mikecrysta Posted 2007年10月14日 16:31 Posted 2007年10月14日 16:31 文件名称: MIKEcoh测版本10.14测试版本 上传会员: mikecrysta 上传时间: 2007年10月15日 00:31 最后更新: 2007年10月15日 01:53 存放位置: 游戏模组 Game Mods 主要变化 全局: 1、人口上限增加为150 2、大幅降低所有轻武器升级的价格(本来是考虑到原版,没有想到资料片弹药获得明显加快,但是考虑轻武器在战场中的地位。故保留) 3、所有地雷的价格都有所降低。 4、定义“特种部队”每个势力的高级兵种都具有全能性,即反坦克,反步兵,生存能力,破坏建筑能力。但又个有不同。特种部队的效果较明显提高。 5、重新定义坦克战,使之更为接近真实,但同时考虑游戏平衡性。 6、改变了一些天赋的模式,使其更受玩家欢迎。 7、改变一些作战模式,大幅度增加建筑物的血量,以削弱远程火力狂轰烂炸速胜的战术,令玩家偏向将有限的炮火投向敌方部队。 8、提倡特种作战,每个势力的特种部队,都有能力渗透到敌方基地,都有能力摧毁敌方建筑物。 美军 1、步兵班的人数有6人提高到8人。 2、伞兵现在可以升级汤普森冲锋枪了。 3、狙击手的造价便宜了,人口由4人降低到2人。 4、M4雪曼坦克,雪曼鲤式的造价降低,人口由8人调整到6人。 5、M4雪曼坦克的75毫米炮升级到MIA1C76毫米炮后有教明显的提升。 6、管风琴的射程与威力增加了。 7、巴祖卡火箭筒、无后坐力炮反轻装甲能力明显提高,并有一定的反装甲能力(我的定义是轻装甲、装甲、重装甲) 8、汤普森冲锋枪的反步兵效果增加。 9、M1加兰德步枪、M1卡兵枪的射速度明显增加,使之更接近真实。 10、所有美军坦克射程增加,使之更符合实际。 11、手榴弹、黏着炸弹、BAR的升级不再需要油,改为弹药。 12、黏着炸弹的反坦克效果增加。 13、57mm反坦克炮反坦克效果明显增加。 英军 1、滑翔机现在可以无限召唤,但是价格全部提升到650人力。 2、英军突击队现在可以升级2具反坦克发射器了。 3、大幅度强化丘吉尔坦克的装甲以及火炮,使其既不影响德军装甲部队的地位,又不像以前那么没用。 4、大幅度强化克伦威尔坦克的火炮,使其成为英军的主战坦克,面对德军坦克不在那么渺小了。 5、英军的轻形坦克对付步兵的能力稍微增强。 6、英军坦克的人口有一定程度降低。 7、英军的反坦克炮阵地是最强的反坦克炮,哪怕是虎式都不能直接冲撞。 8、加强布伦式机枪的反步兵效果,与压制效果。 9、PAT反坦克发射器反轻装甲能力明显提高,并有一定的反装甲能力。 10、STE冲锋枪的反步兵效果明显增强。 11、教士形自走火炮射程明显增加。 12、天赋“25P超爆发射药”提高武器射程的幅度加大。 德国国防军 1、掷弹兵的人数有4人,增加为6人。 2、铁十字人数由3人增加为5人。 3、突击队人数由4人,增加为5人。 4、狙击手的造价便宜了,人口由4人降低到2人。 5、STUAK的射程和威力明显增加。 6、150mm火箭发射器的射程与威力明显增加。 7、豹式坦克的造价有略微调整。 8、所有国防军坦克的人口都有减少。 9、VI导弹的威力增加(与建筑物的血量增加成比例) 10、虎式坦克王牌召唤恢复为上版本的模式,即被摧毁后仍能召唤,但需要人力与油。 11、虎式坦克王牌召唤由原来的虎II改为美军战役中的黑色虎式坦克王牌。 12、装甲武力突击恢复为上版本模式,即被摧毁后仍能召唤。可以召唤2部。 13、资源奇袭的限制人力效果取消。 14、突击队的武器默认为MP44,可以升级1具火箭筒。 15、掷弹兵现在升级的火箭筒与MG42一次是2具。 德军装甲精英 1、取消豹式战斗群,改为“152虎式坦克群”即召唤1部虎II式坦克,被摧毁后仍能召唤。需要选择战车路线。 2、建造场中增加虎I型坦克的制造。 3、猎豹突击车现在能召唤2部,被摧毁后仍然能召唤。 4、马德III的反坦克能力以射程有一定提高。 5、伞兵现在默认武器为FG42,并增加烟雾技能。可以升级1具火箭筒,不需要在占领范围之内。 6、伞兵由原来的4人,提高到5人,增加手榴弹技能,取消100mm反坦克发射器技能。 7、略微提高“亨舍尔坦克杀手”的效果。 8、降低亨舍尔坦克杀手的使用价格。 9、提高MP44与FG42的反步兵效果。 10、增加251反坦克车的射击速度与对付轻装甲的射击效果。 