Company of Heroes: Eastern Front

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Topics - Blackbishop

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151
General Discussion / MOVED: hey can someone help
« on: March 02, 2011, 05:09:53 PM »

152
Bugs & Tech Support / How to create an Eastern Front shorcut
« on: February 22, 2011, 11:07:33 PM »
Sometimes you can't use EF launcher, but you can play Eastern_Front by creating a shorcut following these steps:

  • Right Click over the desktop->New->Shorcut
  • Enter your CoH directory, in example: "C:\Program Files (x86)\Steam\Steamapps\Company of Heroes Relaunch\RelicCoH.exe" -dev -mod Eastern_Front -nomovies (with quotes)
  • Enjoy Eastern Front!

Remember to double check if you are writing the correct path creating the shorcut.

You can add the following parameters to your shorcut:

-dev                     this enables developer options (also allows you 
                         to play custom maps not formated as a ".sga")
-nomovies                this skips opening intro movies.
-noclip                  no videos when starting the game, saves your "Esc"-key
-unlock_all_missions     exactly what it says
-nosound                 disables the sound system.
-refresh xx              sets the game refresh rate (ie. -refresh 60).
-minvidmem 32            this works around the video-memory check
-novsync                 disables Vsync (for higher fps then 60).
-notriplebuffer          disables triple buffering
-perftest                use with -novsync to dump a log file of the performance
                         test to \documents\my games\coh\logfiles
-nolitter                used with DX10 and removes the "litter" objects that busy up the world.
-speech                  disables unit in game speech
-fastload                reduces loading time


While there are no limits of what commands you can use at a given time, all this stuff must be used under your own risk.


Remember to always update your game manually because you aren't going to use the autoupdate feature of the launcher.

Cannot download the patches? Look here!


Thanks to @Frehelias from Blitzkrieg community for giving me this idea(and the last two parameters ;)) and thanks to @Lethal Dosage from RelicNews Community for sharing his knowledge about this.

[Guide] LD's Guide to CoH for Dummies v2.6 (ToV info)

153
Bugs & Tech Support / Ingame Console Commands
« on: February 22, 2011, 11:07:29 PM »
As this topic is not discussed because you can find them all easily, i feel that gathering the information here could be useful. These commands are widely known, but certainly there are users that don't know about their existence(especially for taskbar_hide + game_hideui() combo... because helps a lot at the time of taking screenshots :)).

To open console press Ctrl+Shift+~, to close it you need to press the same combination of keys again. When you have the console open, the game won't stop unless you hit pause before entering to the console.

The allowed functions are the following:

ee_bigheadmode(1)           Big Head Mode, 1 for on, 0 for off
FOW_Toggle                  Toggles Fog of War on/off (still requires LoS for units)
FOW_RevealAll               Turns the Fog of War off properly
setsimrate(4)               Sets game speed (default is 8 )
taskbar_hide                Hides the taskbar
taskbar_show                Shows the taskbar
game_hideui()               Hides units icons, grenade timers, etc.
game_showui()               Shows units icons, grenade timers, etc.
restart                     Restarts the game
abortgame                   Quits the game
statgraph()                 Enables "statgraph_channel" codes
statgraph_channel("fps")    Displays the frames per second
Misc_SuperScreenshot()      Takes a screenshot without the taskbar, team colours or buttons visible,
                            even without the taskbar_hide command being used.
com_maxfps(X)               Set frames per seconds to X. X must be a positive numerical value.
wb_orphan_nuke_texture      For using on WorldBuilder. Removes all the textures left behind by
                            unselectable objects.


If you are using a non-english keyboard layout:

Use Ctrl+Shift+Ñ for spanish.
Use Strg+Umschalt+Ö or Strg+Umschalt+Ä for german.


Thanks to @Chancellor for sharing the game_hideui() parameter information and thanks to @Lethal Dosage from RelicNews Community for sharing his knowledge about this.

[Guide] LD's Guide to CoH for Dummies v2.6 (ToV info)

155
Tutorials / Tutorial: Making a Multiplayer Map
« on: January 19, 2011, 08:22:47 PM »
Hello there!

Here is a good tutorial for making multiplayers maps.

