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Unused stuff in CoH2 (for commanders update)

16 Jul 2018, 23:14 PM
#61
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

So, I tested the All-Units-Mod, after last time I played it, it got many changes. I am very impressed and some things could be easy build into vanilla version.

I love the Hetzer (ok, the turret is buged, but Jagdpanzer 4 is also buged).

I love the trenches, they managed to eliminate the bugs. The CoH1 trench works fine and the silk-trenchs got its netting removed for better look.

The concrete bunker has animatons and works well. etc.

Do you guys know if the team of All-Unit-Mod it part of the community-patch team?

Who made the all unit mod?
17 Jul 2018, 01:33 AM
#62
17 Jul 2018, 06:10 AM
#63
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

Do you guys know if the team of All-Unit-Mod it part of the community-patch team?

I'm not involved with the updates, but would like to share how I made those things :thumb:
17 Jul 2018, 07:08 AM
#64
avatar of Widerstreit

Posts: 1392

@SneakEye I am not part of the actual patch-team. But I will try my best to get some insights. It would be sad if they don't see the benefits and your talent.
17 Jul 2018, 07:57 AM
#65
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

jump backJump back to quoted post17 Jul 2018, 01:33 AMnigo



https://steamcommunity.com/sharedfiles/filedetails/?id=350031348


Our senior modmaker

https://www.coh2.org/user/20401/sneakeye


thx



I'm not involved with the updates, but would like to share how I made those things :thumb:


I will keep this in mind.
But guys relic said around end of the year. Right now first the rework mappatch comes. After this the project Commanderrework starts.
So you guys have still to wait a little bit.

17 Jul 2018, 08:13 AM
#66
avatar of Widerstreit

Posts: 1392


So you guys have still to wait a little bit.



We can still start, or you (we) get same time problems as last time.
17 Jul 2018, 08:21 AM
#67
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36



We can still start, or you (we) get same time problems as last time.


I don't think that there were big tiemproblems in DBP in the rework for commanders.

And ofc you can think already, which docs you would like to have changed. Or things for the new commanders.

But when the time is there, Relic and me will create Polls and co for it to collect informations.
17 Jul 2018, 08:59 AM
#68
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

My question is:


We can will use any unit from this mod on new commanders?






US: From 15 different units to 50! (+35 new units!)
Soviet: From 14 different units to 54! (+40 new units!)
Wehrmacht: From 15 different units to 50! (+35 new units!)
Oberkommando: From 16 different units to 43! (+27 new units!)
British: From 15 different units to 48! (+33 new units!)

All unit stats like damage/armor/health have remained the same as in the vanilla game!

Features:
170 new unique units and every unit has it's own unique icon and symbol.
400+ custom images for a better user experience!
Countless new upgrades and abilities.
Vehicle crew and Weapon racks for all factions.
The HQ's have additional upgrades to unlock commander passives.
The British Gliders have more types of units, like in CoH 1.
The US has an Airborne Support Center which can call-in 8 types of paradrops!
Oberkommando West has a Fallschirmtruppe HQ which can call-in 6 types of paradrops!
The Soviets have a Partisan Field HQ which contains 8 unique Partisan troops!
The Wehrmacht has a Recovery Truck which can repair wrecks like the old Bergetiger.
The limit of one heavy tank at a time is removed.
All emplacements are buildable in HQ territory.
Many new structures and emplacements, for example: Pantherturm, Concrete mortar bunker, OT-34, Sherman Crocodile, 25 pdr and much more!






























17 Jul 2018, 09:27 AM
#69
avatar of Katitof

Posts: 17914 | Subs: 8

Damn nigo, these look amazing.
17 Jul 2018, 09:32 AM
#70
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

I like the plane with the scout car. B-)
17 Jul 2018, 10:52 AM
#71
avatar of Widerstreit

Posts: 1392

That is what I say since the releass of the mod tools... why these guys aren't involved in the community patching. That had prevent some misstakes produced by bad game design, because we simply fixed the fractions before balancing.

I wish we can finaly increase the team by many talented men. Also Olhausen (viking-mod) was interested some month ago.
17 Jul 2018, 11:17 AM
#72
avatar of Lago

Posts: 3260

Is the Sherman Crocodile's flamethrower compatible with the bulldozer attachment, or will they clip?
17 Jul 2018, 11:51 AM
#73
avatar of Widerstreit

Posts: 1392

It seems it works only stationary. So a work-around to look like that. Same for Hetzer. But it looks great. We have to look for useful things for vanilla, most player don't like too large changes.
18 Jul 2018, 06:14 AM
#74
avatar of Highfiveeeee

Posts: 1740

SneakEye, I just wanted to say, thank you so much for making this amazing mod!
I had a game yesterday against AI that felt like a totally new game (in a good way!).
I am really amazed how you managed to get all this amazing stuff inside a single mod.
18 Jul 2018, 06:31 AM
#75
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

Thanks guys! I'm glad that you like it :D
I feel honored that you want to add elements of it in the new commanders :blush:
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