Blitzkrieg Mods

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Jessica Wilson

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Aug 4, 2024, 6:23:27 PM8/4/24
to smarmenrele
Idon't think there was ever an Aris pack for CMFB. I tried using some of his CMBN mods for CMFB, but found they didn't work, or only worked halfway - Panthers with modded hulls but stock textures for the turret etc.

Not sure what you mean by a "pack". I have about 1TB of Aris vehicles in my CMFB folder alone plus his additional mods for other items. I thought I had 2TB, but that was in my CMRT folder that I looked at in error.


Trying to keep up with what are the best mods, what mods work in which games, and which mods are obsolete thanks to new patches and upgrades has become a major PITA. That's why I envy newcomers to this game. You can start your mod folders with only the best mods that actually work in the game.


Going through my mod warehouse. If Aris created mods or "mod packs" specifically for Final Blitzkrieg then he put "CMFB" or just "FB" in the title. If they don't appear, then you are using one of his earlier mods. Or at least, that is how I understand it to work.


I am pretty sure that Aris never made anything that comes near a "complete pack" of mods for FB. He made a few mods for FB, before he disappeared - but not many. And those he made should all be in Cmmods 3 or 4.

I have 2,4 GB of Aris mods in my FB mod folder, but most of those are his mods from other games that I am just using in FB.


Part A downloads fine. Part B, not so much. I've tried downloading it several times and it has always timed out at the very end of the download. That's frustrating enough, because it's nearly half a gig. I started one last time in Chrome, last night and it dl'd all 490 MB and seemed to be waiting on that one last byte... it was still waiting this morning. I've tried using both Chrome and Firefox.


I just had a look and found that I have the mod backed up. I have it all in one folder - A+B - the trees are separate for some reason, might be some organising I did ... they're by BenPark apparently, and are different than those in the Worghern mod. You can temporarily grab the whole thing here in lieu of Bootie getting around to uploading it.


lets go to codes from scripts

CODES

capitulation system updated: now its on %70 and capital has more effect

Vassal autonomy improvements:

now autonomy and territory vassals cant declare war

now autonomy and territory vassals will be show same color as lord

now autonomy and territory vassals cant declare independence

now max vassal tax percent is %25

resources fully reworked

reworked support rate and elections added (look to our discord server for detail)

now you can change opponents ideology on peace conferences

new game mod freeplay added: its a spectator mod but you can control evey country

now default ai agresivness is 50

the income from plunder is very increased

now you can see how much left to capitulation

music list added

automatic demobilization added

automatic festivals added

new assimilation system;

now you not need to assimile if you have core on that province

now building core takes 360 turns

now assimilation is harder alot and that creates motivation to release vassals

increase autonomy menu fixed and now increasing autonomy of vassal will be reset the independence desire

general politics added (thanks to smariermoon) it will be improved on beta 2

battle system fixed, now casualities are balanced

Auto features reworked

now ai can justify war reason

the design of casus belli notification is reworked

now you will get notification when ai justifies war reason on you

build all (automatic build) added

now ai builds buildings alot more

ai on trade offers reworked

now ai will be give alot more to coalition offers instead of 50 gold

now you can see theres how many events on your scenario

now you can search events

now you can search decisions on events

playasciv event outcome fixed

hunger system added (it will be improved on beta 2)

planes system added (thanks to smariermoon) it will be improeved on beta 2

the main menu reworked

upgrading army improved


Detailed holy roman empire and european union; by a code holy roman empire system will be change according to year, it will be holy roman empire in old years and it will be european union in modern age




New battle system! Battle system is writed from scratch its similar to eu4

its like vanilla aoh2 but more upgraded

- pocket and incrased supply system

- harder battles, now it will be harder to defeat the opponent army and it will be dont cost same casualities

- incrased capital buffs

- now tehcnology has a big affect on battles

- radiation has big affect on battles too ( both sides gets more casualities on radioactive zone)

- increased terrain buffs

- power of rebels option now gives more affect



In photo that province got pocket and it starts to die




Cool, it took more than 5 years for the Aoc2 community to release a real mod, apart from the developer of Bloody Europe, Uwut you were the only one who released a real mod that really modified Aoc2, along with your experience, the rest of the 99.9% of "mods " these are maps and scenarios, honestly it doesn't change our gameplay experience at all, I hope you continue contributing to the community, in my opinion he's been dead for 2 years.


A tip for you, you can make troops conquer provinces, it may take a few turns, depending on the quantity it can be quick or slow like this in Paradox games, just as troops moving from one province to another takes a few turns, depending on the quantity and technology it can take longer or be faster, you can make battles last more than one turn, just like happens in Eu4, Ck2 and Hoi4, battles are not quick, they can last another day, so my reinforcements can arrive at the battle, so we can see who is winning the battle.


This is my tip, but if you find this task too difficult or impossible to you, well this shows why the community has had few mods and why it is lost. Well, I'll go back to playing my Ck2 while nothing new happens Aoc2, I'm waiting for news from your Uwut mod, so don't disappoint me.


Blitzkrieg Mod is one of the most popular CoH mods after the famous Eastern Front Mod and adds more units, expands the existing doctrines and adds a more realistic damage system to the game. It's at the heart of what makes playing this mod addicting - it's truly punishing if you make too many mistakes but is extremely rewarding if you play well.


Infantry units are highly vulnerable to heavy fire by machine guns (MG Squads, machine guns on vehicles for e.g.) and need good cover. The first salvo of a machine gun often kills 2 or 3 of a Squad when they have less cover.


The developers of this game work on this game constantly and are actively involved in the official forum and discord between posting announcements, responding to bug fixes, and questions. If you want to speak to a developer, your best chance is to make a forum account and post a thread. The devs do check discord, and there is even a bug reporting channel now (before, bug reports would get lost in the sea of messages). The devs rarely check the steam forum, though occasionally, veteran players will get on.


The community is not very big but pretty active. It appears that most players hail from Europe, so one can expect Blitzkrieg to be active from around 1600-2300 EST most evenings and very busy 0700-1500 EST Saturdays and Sundays


Experienced players and newbies alike often have questions that have difficult to find answers. Below you'll find the most commonly asked questions. For everything else you can visit the official FAQ.

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