11、大幅度提高风鸣4联高炮的射速,是步兵与轻形车辆的噩梦。 12、略微提高虎II坦克与猎豹突击车的形进速度。 13、大幅度增加黄蜂150mm自走炮的射程。 全局属性提升 1、所有迫击炮的射程都有一定提升 2、所有坦克炮的射程都有很大提升 3、大部分坦克价格下降,人口下降。 4、太多了记不得了。慢慢体会。 由于我同学都在外地读书,没人跟我一起测试,自己打了下电脑感觉还可以基本达到预期效果。这里面很可能有些疏忽性的错误,比如某个单位过于便宜,或者过于菜。都请把意见和建议放在回贴吧~~~~~~我马上要考试了。。有空继续编。 使用方法:进入我的网盘将压缩包内的文件全部复制到游戏目录下。(注意,我使用的是2101版本,旧版本没有试过),然后建立一个RelicCOH.exe的快捷方式,在 "X:\THQ\Company of Heroes\RelicCOH.exe" 空格 -modname MIKEcoh -dev 然后以捷方式进入模组。(划线的部分是我的目录,如果你的不同请按情况修改) ps:安装MOD后如果你直接进入你的RelicCOH.exe则还是你原来的游戏版本,MOD不会对原版游戏造成影响。至于语音问题,我已用S-22的方法解决。 点击这里下载文件
mikecrysta Posted 2007年10月16日 07:15 Author Posted 2007年10月16日 07:15 一个优秀的MOD离不开测试,希望玩过我模组的朋友能将自己的想法和建议写在这里。让我提高水平。
mikecrysta Posted 2007年10月16日 12:18 Author Posted 2007年10月16日 12:18 那个也是我梦寐以求的,不过难度太大了。。。。。以前有个国外玩家的AI,可能你们也玩过,是我朋友整合到他模组里的。做这个需要写程序~~~~技术要求太高。。。实在做不来。等我毕业了可能有希望吧。。。。。不知道S-22老大是否认识这样的达人~~写个AI来最好了。
飞天猪 Posted 2007年10月20日 16:29 Posted 2007年10月20日 16:29 美军的伞兵有点过了 正过一个游骑兵 但是比游骑兵便宜多了 7 4 4 4的属性 不懒啊(我是说的升级武器后的)
mikecrysta Posted 2007年10月31日 15:21 Author Posted 2007年10月31日 15:21 一直在改进~~现在1.0正式版马上要出炉拉..修正了很多原来的一些BUG,还有增加了许多新特性~~~甚至还有一些画面效果,整合了一套皮肤~~~~有点小毛病,正在解决
飞天猪 Posted 2007年10月31日 18:51 Posted 2007年10月31日 18:51 虎的射程太远了 比AT还远 威力太足了 3炮一潘兴 1炮1M4 1炮2AT AT还没进射程就被干了 太牛了 改弱点
mikecrysta Posted 2007年11月3日 12:24 Author Posted 2007年11月3日 12:24 你说的是虎II还是虎I还是黑色的虎??我记得没有你说的那么猛。。。虎I我设置是2-3炮一雪曼。虎II一炮雪曼过半,也就是较稳定的2炮。AT可能是命中我没注意修正全。潘兴更不可能三炮。。。起码5炮以上的。。而且潘兴打虎I也是差不多的。
mikecrysta Posted 2007年11月7日 16:54 Author Posted 2007年11月7日 16:54 呵呵,非常感谢,这个测试版有不少BUG.正版本已经做好了,还添加了许多新特性~~~~~~现在就看看能不能整合个新的AI~~~~
hyc5hhhh Posted 2007年11月8日 02:28 Posted 2007年11月8日 02:28 呵呵,非常感谢,这个测试版有不少BUG.正版本已经做好了,还添加了许多新特性~~~~~~现在就看看能不能整合个新的AI~~~~ 支持强AI,菜电脑太容易了,但上网又不够菜!
mikecrysta Posted 2007年11月8日 06:43 Author Posted 2007年11月8日 06:43 NORMANDY V3 MOD ?是国外玩家做的么?很抱歉,我英语不是很好.虽然知道在制作MOD这方面国外玩家比我们领先很多.非常想去国外论坛吸收新的经验.可惜没那能力啊.......
