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More health doesn't seem like a very good idea from a balance perspective, at least not without added drawbacks. The Wehrmacht King Tiger isn't supposed to withstand packs of three to four premium allied tank destroyers (M36, SU-85, Firefly) without support.
No worries, you don't sound rude at all. Comments like these are welcome.
I think that the V1 Rocket was cooler as well, at least on paper. Until someone calls it in, expecting a distinct audio cue and the massive explosion it is known for, and to their disappointment, it's just the Railway Artillery with an invisible projectile. If I find a way to create a satisfying explosion and ground deformation effect, the V1 Rocket will come back.
For now, the previous Terror Tiger Ace is still available by equipping the 'Elefant Frenzy' (Elefants gain veterancy 10% faster) bulletin.
Donate? As in, money? I really appreciate your kind offer, but I can't accept cash or similar for a CoH2 mod that nobody asked for in the first place. Engagement (like your comment) is the best form of donation, it reminds me that there are still people playing and appreciating this mod after all those years.
You're welcome. Thanks for playing!
@็
@Loner
Thanks for the bug report, can you tell me the name of a map that crashes the game?
Regarding your suggestion: Partisan Tank Hunters now additionally unlock the 45mm AT Gun at HQ.
besides the question, Mod is made very well , it can crash the game on some maps but still really fun to play.
This mod is excellent.
I would like to create new mod for new commander.
Can you help me?
Fixed :)
I'll do a bit more testing later on.
You're welcome. The adjacent sector attribute on the vanilla game Sector Artillery does indeed sound like a big improvement compared to the Scorched Earth artillery. Well, at least on paper. In reality, that attribute is worthless in most cases because you can run or drive straight through the vanilla game Sector Artillery without taking any damage due to the slow landing of incoming shells. As if that wouldn't be bad enough, the shells themselves are rather weak.
Scorched Earth Sector Artillery lasts for 130 seconds compared to the vanilla game 45 seconds and only has a 1 second delay upon activation. Shells are fired less frequently but land almost instantly after spotting an enemy and deal significant damage in a large area. It's impossible to run in circles to avoid them.
You can add me on Steam for any upcoming questions if you want to, usually I read all messages there at least once daily.
Thanks for another bug report, this will be fixed in the next update. :)
Thanks for reporting, the Sabotage Squad UI has been adjusted in the new update.
Hey, the program is called Company of Heroes 2 Tools. You can find it in your Steam library.
@N0mad
There is a mod called Historical Commanders. It has Erwin Rommel in it, if I remember correctly.
@1tu2sday
Sorry, that's not on my to-do list. It would not work very well gameplay wise and making such version would be a rather time-consuming task.
Hey, thanks for reporting. This bug happened because of the recent 64-bit update and I honestly don't know what causes it. Stormtroopers are affected as well.
The Feb 3rd 2021 game update fixed this bug for the vanilla game Stormtroopers. My plan was to look in the mod tools and use that fix as a reference for resolving this issue but it seems like the mod tools weren't updated yet.
Hi,
1. The commanders in CoH 1 had 6 ability slots instead of the standard 5 in CoH 2.
2. Merging both mods would be a quite difficult task, both from a technical and gameplay standpoint. This won't happen, sorry.
+Osinyagov
+mongalong247
+SneakEye
+Lv.1 Thief
A couple of questions:
1. Why do they all have 6 abilities rather then the standard 5?
2. since the creator of the all units mod is a part of this; just out of curiosity, will these be added to the all units mod at some point?..and/or will every commander have 6 abilities when playing the all units mod again at some point?
Unless one of the commanders would benefit from those units, I won't. Sorry.
The KV-8 is in none of the new commanders at the moment.
The AI uses no commanders at all.
Assigning commanders to the AI is something that I had attempted. To be honest, modifiying AI elements is not my field of expertise.
I decided to discard that plan and focus more on the commanders themselves.
Default commanders indeed have their abilities disabled. Players are forced into relying on the new commanders :)
The mod disables all abilities and upgrades from default commanders and adds 3 new ones for each faction. Everything that affects gameplay is locked behind those commanders.
Sorry, that wasn't intentional. I just released an update which fixes this issue. Thanks for reporting :)