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[Patch] Blitzkrieg mod v4.50, v4.50-v4.51 + MapPack v.3.1b [305 карт] (2012) | RUS от Blitzkrieg-Mod Team

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[Patch] Blitzkrieg mod v4.50, v4.50-v4.51 + MapPack v.3.1b [305 карт] (2012) | RUS от Blitzkrieg-Mod Team
Описание
Информация о патче
Название: Blitzkrieg mod v4.50, v4.50-v4.51 + MapPack v.3.1b
Жанр: Strategy (Real-time)
Тип издания: Патч, MapPack
Год выпуска: 2012
Разработчик: Blitzkrieg-Mod Team, [PHD] Clan
Издатель: Blitzkrieg-Mod Team, [PHD] Clan
Язык интерфейса: Русский
Язык озвучки: Русский
Таблетка: Не требуется

Описание:
Раздача создана специально для этого релиза по просьбам пользователей. На другие версии или репаки игры Company of Heroes ставите на свой страх и риск. Официальный сайт мода пока находиться в стадии разработки.
MapPack v.3.1b (305 карт) by (PHD) Clan
На 4 игрока

4p_3village.sga by zixozixo
4p_5 Bridges Map.sga by AoDGizmo
4P_AbuGhraib by Dogface
4P_Airstrip 4P by Q77
4P_Assault on Foy by JoeMoses
4p_Autobahn Amubsh.sga by EirwinRommal
4P_Bad Zwischenahn by Rhody
4P_Battle For Hamburg River by xNITROX
4p_Battle_of_Foy_Beta.sga by silverbullet1989
4p_Beaumont.sga by Uruk
4p_Ben_2 collines (4).sga by BenoitFR59
4p_Berchtesgaden.sga by Imagineer
4p_biffys peril.sga by Ollie 'Dex' Broughton
4p_Black Swamp.sga by $ TEXAS $
4p_Bloody Stalemate.sga by AoDGizmo
4p_bonneville.sga by ------
4P_Breaking Point Day&Night by Paco-Split-Croatia
4P_Bridge To Far by Cody van Tonder
4p_Bridge_Reality.sga by korog_34@online.nl
4p_brotonne.sga by Atimaoh
4p_burgundy_(4)v3.sga by Seb66
4p_Caen West.sga by Troynl
4p_Canal Clog II 2vs2 (ver.3.4) by GnigruH.sga by GnigruH
4P_Canyon Conflict_v2 by Flak Ninja
4p_carentan.sga by Matony
4p_Cliff_Conflict.sga by Col. Clark
4p_Cliff.sga by Mr_Late
4p_Coasts and Climbs.sga by Col. Clark
4p_cold waters.sga by .: La CLown :.
4P_Conde-Sur-Noireau by Hitman-2-1
4P_Contryside by Zyklone
4P_Courtyard Crush (4) by Capt. Crunch
4p_crossfire.sga by Henry666
4P_Dam Busters by Creationist
4p_De_Andere_Kant.sga by Ollie 'Dex' Broughton
4P_Dead crossingv2 by Stranger491
4p_Deadlake2.sga by Master_Crazy
4P_Deadman's Gorge by Stryder
4p_deadmancorner.sga by LeonNet
4p_Delta.sga by TroubleCompany
4p_Delta2.sga by TroubleCompany mod. by counthash
4p_Desert Fox.sga by $ TEXAS $
4p_desert_ambush.sga by TroubleCompany
4P_Destroyed Ramelle by Noachian
4P_Dockyards by Snergverkumferin
4p_DragonValley.sga by Flak Ninja
4p_Dunlap.sga by 30thArmoredDivision
4p_entergraven.sga by Q77
4p_Evergreen1.sga by davcor
4P_Flooded Bridge (4) by LeoPhone
4p_florest.sga by ------
4P_Fort Britania by Texas_Timmy
4p_Frazier Canal.sga by 30thArmoredDivision
4p_GestapoHQ.sga by ZeluS
4P_Green Grass by Bishorzidi
4p_Groves Palace.sga by on_a_journey41
4P_Gustav Line-Infantry Only by Paco-Split-Croatia
4p_Hauffalize_road.sga by ------
4p_he_fei.sga by Finalizer
4p_HighValley_1_0.sga by Sylver
4P_Hill Siege 1.0 by Dex
4p_hill_suso_day_ID.sga by zixozixo
4p_Hohenwaldberg.sga by 30thArmoredDivision
4p_Hydro_Complex.sga by $ TEXAS $
4P_In The Forest by Brendlin David
4p_Industrial_Complex.sga by $ TEXAS $
4p_InTheDawn.sga by ripp
4p_into the fray.sga by RedFacti0n
4p_invasion.sga by ------
4P_Island Fortress by Grand inSultan
4P_Isolation Therapy by Kabizzle
4p_Kriegsnebel.sga by Kane85 | Lynch83
4P_Kursk by Strategy Man
4P_La Valleй by Psycho Sam
4p_Laerkeparken (2vs2).sga by U.F.F.E
4p_Lafayette.sgav by 30thArmoredDivision
4p_Le_Paradis (4).sga by White_Flash
4p_Loire_Rivermap 1.sga by Nautikus
4p_lost bridge.sga by aspirinaa
4P_Maginot Line 1944 by TheVictor
4p_Main_Street.sga by $ TEXAS $
4p_MamayaKurgan4p.sga by rcheverton
4p_mapa.sga by ------
4p_main_street
4p_MirrorCity.sga by Elgato
4p_Monastery Hill (4).sga by SSDasReich
4p_mtcolbourne.sga by WWCephas
4p_Newburg.sga by 30thArmoredDivision
4P_North Africa 1942 by TheVictor
4P_North of Paris by TheVictor
4P_Omaha Beach by MajorGeek
4P_Operation Detroit Fryloc
4p_OperationMarketGarden_v1b.sga by Clone_Commando
4p_Oreti Beach Invasion.sga by The_Magpie
4P_OUTLAND by Dogface
4P_Overgrown by Jazkle
4P_Overgrown Fields by Tric5391
4p_Paisi.sga by zixozixo
4p_Pantano.sga by zixozixo
4P_Picauville Outskirts by LaGuerre
4p_Port Battle.sga by Four Fig Newtons
4p_port_zele.sga by MoZo
4P_Pytlewski Factory by Tric5391
4p_Ramelle.sga by HolyHappiness
4P_Ravine by Zyklone
4P_Red River Valley by Robb Lovell
4p_RedCross.sga by borgadmin
4p_remagen_by_day_v1_2.sga by G_I
4p_RestrictedArea_1_1.sga Sylver
4p_Rhine River Crossing (4).sga by Russ Niedzielski
4P_River Crossing by Asp
4P_River Side Village by Weber101
4P_River Stronghold by TheVictor
4p_Riverbed_Crossing.sga by TroubleCompany
4p_Road to Caen.sga by $ TEXAS $
4p_Rocky_Highlands.sga by Col. Clark
4p_Romel.sga by 30thArmoredDivision
4p_Sandlot.sga by Ocelot113
4p_SanPietro.sga by Bonnell123
4p_Sauer River Crossing (4).sga by slinki
4p_Schlacht_in_Ardennen.sga by sniperhanz1
4p_Siege of Foothold Hill.sga by bonemachine
4p_Siegfried Line.sga by Lone Eagle
4p_small_town.sga by -=Firefly=-
4P_St. Lambert-sur-Dives by TheVictor
4P_Stadtkern by Zyklone
4p_stones_and_sand.sga by Henry666
4P_Studzianki Pancerne by TS04pl
4p_TankMadness_v4.sga by Davcor
4p_The Final Power Plant.sga by EirwinRommal
4P_The Highway by Snergverkumferin
4p_the last patrol - day.sga by Paco-Split-Croatia
4p_the last patrol - night.sga by Paco-Split-Croatia
4p_The Pit of Hell 1.sga by AUSwartiger
4P_The Riverbed by Q77
4P_The Somme V1.1 Infantry Only by Immortal^
4P_The Thin Blue Line by Bjцrn Цjlert
4p_The_Ruhr_Pocket.sga by Zorich
4p_Theater_Of_Death.sga by Mr_Late
4p_thor_harbor.sga by TroubleCompany
4p_TLS.sga by ------
4P_Town Center by DeepFryer
4p_Two_Rivers.sga by Mr_Late
4p_V2 night attack.sga by ------
4p_V3 Rocket base.sga by Spankeh
4P_Valley Of Death by MrYippiekiya
4p_Villedieu-les-Poeles.sga by mamdwazlote
4P_Vimoutiers by Sgt_Asshole
4p_vire_north.sga by Henry666
4P_Wake_Island by o0ZeluS0o
4p_Weserbergland.sga by 30thArmoredDivision
4p_Wetterspitze.sga by Intruder1984
4p_Weurt4pV2.sga by Davcor
4p_white river.sga by Spankeh
4P_YES KROVY by Eric the Red
На 6 игроков