飞天猪 Posted 2007年11月8日 07:31 Posted 2007年11月8日 07:31 NORMANDY MOD 你应该熟悉 oicw0738就是改的这个版本 ├《英雄连》优秀模组ECOH:Normandy 个人修改版
飞天猪 Posted 2007年11月8日 07:32 Posted 2007年11月8日 07:32 这个MOD包含的东西很多 新加的技能 兵种 新皮肤 新音效 比较完善的AI 但是体积很大120多MB 这个MOD现在 在做资料片的版本 据他自己说要圣诞节前后才可以完成 Normandy_44 MOD 2.4! 3rd row of v3 Screens (OF)!!! 2.4 is not working with 2.01 and OF, I am on it! Currently (07.11.2007) - 6th AB done! -3rdParaBde -9th Btn added -1st Canadian Btn added -6th AARR added (Tetrarch and Bren-Carrier) -6th AirLandingBde -1st Btn Royal Ulster Rifles added - No.48 Commando redone! - All brit inf reskinned! - 7th Armoured Div vehicles done! - Achilles and M5 Halftrack added for 7th AD! - Canadian Inf added (3rdID) - M7A1 Priest and M5A1 Stuart added for US! - All old skins are ingame and working! - All weapons redone (including OF)! -started tweaking new contend, various new squads added! -All Axis vehicle skins done (details added) -Axis 3rd FJ skins added (three) First release is planned shortly after christmas. I'll keep you updated! ------------------------------------------------------------- I am in the early stages of redoing the Mod. It will be rebuild from scratch with many changes. Included will be tweaked stats for all weapons and vehicles as well as realistic squad layout and equipment according to proper ToE for each unit (as far as aviable). This is what you already know from Normandy_44! Version 3 will have some less abilities to choose from, especially the ones the ai was not handling well. SP compability will be improved. The whole mod will be less "chaotic" since I now have more "room" to add units I like to have ingame (because of six more trees). There are two features that are completly new: 1. All trees will be reworked to feature certain units. This means that all units (including vehicles) will have proper skins and markings. Currently the following units are planned: -Former allied Inf tree: 29th ID and Rangers (Motorized Infantry with various armor at its desposal and specialized inf). -Former allied AB tree: 101st (including GIR) and 82nd ABD and 6th Airborne (UK) (Many and variable infantry units, only light support in form of AT-Guns, light tanks and vehicles from advanced recon detachments). -Former allied armor tree: 2nd Armored Div (Mechanized infantry with strong tank support, numerous and mobile). -Former UK artillery tree: 7th Armoured Division (Tanks with little infantry and heavy artillery support, like real WW2 Brits). -Former UK Commando tree 6th Airborne (including Glider Inf), 101st and 82nd ABD (this is basically a copy of the US tree but with a focus on UK AB and might include some Commandoes). -Former UK Engineers: Canadian 3rd ID (including 2nd Armoured Bde) (Mechanized infantry canadian style, including tank support). -Former axis defense tree: 709. or 716. ID, 6. FJR (a defensive infantry tree with little armor support and specialized infantry as well as cheap mass troops). -Former axis BK tree: 2. PzDiv (mechanized line infantry with variable tank support, icluding many cheap tanks and little powerfull ones). -Former terror tree 17. SS PzGrenDiv / 1.SS-PzDiv (mechanized elite infantry with many fast recon elements as well as some heavy tanks) -Former PE BE tree: 2. PzDiv (Kampfgruppe Von Lehsten consisting of PzGrenadiere, Tanks and a Schwere Jagdpanzer Abteilung. This is a heavy devensive formation that uses its more mobile elements to flank the enemy). -Former PE LW tree: 16. LWFD and 3.Fallschirm Div (infantry tree with little armor support and specialized infantry as well as cheap mass troops, similar to former axis defense tree but with diffrent units and abilities). -Former PE TH tree: 1. SS-PzDiv / 17. SS PzGrenDiv (Kampfgruppe Knittel consisting of some infantry, fast recon units and heavy tanks, very offensive). 2. Additionally there will be an assembly area for each of the four "races" (the building you could convert to a forward HQ in vanilla CoH). This will offer selected units from the other races (Brits for US, US for Brits, SS for WH and WH for SS). This will be mostly light units from recon/cavalry elements. Old US, WH and PE will have a single base builder unit (baseic engineers). These will build the three main buildings for these branches. Each tree will have these three base buildings from wich all units are recruited. These will be called assembly areas for the specific units you can call in from these. The base builders are not units specific and cannot fight or repair anything. Once the base basebuildings are established you should use them to man a bunker. The base builders and trucks are the only units that