Thx mann you are the BEST MODDER ever...pls make little modification,if you desire of course....i suggest to mate the tech tree a little large like....in the BLITZKRIEG MOD...
u rock master :P
As I told you in your PM(s) to me, the idea has of course crossed my mind, but it's not a high priority to "reinvent the wheel".
I've more or less intended Ewiger Krieg to be a mod to unlock units and remove limitations upon them for the user's benefit, and as such players would choose Allied/Axis factions based upon more specific doctrinal bonuses rather than for entirely different rosters.
It most certainly can be done to expand the tree(s), add new ones, and so forth, but that's a little out of how I've envisioned Ewiger Krieg to be. If anything I want it to be less about "this command tree versus that tree" or "this faction versus that faction", when what I thing is best accomplished with Ewiger Krieg is that it's the Axis versus the Allies in an all out free-for-all.
No holds barred, no inherent limitations, no excuses that one faction is "based on this", or "my units aren't very good for that", it's about completely throwing out the expectations of any given faction now that they have the option to play virtually however the user wants and can be molded to that play style based upon the units and combinations there-of, they choose to build.
At that point, command trees are still quite useful of course, but simultaneously they are a bit precluded in many cases since they can be circumvented for some units and abilities that would otherwise have to be unlocked.
Please make the mod support the 2.601 version of Company of Heroes Tales of Valor
I just reinstalled, and re-patched up to 2.601, and had no problems what so ever with Ewiger Krieg in the testing I performed.
If you're running Windows Vista or Windows 7 make absolutely sure UAC is completely turned off or it can disable modifications like Ewiger Krieg from working.
I started it right up, not a single glitch to be seen, set up a skirmish game for sake of expedience, chose standard Wehrmacht, and instantly recognized the menus had been changed, proceeded to build a complete base of combination Panzer Elite/Wehrmacht buildings and forces, and proceeded to crank out all the miscellaneous tanks and so fourth...
I then proceeded to repeat the experiment with Panzer Elite, Americans, and British Commonwealth forces and the results were identical.
If there were any substantial problem with 2.601 compatibility it wouldn't let be even see there had been a change, or it would display horribly on the menu as a result of the 2.400 and 2.500 changes...
Please download the last iteration from my signature, install the mod completely fresh, and please avoid combining the mod unless you are familiar with what you need to do in order to make it work, I can't lend support to combining the mod as I can't take responsibility for inter-compatibility with works that aren't my own.