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IF YOU ARE INTERESTED IN CONTRIBUTING PLEASE CONTACT US!
Even if you have no experience in modding: We will happily pick you into the modding team and also introduce you in the tools and dev plan. Try yourself, no special skills are needed to fullfill this task.
1st, german tanks cannot die in tank on tank fighting. Using tanks only as the US ends poorly because, well you cannot kill the german tanks at low health. Only can kill the german tanks with rifles at low health.
2nd, infantry company howitzers cannot be built. WHY?
3rd, Paratroopers cannot actually kill any infantry. They can keep shooting until the enemy has close to 0 health, but never die.
(Note this is only testing with US forces against AI, I would test wehrmacht, but I think they are already powerful enough with the bugs supporting them)
All available time is currently put into making all stats as equal as possible to CoH 1. With the next update (schedule unkown) you will see every thing adjusted to achieve this goal.
While doing this I always tried to keep the new look and feel of CoH2 - that's why I changed no graphics or sounds, no icons and made the new ones fitting and left the capture points as they were.
As only Americans and Wehrmacht are included for now, the new units will be these that disappeared during patches from CoH 1.
This does not apply to further factions that may be added (after finishing the whole vanilla experience). There you could get new weaponary, but this needs hard work first.
I do have question, and I understand this is a remake of COH1, however, would you consider adding some of the new vehicles from COH2 and maybe the weapon racks? I like the simplicity of COH1 but there were some nice tactical additions to units in COH2.
Thanks again!
- Doctrines completely reworked (some abilities still don't work). This means you now have the possibility to choose between two trees in just one doctrine - just as you are used to in CoH 1.
- Maximum units check resolved (sniper, Tiger, Pershing)
- German small arms infantry weapons are now behaving exactly as in CoH 1 (tooks most of the time, Allied will follow, as well as heavy arms)
- USA supply depot + upgrades in it are fixed, but may be too strong now
- Visibility bug for some weapons fixed
- Too strong Armor Support is now nerfed until rework of heavy weaponory has reached it
- Removed some amount of the doctrines that were patched into CoH 2 recently (they blendered the commander system)
But I don't write down any change as this would consume valuable time. You are the first interrested in this :)
Although it's getting harder to compare all those little balance details the mod is progressing.
If you are anxious, please consider to help me with this tedious and wearing work.
You realized that in CoH1 tanks get top MG gunners with upgrades (Allied) or veterancy (Germany)? If you do so - which tanks are missing MGs relating to the old game?
Also which infantry is missing from CoH1?
And yeah , hope to see the British back in action too , i love those commandos and their artilery much ^^
With the new update, the addressed issues should be fixed now. Thanks for your response.
I will check Wurfrahmen as soon as possible.
Next big goal is fixing the American supply depot (which bonusses are currently not working).
Also demolition charges are now in game.
Max pop cap is fixed 100 until I find a way to decrease it in action.
(no change to pop cap behaviour yet)
I will check mortar and PaK43 again before next update.
Can you explain further what you bother about the repair pioneers?
Also it is known that some commander will give you access to undesired abilities - please name these abilites, as I don't own every single commander in-game and unfortunality can't test this. I will remove them as soon as I know which cause trouble.
I think everyone hwo ever played CoH1 is Disappointed for not have that Gun in CoH2.
that gun is awesome and also nice looking ! :)