can be purchased in the HQ. The british branch is already preety fine, using gliders and mobile HQs. The will be tweaked so that a lot more units are buildable. ----------------------------------------------------------- CoH: Normandy_44 2.4 for CoH1.7! This mod offers the most diffrent skins and units, I am pretty sure. All have been researched. Currently these units are featured: Allies: 29th Infantry Div (Infantry, Jeeps, 57mm, Mortars 60/81mm) 2nd Ranger Btn (Infantry) 101st Airborne Div, 506th PIR, 37th GIR (Infantry, Jeeps, 57mm, Mortars 60/81mm) 82nd Airborne Div, 508 PIR (Infantry) 2nd Armored Div (Tanks, Vehicles), 41st Armored Infantry Regiment (Infantry) Axis: 1. SS-Panzer Div, 1. Schwere SS-Panzer Abt (Tiger, Panther) 2. SS-Panzer-Div (PzIV, StuGIV, StuH) 2. Panzer-Div (Panzergrenadiere, Halftrack) 17. SS-Div (Puma, Halftrack, SS-Panzergrenadiere) 17. Luftwaffen Felddiv (Jaeger-Reg) 6. Fallschirmjaeger Reg (Fallschirmjaeger, Fallschirmpioniere) 709. Infanterie Div (Grenadiere), Grenadier Regiment 739 (Ost-Batallion 795, Georgian volunteers) Fallschirm-StuG-Brig 12 (StuGIV) SS-Fallschirmjaeger Abteilung 500 There are proper skins (as far as I can tell) for all units as well as proper squad layout, meaning there are officers, nco's and enlisten men with proper equipment. It's a quite tactic related mod, units from various branches have to work together to be succesfull. The races play quite diffent, additionally there are diffrent tactics for each tree! Basically the germans are easier to play, since their regular infantry is tougher than the allied. For all trees there is a cheap infantry (low combat value), line infantry and elite infantry of a kind. The exception are the allied armor tree and the axis defence tree, both offer no elite infantry but have other abilities to compensate for this lack. Both have powerfull spawning abilities that might change the course of battle. Generally you should produce all special units since some offer those spawning abilities (e.g. all liaison units). Infantry Tree: Relies on infantry and artillery support, use the M1 81mil teams to support your troops and the cavalry units to assist fast advances. Uses new units from 41st Armored Infantry Regiment! Airborne Tree: Makes most excessive use of infantry. Has only little armor aviable, use mortars for support and at-guns for defence. Uses new units from 327th GIR! Armor Tree: Has line infantry aviable to protect against enemy infantry (german Inf is very AT capable now). Tanks and Inf have to work together! Defence Tree: Relies on cheap, massproduced infantry, no elite units aviable. Use special abilities to get fast reinforcements when in trouble. Uses new units from Ost-Btl. 795! Blitzkrieg Tree: Without doubt the most powerfull tree! Expensive but powerfull abilities and elite units as well as cheap infantry. Uses new units from Luftwaffen Felddivision! Propaganda Tree: Much more powerfull than before. Elite units aviable. Uses new unit, SS-FschBtl. 500! In short: More snipers, more artillery more airstrikes, more infantry, more tactics!!! Tipps: Use mortars as suppressive weapons to deny enemy movement. They have become quite powerfull and are able to kill light vehicles. Plus they are aviable pretty early. Use special abilities! I think all are usefull. Use explosives often when attacking, they are cheap and powerfull. Never try to attack a Mg from the front! Do not even think about attacking a Mg42 from the front! Rate of fire has been tweaked to real levels. The 42 was feared by allied infantry, with 1200rpm it can easly rip apart a whole squad in seconds. Try to flank Mgs and use Handgrenades to take them out. KEEP MOVING! If you don't have any vehicles to take them out, use infantry with fire up ability, force the Mg to change its position and then attack, good luck! Hold your AT weapons/teams in reserve until needed. Build them ASAP and hold 'em back until the first vehicles appear, they will for sure. Even if attacking hold a strong point in the rear to retreat to it if in trouble. There you should have a unit with a sniper, some AT capabilities and a HMG. You should build HMGs, like mortars early since these are, too, very powerfull defensive weapons. No matter wich side you on, the side that first reaches the higher levels will most likely win the game. There are some abilties that can change the course of battle within minutes. If allied armor calls in the M4 platoon and has infantry to support them, the battle is over. Same for the Blitzkrieg Panther Zug, it will crush even well fortified resistance. You have to inflict high casulties on your enemy so