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 The Wehrmacht - an Axis mod - WWII 
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Joined: Wed Feb 08, 2012 10:12 pm
Posts: 611
Location: Brazil
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Post Re: The Wehrmacht - an Axis mod - WWII
When I saw that the mod was updated, I was like

I ran for it like

And played it like


On a short, without images text: I FU***** LOVED THIS FU***** THING LIKE A FU***** CHEETA AND FU***** LEONIDAS YELLING AT HIS TROOPS DAMN KETTENKRAD I FU***** LOVE YOU

But really, this mod is great. Although, I have a problem with that brain of yours. I make a beautiful bunker, and then, I go check the brains section to get my Nazi Brain, and there it is, another HUGE bunker module that can't be put near my bunker. Any way to make an Adolf Hitler brain, that is the actual guy?


Thu Jul 05, 2012 3:22 am
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Joined: Wed Apr 13, 2011 12:38 am
Posts: 162
Location: Only The Claw knows...
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Post Re: The Wehrmacht - an Axis mod - WWII
I have a problem with the Flammenkrieger
On left clicking he does not krieg flammen.
What I'm saying is the flamethrower doesn't throw flame.


Thu Jul 05, 2012 4:03 am
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Joined: Wed Feb 08, 2012 10:12 pm
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Post Re: The Wehrmacht - an Axis mod - WWII
Hellevator wrote:
I have a problem with the Flammenkrieger
On left clicking he does not krieg flammen.
What I'm saying is the flamethrower doesn't throw flame.

I noticed that too. Just keep holding it for 5 seconds (I think) and he will start flaming stuff.


Thu Jul 05, 2012 4:10 am
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Joined: Mon Oct 25, 2010 5:51 am
Posts: 1198
Location: Sydney
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Post Re: The Wehrmacht - an Axis mod - WWII
Oh, yeah, I wanted it to be a little bit balanced, so hold it down until the whining stops and then it'll start spewing flames 'n such.
---
As for the Hitler brain module, man that brings me back. I'll get rid of the module itself and just have the tank buyable as the brain. I might add some flags for base decoration too, who knows. Lemme get out of bed and onto my desktop, I'll do it now. Ahh, holidays..


Thu Jul 05, 2012 4:45 am
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Joined: Sat Oct 15, 2011 4:19 pm
Posts: 322
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Post Re: The Wehrmacht - an Axis mod - WWII
*looking through forums*
*sees
ImageThe Wehrmacht - an Axis mod - WWII*
*head flies off with rocket motor attached*


Thu Jul 05, 2012 8:22 pm
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: The Wehrmacht - an Axis mod - WWII
I hope I am not offending anyone I know by stating that in my opinion you're currently the best spriter on these boards.
But I think I mentioned that before.

Awesome work, man!

I wish you were for hire. ;)

Edit: Spotting a lot of error messages though. If you want me to spellcheck, give me a poke. :)
Edit2: Oh, seems you're still busy with descriptions, since some of your stuff lacks them. Don't mind me.
Edit3: Might be a good idea to either not give your guys an inventory OR giving them a no-cost inventory. Right now the 25oz guy is a bit misleading. ;)


Thu Jul 05, 2012 10:19 pm
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Joined: Sat Oct 15, 2011 4:19 pm
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Post Re: The Wehrmacht - an Axis mod - WWII
i seem to be encountering a recuring error in this section of my tank(for your mod) code.(based on your old medium tank, not for release)



Fri Jul 06, 2012 3:51 am
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Post Re: The Wehrmacht - an Axis mod - WWII
Galacticruler wrote:
i seem to be encountering a recuring error in this section of my tank(for your mod) code.(based on your old medium tank, not for release)

Code:
-snip-

Most of the stuff referenced would have been taken out, which is why it isn't working. If I get the tanks working to a level of quality I deem necessary, there's no reason for me to not put them in. I'll try and get them in for the next release, as they've been gone for a while. I'll try and make them really slow and gritty. Maybe attempt a pintle-mounted machinegun.


Fri Jul 06, 2012 3:55 am
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Post Re: The Wehrmacht - an Axis mod - WWII
the light tank works fine for flat-ish surfaces(please lower the ROF)


Fri Jul 06, 2012 5:22 am
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Joined: Sun Aug 07, 2011 12:26 am
Posts: 29
Location: NY, New York
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Post Re: The Wehrmacht - an Axis mod - WWII
I play on mac and i get these problems


Attachments:
Werchmant mod probs.png
Werchmant mod probs.png [ 36.38 KiB | Viewed 6748 times ]
werchmant mod probs 2.png
werchmant mod probs 2.png [ 38.52 KiB | Viewed 6748 times ]
Fri Jul 06, 2012 4:17 pm
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Joined: Wed Apr 13, 2011 12:38 am
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Post Re: The Wehrmacht - an Axis mod - WWII
That's the price of having CC on a Mac.


Sat Jul 07, 2012 2:57 am
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Joined: Mon Oct 25, 2010 5:51 am
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Location: Sydney
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Post Re: The Wehrmacht - an Axis mod - WWII
Mwuhahaha~! Kettenkrad = 1, Apple = 0!

But seriously, I have no idea how to add compatibility for Macintosh users :S
IIRC, it's got something to do with the forward slashes in the filepaths needing to be backslashes, or something.


Sat Jul 07, 2012 3:19 am
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Joined: Tue Jul 03, 2012 9:44 pm
Posts: 69
Location: under your bed
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Post Re: The Wehrmacht - an Axis mod - WWII
My epic sensors are tingleing ill edit this comment once i get a taste of this tastey mod

EDIT: Here was my reaction :shock: cant wait to put the mercs in general industry against the infamous wehrmacht!


Sat Jul 07, 2012 5:14 am
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Joined: Wed Feb 08, 2012 10:12 pm
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Post Re: The Wehrmacht - an Axis mod - WWII
Hellevator wrote:
That's the price of having CC on a Mac.

I don't know why they use Mac to play games on. It is for works and stuff like that, Desktop is the best for both work and gaming. Apple makes stuff to make work on, not to play on.
EDIT: Oh, and by the way, Kettenkrad, is the faction updated for Unmapped Lands?


Sat Jul 07, 2012 8:45 pm
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Joined: Thu May 28, 2009 3:59 pm
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Post Re: The Wehrmacht - an Axis mod - WWII
After playing a campaign with this great faction for a little while, I noticed that my troops started having multiple duplicates of all of their pre-equiped gear, but not anything they have picked up. I suspect this is due to you having put the gear on the actors in their Infantry.ini and HeavyInfantry.ini rather than in the Loadouts.ini file. Less importantly, the drop pods seem great for when on the offensive, but have a tendency to tear apart my defenses when trying to call in reinforcements.


Sun Jul 08, 2012 5:57 pm
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