Tutorial: Making a Multiplayer Map

Thanks to walki1 for taking the time to make it.

156
Announcements / Ostheer Update 4: Schutzen War Camp
« on: January 15, 2011, 05:39:51 AM »

The Schutzen War Camp

Remember that all the pictures on this post are WIP.

Your first step into modern, mechanised warfare. The Schutzen War Camp have a wide list of specialised support and assault units. One of the units in this building that you can recruit is the Panzer II Ausf. L "Luchs".

As stated in the previous article, this building has two pools of units too:

Heavy Assault(HA): The units that belong to this pool are the Stormpioniers and the Sdkfz. 251 (aka Troop Halftrack).

Heavy Support(HS): The units that belong to this pool are the PaK 40 and the 75mm Infantry Support Gun.

Neutral units: Panzer II Ausf. L (aka Luchs), Panzerfusiliers and the Panzerwerfer.

Units Deployable:

Panzer II Luchs
Role: Heavy Recon
Weapons: 20 mm KwK 38 L/55 + MG34
Abilities: Speed!, can capture points.
Summary: The reconnaissance unit of the ostheer, capable of capturing points and having the ability to increase it's speed temporary makes it a valuable target... if not a must die one. With it's 20 mm cannon can do short work of enemy infantry; however remember that those units aren't meant to fight by themselves because aren't so tough.


Panzerfusiliers
Role: Infantry
Weapons: 4xMP40
Upgrades: Extended magazines
Abilities: Grenade Shower
Summary: A squad of four soldiers wielding MP40 submachine guns. They are tougher than the Landser and excels in close combat. Their time based ability called "Grenade Shower", as the name suggest, unleash a vicious rain of stielhandgranates to the target until the effect worns off. Extended magazines upgrade grants them a better rate of fire.


Panzerwerfer
Role: Anit-Infantry/Spam
Weapons: 15 cm Panzerwerfer 42
Abilities: Salvo - Explosive Rounds
Upgrades: Incendiary Rounds (Replaces Explosive, requires research)
Summary: Armed with 15 cm tubes and capable of firing 10 projectiles, the Panzerwerfer 42 is strong enough to fight against infantry, specially high concentration of them. It's normal barrage can be improved to incendiary after that upgrade is researched. It has halftrack armor, so it's quite resilant to small weapons fire; also remember to change it's location once you fired to avoid being hunted down by a quick enemy raid.


Sturmpioneers
Role: Assault Engineers
Weapons: 2xFlammenwerfer + 2xMP40
Abilities: Detect Mines(passive), Barbed Wire, Sandbags, Czech Hedgehogs, Run(requires Blitz Pioneers), Goliath(requires Blitz Pioneers), Trench(requires Fortress Pioneers), S-Mines(requires Fortress Pioneers).
Upgrade: Blitz Pioneers OR Fortress Pioneers.
Summary: The Ostheer Stormpioniers are ready to combat on the eastern front! Let them construct trenches or planting S-Mines by upgrading them as Fortress Pioneers or to assault a position with Run ability and  be able to construct Goliaths as Blitz Pioneers. Be wise about your choice because you can only perform one upgrade for each squad. Use them to flank enemy forces and ignite them to ashes. They can build defensive emplacements such as sandbags, barbed wire and Czech Hedgehogs besides being able to detect mines while running.


Troop Halftrack
Role: Transport + Anti-Infantry
Weapons: MG34 (MG comes manned)
Abilities: Hold 10 troops (2 squads), First Aid, Reinforce.
Summary: Armed with an MG34, is strong enough to combat infantry, offering more protection than almost all objects around the map(excluding buildings), let alone that is mobile. Capable of reinforce nearby squads makes it useful for supporting assaults. It has a time based ability called First Aid, that like the Sdkfz. 9, can be used after Mobile Heal Station upgrade from the HQ is purchased.