he can't afford to purchase these expensive abilities (1000 manpower plus). INSTALLATION: No locale replacement anymore! Put the unzipped files to your CoH main Folder. INSTALLATION: Put the unzipped files out of the Normandy_44 Mod folder and move them to your CoH main Folder. Cut the shortcut and paste it to your desktop. Change its direction to your CoH folder (its "E:\spiele\CoH\RelicCOH.exe -dev -modname Normandy" now). Right-click on the shortcut: Go to "properties→target" and change this to where ever you installed CoH (e.g. change "E:\spiele\CoH\" to "C:\games\CoH\" without the "). You have to repeat this in the execute line under the target line, just change "E:\Spiele\CoH\" to your game destination. If you don't know exactly what your game path it, right-click your original CoH shortcut and copy and paste it into the N44 destination (don't overwrite the "RelicCOH.exe -dev -modname Normandy" ending) Then go to the "change symbol" button below and search for the "Normandy_44 Mod.ico" in your CoH folder. Klick "Ok" and use the custom icon. =============Version History============== -2.4 Replaced Fw-180 strike (defensive bombardment) with leFH-18 barrage. The leFH-18 is a 10.5cm howitzer, this barrage simulates battery fire. Each gun fires two rounds with realistic reload times. That means the barrage will deny movement in its area of effect, this will take between 15-90 seconds. Puma skin reworked (3.0 skin). Allied infantry upgrades moved from barracks to quarter_master. AB tree reworked, cost changed. GIR reworked and added to buildings. Paradropable M2 Mortar section added (replaced supply drop). FAC for AB tree converted to paratrooper FAC. Combatengineers moved to barracks. New Unit! Airborne Engineers (with skin) only aviable in Carentan SP missions (3.0 Feature). Buildorder for AI tweaked. AI combat behaviour tweaked, its more likely to stay in cover. Take note that allied AB tree is somewath overpowered now. This is because it is in the conversion progress to 3.0. AB tree is planned to have only minimal armor support then, fighting exlusively with paradropable/glider landed equipment. Therefore it's infantry is quite numerous and capable! A word on some special abilities: The Hafthohlladung: It sucks! Yes I know, you will most likely get the whole squad killed in the process of attaching the damn thing. It's range is very limited, you have to place it on the tank. All tanks have a limited range (around the tank itself) but if the beast is moving you won't be able to attach the mine. But the Haftmine sucked big time in real life, so it should in this mod, too. --- removed, the Siegfried is used in Terrorbombardment ability now!--- (The Railway artillery: The Siegfried is a 38cm Monster. It delivers a 800kg! Grenade. So I decided to make it a one-shot barrage with devestating effect. The grenade takes some time, don't use it on moving targets. The 15cm Gun. This is a unit of 4 railwayguns. Its effect is quite limited and best used on stationary targets.) --- New defensive bombardment! A flight of Fw-190A8 will drop its payload on the target. It produces high collateral damage, use with coution and only when in big trouble or there are now own units around! German artillery generally needs more recharge time and is more expensive than the allied. So its more limited. You should select your targets carefully. Use artillery only on worthy targets or on the biggest threats. The Bomb run called in by the FAC: It never hits, the bombs always fall short. I don't now why, I did what I could to solve this. You have to aim 10 to 20 meters in front of your target. Depending from wich direction the Juggs fly in. ==================Credits====================== EnhancedCombat mod team, since they allowed me to use their work as a basis and to learn from, as stated above. Mr.Bildo for letting me include his combat medic in my mod. Halftrack, because he allowed me to some more of his (modified)skins (skins from his 2.1 skin pack made it into 2.3). DoctorLee who allowed me to use his Knightscrossholder skin for my Feldgenadarmerie Lt. LoranKorn for his soundmod, very good! djunkel for his reworked tracers. Platinawings for the missing flag textures. hnunez for overworked weapon-damage stats (these were dropped in 2.3, however he still has to be credited for his work). Last but not least Corsix! Without him there would be no mod! And finally all the people from the forums that helped me with their mostly constructive critcism to improve the mod! !!!DOWNLOAD!!! http://files.filefront.com/Normandy...;/fileinfo.html
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