View Full Version : [MOD] Battle of the Alamo v1.2
Battle of the Alamo Mod
This is a new game mode that can be played in skirmish or multiplayer mode against the AI. The AI opponent(s) will get stronger and stronger over time, until it becomes impossible to survive. So try to survive for as long as possible and set a new record time for each map.
Usage
Select the "Alamo" gametype under "Win conditions".Features
Adjustable "no rush" timer (5, 10, 15, and 20 minutes)
Territory is divided equally at the start of the game
Improved AI
High scores are saved for each mapGame Rules
During the "no rush" phase, all weapons are disabled and nobody can enter enemy territory.
The defending team cannot capture new territory. Any territory sector that they lose, is lost forever!
The defending team gets lots of extra resources at the start of the game.New in 1.2:
new bonus system: bonus resources are rewarded for killing enemy units. The weaker the units you attack with, the more bonus resources are rewarded. (for instance, killing with a sniper gives a much bigger bonus than killing with artillery)
improved AI (hopefully)
fixed bug where British trucks of the attacking team could be destroyed.1.1:
During the Battle phase, the defending team's squads are now allowed to stay in enemy territory for a longer time (one minute to be precise). This gives the defending team the opportunity to make counter attacks.
All base buildings of the attacking team are now invincible. (This prevents someone from "cheating" by trying to sabotage the enemy's production capabilities)Enjoy! :-)
btw. let me know if you find any bugs.. comments are welcome also. :)
dasuperseal
08-08-08, 15:41
Nice, will try it out. Combine this with CheatMod later and this will be really fun.
thanks, but maybe cheatmod isn't needed (necessarily), because you already get free resources at the start of the game. (i just added this to the list of game rules)
dasuperseal
08-08-08, 16:30
Ya, it was mainly so I could plop down 88's on the front line. Once the time limit is done, are you allowed to enter the enemy territory?
no currently not.. but i'm still thinking about changing that.. the thing is, with all the free resources the defending team gets in the beginning of the game, they could easily crush the attackers right from the start.. maybe i could make the attackers' buildings invincible (unlimited health), but still the defenders could pin them in their base.. so it's a bit difficult to find a solution that is playable.
dasuperseal
08-08-08, 17:50
Thanks for the answer, I was wondering why I couldn'd get my Rangers over the line. The only problem was when the enemy took a territory that had one of my howitzers in it. Every so often, it wouldn't be able to fire until it came back in action.
Once that time limit ran out, all hell broke loose. I was watching this one area where the enemy had tanks and mgs and so did our side. Right when the limit was up, everything exploded. Pretty awesome tbh.
no currently not.. but i'm still thinking about changing that.. the thing is, with all the free resources the defending team gets in the beginning of the game, they could easily crush the attackers right from the start.. maybe i could make the attackers' buildings invincible (unlimited health), but still the defenders could pin them in their base.. so it's a bit difficult to find a solution that is playable.
Other than this It's a great mod but you also mentioned Rules-could you please give out a basic data of rules and what happens when the count down is fin (french for finished-learned today)
To BuckyBoy
Sorry 'bout that um..........can you or can't you use YOUR* cheat-mod?
*=I think
O.....................I just 'membered whats the difference between the
.exe file D-load
and the
.zip file D-load?
can you or can't you use YOUR* cheat-mod?[/COLOR]
*=I think
yeah u can.. for singleplayer cheatmod: copy the cheatmod files to the AlamoMod folder and add -dev to the shortcut.
O.....................I just 'membered whats the difference between the
.exe file D-load
and the
.zip file D-load?
.exe is easier.. just point and click.. zip is manual install.
Thanks for the answer, I was wondering why I couldn'd get my Rangers over the line. The only problem was when the enemy took a territory that had one of my howitzers in it. Every so often, it wouldn't be able to fire until it came back in action.
yeah.. perhaps i can make so the auto-retreat function doesn't work on static units.
yeah u can.. for singleplayer cheatmod: copy the cheatmod files to the AlamoMod folder and add -dev to the shortcut.
Thanks to all the answers thus far-:) :)
However I have 2 more questins what is the -Dev add-on?:o
And How Do I Add It?:o
Also I Don't know about you Map Maker, or you being a Beta Tester,:confused:
But I know your an awsome Moder-:cool:
But seriously thanks for all the help and for the nice mods.:D
:D
davyjones7
08-08-08, 22:19
cool just like turtle rush but a slight enhancements
weee, cool, loved this stuff for aow back in the days :). Gonna check this out!
Sounds awsome, downloading now :)
Skajaquada
10-08-08, 04:40
I am having an issue with this mod. When I try to play none of the icons show for building the units or in the command points tree. Is this for the current patch? Or did I do something else wrong? Everything else seems to work.
http://i282.photobucket.com/albums/kk274/asoso101/relic00015Large.jpg
http://i282.photobucket.com/albums/kk274/asoso101/relic00014Large.jpg
davyjones7
10-08-08, 05:38
i think you did something wrong
Skajaquada
10-08-08, 06:59
I see now that it is not for the current patch of CoH, but for an older one. Guess I will not be playing it. Looks quite cool tho.