PaK 40
Role: Heavy Anti-Tank
Weapons: PAK 40 7.5cm + 2x Luger Pistole 08 (4 men in total)
Abilities: Camouflage
Summary: The heavy PaK 40 is one of the best anti tank weapons the Ostheer can give you. With it's 75 mm cannon can decimate almost all the tanks that dare to get on their sight. It can camouflage to ambush the opponent, while using their first shot bonus before their camo fades off.


75mm Infantry Support Gun
Role: Heavy Infantry Support
Weapons: 7.5cm Infantriegeschütz 18 + 2x Luger Pistole 08 (4 men in total)
Abilities: Indirect fire, Direct fire
Summary: The 75 mm ISG is a versatile weapon of the Ostheer: works as an anti-infantry gun and as a light anti-tank gun. With it's Indirect fire ability will barrage the desired location as a mortar; while Direct fire will shot a projectile on a straight line, like an anti-tank gun. Be sure to try one of these!

Upgrades available:

Nebelwerfer
Summary: Allows to produce the Panzerwerfer.

Heavy Assault
Summary: Allows to enable the production of Stormpioniers and Troop Halftracks. When you active HA, PaKs 40 and 75mm ISG teams are disabled.

Heavy Support
Summary: Allows to enable the production of PaKs 40 and 75mm ISG teams. When you active HS, Stormpioniers and Troop Halftracks are disabled.

You can purchase those upgrades whenever you want(as long as you have resources of course).

157
General Discussion / MOVED: introduction
« on: January 11, 2011, 03:59:41 AM »

160
Announcements / Ostheer Update 3: Infanterie Gruppen Post
« on: December 24, 2010, 06:38:38 PM »

The Infanterie Gruppen Post

You can recruit infantry support here. The Infanterie Gruppen Post is the backbone of your army; this building allows you to call in your early support units and basic infantry units, such as the Landser.

The Ostheer use a special new way to build their units. The Ostheer is able to switch its unit-pool for different battle-situations. The building units are divided by Light Assault(LA) units and Light Support(LS) units.

That means: each building had at least three units to select from. 1 is always buildable. An upgrade switches which of the other 2 units can currently be built, switching between Pool 1 and Pool 2 - for a price...

The units that belong to LA are the MG-34 Team and the Marksman.

The units that belong to LS are the FlaK 38 Team and the Ofenrohr Truppen.

The Landser is a neutral unit, you can recruit them whatever you choose.

Units deployable:

Landser
Role: Infantry
Weapons: 5xKar98.
Abilities: Sandbags, Grenade.
Upgrades: Feldwebel.
Summary: Early infrantry of the Ostheer... these soldiers armed with Kar98k rifles will serve you faithfully during the match. As they use those bolt rifles they are good firing at long distance, however you can promote one soldier to Sargeant w/StG44 and it's combat effectiveness in medium range will increase. They won't fair well in close combat fights.

This unit can build sandbags from scratch. Throw Grenade ability will be available when Feldwebel upgrade is researched.

Marksman
Abilities: Sneak.
Weapons: StG-44 scoped.
Upgrades: None.
Summary: The marksman wields an StG-44, has similar traits to a normal sniper except that he'll dispatch their enemies from medium/short (not long) distance and has higher rate of fire. Sneak allows the marksman to move cloaked like any other sniper, but while he's hiding he cannot fire. Remember this before engaging.

MG-34 Team
Role: Infantry Support
Weapons: 1xMG34 + 2xKar98.
Abilities: None.
Upgrades: None.
Summary: This support team carries a MG34, set on a tripod and it's crew members wields kar98ks. Ideal for supporting your landsers or/and marksman(or marksmen). Let's welcome those soviets with a rain of lead!

Ofenrohr Truppen
Role: Anti-Tank Support
Weapons:  2x Panzerschreck 43 + 2x Luger Pistole 08
Abilities: Sandbags, Reload Focus.
Upgrades: None.
Summary: Early AT infrantry of the Ostheer, they use the early version, the RPzB 43. Activating Reload Focus makes them shoot with more precision and reduces the reload time but decrease the speed of the unit and makes them more vulnerable to enemy fire. They must be stationary to fire and have the ability to build sandbags as well.

