiplayer scenarios at this time, but are exploring which types of mods we will permit in the future. Any future mods will follow a similar pattern to the scenario packs (a single archive distributed via Steam Workshop), and not that of past CoH mods (-mod <module>).
Relic needs to support modders as they obviously grow the overall interest in the game. Shutting them down would be a horribly shortsighted mistake.
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Posts: 3421 | Subs: 11
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Posts: 16697 | Subs: 12
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I wish I could sign up for a CoH2 Modding Workshop beta or something.
Posts: 4928
Mods didn't chance the flow of online play anyway, which means this must be almost entirely related to the "DLC" issue.
Posts: 3421 | Subs: 11
Same, it's a real shame that this happened. Worrying too, I hope the new workshop support comes quickly and isn't too strict.
Mods didn't chance the flow of online play anyway, which means this must be almost entirely related to the "DLC" issue.
That's what I'm hoping too. Steam Workshop would be 3rd version of CheatCommands Mod, which I hope to be the final. Here's a short history:
1st version: Open Beta, quickly punched in the face by Release version, blocking usage of -dev mode.
2nd version: Some quiet time after closing CoH2 Open Beta and then, all the sudden Corsix finds this sneaky Lua exploit and a new version of CheatCommands Mod is out again! Original plan was to support some basic features from the Open Beta version but it got way out of hands.
3rd version: Steam Workshop version? Hopefully the final version?
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COH2 3.0.0.9704
CheatCommands Mod v1.26
why it happens like this?
but it never happened in TOW mission
Posts: 3421 | Subs: 11
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