Playtested with COH 2.301, works just fine. Only thing I recognized, since you cant enter enemy territory I had a hard time killing those "sniper" at guns, guess I have to make new strategy. Very nice mod. :).
I am having an issue with this mod. When I try to play none of the icons show for building the units or in the command points tree. Is this for the current patch? Or did I do something else wrong? Everything else seems to work.
strange.. do you have patch 2.301?.. and do you have any other mods running at the same time? (i noticed some unusual green team color)
Playtested with COH 2.301, works just fine. Only thing I recognized, since you cant enter enemy territory I had a hard time killing those "sniper" at guns, guess I have to make new strategy. Very nice mod. :).
thanks Henry.. yeah i'm thinking about relaxing that rule a bit.. maybe it should be possible to enter enemy territory for one minute or so (after the battle has started).. or i could just get rid of it alltogether and make enemy base buildings invincible.. because the AI is a bit weak in the beginning, so some players will then probably destroy the AI base right from the start.
Skajaquada
10-08-08, 17:31
Well I was using Mannerheim's launcher and that must be the issue. I just played one using the shortcut from your installer and it works fine that way. Of course I got my butt handed to me. I did notice that starting it this way I didn't get the same resources but it was cool. I will definitely run it for some different skirmishes. Good job.
i just tested it with CoH Launcher and it worked fine also.. maybe an old version of CoH launcher?.. i'm using v1.5
new version 1.1 (see first post).. defending team should have more options for counter attack now. :)
Cool new update v1.1 :) better than old v1.0, hope improve
btw what do you guys think of the current difficulty level?.. if it's too hard or too easy, i could add some new difficulty levels, depending on the type of AI you choose (easy, normal, hard, expert).. because now they all play the same.
nice update, now i can send camo snipers to spot at guns etc. for off map arty etc. :) I would like to see more heavy tanks etc. before masses of at guns appear. maybe you could let them enter the battle a bit later.
yeah i think i can do that.. need to do some tests ;)
Skajaquada
11-08-08, 05:51
Just an update here. I removed all the maps and it works fine from the launcher. Replace them and it no longer works, so one of the maps must have something that is loading and screwing it up. When I have some time I will try adding the maps in small groups and trying it until I find the one. Unfortunately I have many maps and it will take some time. lol
edit: It appears that the problem is with the massive number of maps. I have every map I have ever downloaded all converted to sga. I currently have around 360 sga files. After 340 and the hud and command tree icons stop working. It doesn't matter what maps. I can take 20 from the top of the list or from the bottom, as long as there are 340 or less. I guess it is time to weed out some of them huh? lol
btw. let me know if you find any bugs.. comments are welcome also. :)
I found 1 its like the comp can see the wole map and bombs the s#$t outta us like me wolves and another guy we did German defensive and i had like 5 88s back at the reinforcement point in hochwald, and the Allies were on the other side of te ridge and they are hitting em w/ arty shells and stafing runs... really annoying :(
hmm.. do you have a replay of this?.. but i think it's just the way the AI always cheats.. so dunno if i can fix that.
i dont but maybe some1 else saved it :o
Skajaquada
13-08-08, 04:53
Yeah! This is a fun mod. Kinda sucks knowing you will not win, but good fun trying to hold as long as possible. Thanks for your hard work.
ps. Have you made or considered making an infantry only mod? I can't seem to find a good one for OF that actually works the way it should.
this one perhaps: http://companyofheroes.filefront.com/file/Infantry_only_mod_03;92473
Skajaquada
13-08-08, 16:47
Yeah I have that and it crashes for PE and Brits. At least for me.
Just one thing; would be sweet to know whether these map-mods (not just this one, but others aswell) are compatible with version 1.71 (latest vCoH ver.) or just 2.XXX (OF).
I find OF to be a lot more of a resource hog. (Not strange, considering it's got a lot more visual goodies in it.)
Trickster999
19-08-08, 19:04
In vanilla COH the AI seems to art grouped units or something it receives fire from (like mortars, nebels etc).
About to try the mod. Have you thought about doing anything for single player BuckyBoy?
hi there, I wanna say good job
and I have one question : how to"re-activate" the firestorm in the terror doctrine of axis please
I tried with corsix but I didn't found (I'm pretty noob at this job...)
sry about my noobiness, there's no problem actually, my apologies xD
Just one thing; would be sweet to know whether these map-mods (not just this one, but others aswell) are compatible with version 1.71 (latest vCoH ver.) or just 2.XXX (OF).
I find OF to be a lot more of a resource hog. (Not strange, considering it's got a lot more visual goodies in it.)
i only make stuff for latest patch, sry.
In vanilla COH the AI seems to art grouped units or something it receives fire from (like mortars, nebels etc).