Flugabwehrkanone 38 - FlaK 38
Role: Heavy Anti-Infantry.
Weapons: 2cm Flak 38 + 2x Luger Pistole 08 (4 men in total).
Abilities: Fire Position.
Upgrades: None.
Summary: The FlaK 38 is a light anti-aircraft weapon carried by a 4 man squad, ready to support your troops as anti-infantry support. Fire position grants the weapon more precision while losing mobility... as seen on TV! (Except for the part when it dismembered some soldiers).

Upgrades available:

Light Assault
Summary: Enables the production of Marksmen and MG teams. When you active LA, the FlaK 38 and Ofenrohr Truppen are disabled.

Light Support
Summary: Enables the production of Ofenrohr Truppen and FlaK 38 teams. When you active LS, MG teams and marksmen are disabled.

You can purchase both upgrades whenever you want(as long as you have resources of course), but only one can be active at time.

Merry Christmas!

161
Announcements / Mod of the Year 2010 Editors Choice - Best Multiplayer Mod
« on: December 20, 2010, 10:21:23 PM »
Good day Eastern Front fans,

We are happy to announce that Eastern Front has won ModDB's Editors Choice - Best Multiplayer Mod of 2010!


Thanks for your support! We made it!! We are working hard to complete Ostheer and 1.30 Patch. Stay tuned for new updates. Picture courtesy of Hartkeks.



Read the contest's article.

162
Announcements / The Best Developers of 2010
« on: December 18, 2010, 02:55:18 AM »
Hello Eastern Front fans,

We would like to announce that our Team was selected on ModDB as one of the Best Developers of 2010!!!

It's was a long time ago since this project was started, comrades have joined and left(for one way or another), but they always will be remembered.

We don't think the founders of this mod had thought about this while creating Eastern Front. It probably surpassed their own expectations.

We would like to thank the players that download and play EF, the users who post suggestions to improve the game on the forum and the friends and modders as well who helped us and still do with their knowledge and experience.

Without you, this couldn't be possible.

In this very moment we are working, along with the Beta Testers to make the reward Brits balanced against the axis factions.

This is our first goal, to finish the patch 1.30 asap, besides to fix bugs that after the addition of the reward faction and the recrew bug may have risen. Then we'll focus on Ostheer.

We already have some surprises under the sleeve, but that's another story.

Thanks again and enjoy your visit to the Eastern Front!!

See the full list of The Best Developers of 2010.

163
Off Topic / MOVED: Hey guys. Please, help me!
« on: December 13, 2010, 07:59:23 PM »

164
Announcements / Ostheer Update 2: The HQ
« on: December 11, 2010, 07:11:33 PM »

THE HQ

Before starting I would like to apologize for the lack of pictures of the Ostheer announcements. If there's some unit that can be displayed I'll will include it.

Today we'll discuss about the Ostheer HQ, this bulding like the ones of most other armies, is located in a local house, generally a farmhouse. From here you can upgrade your base and recruit your building/repair unit.

Starting units: 2 landser

Units deployable:
Sdkfz. 9 - famo 18 ton halftrack
Role: Builder Unit.
Abilities: Advanced Repair, Self-Repair, Heal(requires upgrade).
Summary: Sdkfz. 9 can build your basic base buildings: Infanterie Gruppen Post, Schutzen War Camp and Panzer Kampf Kommand.

It also has advanced repair abilities; so that you can put damaged tanks back into circulation faster than any contemporary engineer teams. Use the speed of this unit to reach deep into the frontline and repair damaged vehicles on the go; long before pioneers could ever reach the area. But remember, this vehicle doesn't carry weapons and you are only able to call in one at a time. Be mindful to send it where it is most needed.

After purchasing HQ's upgrade it would be able to heal infantry based units; heal will be a payed, timed ability.


Upgrades available:
Mobile Heal Station
Summary: The Ostheer has no medics to pick up wounded soldiers from the battlefield. However the HQ has equipped vehicles with the necessary materials to act as a mobile heal station. The Sd.Kfz 9 and 251 gain the ability to heal nearby troops.



