please remember the formatting differences between 2.301 and later formatting incompatible versions like 2.400, 2.500, 2.501, and 2.502.
I can already see that your shortcut has the incorrect formatting for 2.301 and prior versions of the game, and is noted as such in the different version's instruction files.
-modname Ewiger_Krieg -dev
is what you should be using, if you use the later, -mod format which is designed for 2.400 and later only, then it simply won't work because the game can't reconcile the order you're giving it, so it simply won't be performed.
thanx a lot. not only r ur mods awesome..it seems..so r u...just one quick question...will both the mod and the trainer work together..properly?
most certainly, the two -shouldn't- even take notice of one another.
As has been discussed before, but is obviously buried in a mountain of pages of posts, the mod doesn't actually alter how the game works, it merely tells the game that the set of rules it is supposed to follow are different, so "this" is now the new game plan.
The trainer however takes memory addresses that are alive in the RAM of your computer, and based upon what they are, alters them depending on the function. The trainer itself is a program that is separate from the game itself, yet alters the values stored in memory for the game, such as resources.
Being that they are doing two entirely different things, the trainer and Ewiger Krieg do not interfere with one another directly.
thanx for everything. ur mods work great...as always. there's one lil' problem i've encountered...during the British Campaign...there's this first mission..where u have to get control of the Abbey...u can create only one unit of an engineer..and they have this special ability(thanx to ur mod) where they can build a heavy mortar bunker etc. but when i try to build within my own territory...it always says...cannot build at this location...no matter where i try to build. y does this happen?
Well, during the first part of the mission where you are building artillery emplacements, I was able to build all the things that are unlocked by the mission SCAR (script), including the mortar bunker and pantherturm. At the second phase of the mission, once you're at/past capturing the abbey, the game completely disables constructing building all together. The mod opens up the items to be built, but the game/mission script actually decides if you can build and can limit/disable what is built.
As a side note however, while tinkering I noticed a crash caused by my recent version of the game when building Bofors emplacements
Thankfully, it was instantly diagnosed as to what caused it, so it's now fixed and a corrected version has been uploaded and is ready. If any other problems are found, please don't hesitate to let me know so I can work on it.
[Edited by knightpress, 5/11/2009 6:43:33 AM]
yea...that's exactly what happens during the Abbey mission..although its a very minor irritant.... in no way does it reflect badly on ur mod/mods. other than that...i have never...never...run into any problem with ur mods...infact they have made COH...an extremely fun and enjoyable experience. will this mod work with the first COH too? or..might it cause any problem? please do let me know.
[Edited by saurabhfzd, 5/11/2009 7:08:51 AM]