About to try the mod. Have you thought about doing anything for single player BuckyBoy?
this is single player also. :D
new in 1.2:
new bonus system: bonus resources are rewarded for killing enemy units. The weaker the units you attack with, the more bonus resources are rewarded. (for instance, killing with a sniper gives a much bigger bonus than killing with artillery)
improved AI (hopefully)
fixed bug where British trucks of the attacking team could be destroyed.enjoy! :D
(see first post for download)
ShadowWulf
10-09-08, 10:55
I was wondering how you get the mod to work with COH Launcher (I have v1.3)
Thanks
selecting the mod in COH launcher doesn't work? (don't use -dev btw)
Hey man, me and my friends love the mod, and play it for hours at a time online, but I was thinking last night. I played your Turtle Mod a long time ago, and I remember that in that mod you could actually leave your territory.
I brought it up with my friends and they all thought it was a great idea, until I told that there was no infinite population cap. This kind of bummed them out, because that is one of the great things about the Alamo Mod.
So I came on here to request you to make a version of Turtle Mod with an inf pop cap, but I started thinking. Could you make maybe another version with TWO timers? Like the usual 20 minute no-rush timer, but then after that, maybe a 10 minute no-leaving-territory timer?
Because I know one of the reasons for you not including inf pop cap in Turtle Mod is to prevent the player from stomping the comps, but I think by 10mins into the Alamo Mod (me and my friends at least) are getting pounded with tons and tons of infantry and tanks. Sometimes, though, we survive. So I believe that a 10min no-attack timer after the initial 20min no-rush timer could work, and if so, me and my friends would fall in love with the mod.
You've made a few fantastic mods already, and I think this mod would make a great addition. Thanks.
P.S. No, the mod doesn't work with the launcher. I'd LOVE to use some custom maps with your mod, but for some reason, when I start the game with COHLauncher and AlamoMod selected, it doesn't display "Alamo (20 Minutes)" or anything like that as a victory condition.
hey thanks for feedback.. i currently don't have much time to mod, but i'll put it on my TODO list.. btw one tip for you if this mod is too hard: try playing against just one AI opponent only, instead of several.. you will still lose eventually, but it takes a while longer.. also in 1.2 you can already go into enemy territory.. so turtle mod is not really needed anymore i think.
Some thoughts;
-Disable, if possible, off-map artillery/aerial support for AI players. It's incredibly irritating to be trying to hold your ground only to have the AI constantly harassing your units with aircraft, or shelling your base (specifically your HQ in my experience) with arty support, even if the latter proves useless. It can definitely see through the FoW to target for these off-map supports with FoW enabled; at least their Stuka Halftracks, Mortars and Nebelwerfers have an excuse.
-Encourage the AI to use infantry more early on before ramping up to tank swarms, as well as produce more units of it's own rather than solely relying on off-map support options as certain races.
-Possibly allow access to more defensive structures for the defending team (such as enabling the stationary quad-20mm FlaK installation for both Wehrmacht and PE players), and expand the defensive build lists of certain units, such as allowing Riflemen to construct field defenses regardless of chosen tree, and allowing all races to construct Slit Trenches.
-Also, perhaps look into making more units capable of placing demolition charges anywhere on the map, as well as enabling them for Axis units like the Pioneer. I may be able to help in both of these regards as I have already incorporated them into my personal-use mod.
-Adjust CP distribution in favour of the defending team. It's obvious that the offending team has a huge resource advantage since the AI is able to 'spam' support options even when the timers grew short, so giving them more CPs is unnecessary, and more often than not the CP distribution in it's current form can leave the defending team with significant flaws in their defenses. Look at Lyons when defending as the Allies or when defending as the Axis.
-Perhaps introduce a defined 'wave' mechanic so that players have a short period to rebuild, repair and rest between waves of enemies. The time between waves should be longer at first, but gradually become shorter and shorter. This would also give the AI time to build up and consolidate it's forces between assaults, rather than sending them in a handful of units at a time. Each wave would last a certain period of time (with later waves growing longer) and the remaining time for each would be displayed on the defender's GUI like the timers for certain objectives in the SP campaigns.
~~
On a sidenote, my best record is 1hr 44m on Lyons (2) as Defensive Wehrmacht vs Royal Engineers Commonwealth (I'm pretty sure I got lucky on this one, since last time I got Commandos Commonwealth and it just spammed arty at me :/), Fog of War disabled. My 88 PaKs scored some 200 kills that I can remember, and the post-mission report mentioned some 680, unless I misread the numbers.
My second best is 1hr 14m on Hinderdam as Royal Artillery Commonwealth vs unknown Wehrmacht, Fog of War enabled.
thanks for feedback.. i like this idea about "waves" :)
Problem with alamo mod online I got sync-error in games wtf, long time ago played alamo mod no sync-error. My friends can't play alamo mod :(
maybe they use different version?.. not 1.2
maybe they use different version?.. not 1.2
I have 1.2, My other friend (Xfighter) played alamo mod online working fine no sync-error :), Maybe other friends wrong version or modded in folder cause sync-error.
My friend (Xfighter) played alamo mod online. I build many 88mm flak & MG bunker & many flakpanzer anti-flying many crashed lol
Very hard defend new record 1 hr. AI airbrone & AT & chunchill spammer lol :D
Anymore new record?
replace .module file with new one and make shortcut not "-modname", but "-mod"
No Texts Suck . Bucky You Are Going To Fixe it ?
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