Of course, any faction wouldn't be complete without some defensive emplacement; the Oberkommando granted the Ostheer this:


20mm Flak 38 Emplacement
Role: Base defense.
Abilities: None.
Summary: This static weapon will help you to defend your HQ effectively against infantry and light vehicles, providing you a safe zone... at least from early to mid game. Like similar units from other factions, these are your last line of defence; but while they excel at repelling infantry, you should keep an eye out for enemy support infantry such as mortars.


DISCLAIMER: All images are WIP, they may change in the future. Flak 38 created by eliw00d & DMz.

165
Announcements / Who Dares, Wins!
« on: December 08, 2010, 12:15:17 AM »
Happy Holidays Eastern Front Fans!

Today we shall unveil a feature of the upcoming 1.30 patch (formerly known as 1.24)...The Royal Marines Commandos.

Marines Commando Squad


M10 Achilles


Marine Sappers


SAS Raiders


As you might know, every faction has two EF reward units, except for PE and Brits who have one each. You'll also know that EF Team applied some ideas from experts at GameReplays.org to improve balance. However, it would seem that the British need more than just balance changes, they are broken from the roots up.

When I said " need more than just balance changes" I meant that trying to modify the Commonwealth to find balance and, finally, extensive player interest, would require extensive changes; a complete rebuild from their current situation, almost totally replacing Relic's original Army, a policy which EF has always been against.

So, we have a surprise for you!
We give you an "additional" British faction, this time with improved faction design - giving players more of what they enjoy from vanilla sides; while holding true to Commonwealth uniqueness!

The
Royal Marines Commandos Brigade

All Changes to the Commonwealth faction are togglable through a single optional Reward "unit".

Teching Changes

Buildings can now be built at any time; they do not require an officer anymore. Also, you acquire all units from all buildings without the need of an officer.

Truck lock down sectors, but do not gain additional resources unless an upgrade is researched.

HQ truck
Units available: Marines Commando Squad, Lieutenant, Marine Sapper.

New Building added to the tech tree.
SAS Forward Command
 - Like an HQ glider but can only land on friendly territory.
 - Cost: 220 manpower 45 fuel.
 - Units available: Bren Carrier, SAS Raiders, SAS Recon Jeeps, SAS Light Support Jeeps.

Field Support truck
 - Cost: 385 manpower 95 fuel.
 - Units available: Staghound, Captain, Achilles.

Armour Command Truck
 - Cost: 605 manpower 145 fuel.
 - Units available: Cromwell Tank, Cromwell Command Tank, Comet Tank.


New Units

Marines Commando Squad:
 - Regular infantry section with normal movement but unable to make trenches.
 - Cost lowered to 375 manpower.
 - Reinforce cost percentage increased.
 - Recon element now:
 - - Camouflage when in cover like PE Falls.
 - - Sharpshooter ability remains.
 - - Increased Accuracy.
 - - Decreased Cooldown.
 - - Increased Capture Rate.
 - - Reduces health by 5hp per man
 - Recon Element cost increased from 35 munitions to 50 munitions.


Marine Engineers:
 - Regular sapper squad with normal movement but unable to build trenches.
 - Other defenses become available for construction when the Captain has been deployed.

SAS Raiders:
 - Basically 4 Tommies with 3 Thompsons and 1 PIAT.
 - Fast capping speed and cost 375 manpower.

SAS Recon Jeeps:
 - 2 Jeeps in a squad (1 with .50 cal).
 - Cost 450 manpower.
 - They have -30% received accuracy as standard.
 - Can detect as normal jeeps.

SAS Light Support Jeeps:
 - 2 Jeeps in a squad. Armed with recoilless rifles.
 - Cost 350 manpower.
 - Cannot detect.

Achilles TD:
 - M10 with long range, 17pdr gun.
 - Cost 380 manpower 75 fuel.

Veterancy Change

The lieutenants bonuses is not stackable.

Starting Resources Change

Commonwealth starting resources lowered from 460 manpower, 15 fuel, 25 munitions to 375 manpower, 15 fuel, 0 munitions.

Remember to vote for EF in ModDB Mod of the Year Award!!

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