6p_a_couple_bridges_too_far.sga by G_I
6p_ardennas_village.sga by rdrogers85
6p_Assault on Karup Airfield by Stryder
6p_Barneville.sga by ~WW~BlackWolf
6p_battle of bulge.sga by Intruder1984
6p_Battle_Of_Patriar.sga by Troynl
6p_berg_in_deutschland.sga by ------
6p_Berlin_1942 by Rogue Spears
6p_Black Lagoon.sga by JaysonV
6p_Bois Jacques FoxHole FIX.sga by devil566
6p_Caen Normandy.sga by JaysonV
6p_castle_wolfenstein.sga by Intruder1984
6p_City on the river.sga by B17gunner98th
6p_Clarendon by Skip
6p_d_day_utah_beach_v2_42.sga by G_I
6p_delta2.sga by TroubleCompany mod. by counthash
6p_desert storm.sga by ------
6p_eagles nest2.sga by Ben B
6p_euskirchen_ruins.sga by Empa
6p_Fats Misery2.sga by counthash
6p_Festung_Schmerzen_finale.sga bySniperhanz
6p_Fight For Leel by Colep
6p_Fire Island by Hakai
6p_Forest Retreat.sga by AggrsveChimp
6p_Forgotten_Honour.sga by Mr_Late
6p_Foy by seanconneryjoyce
6p_French Island.sga by ------
6p_Goetterdaemmerung.sga by Henry666
6p_Hakai Pass by Hakai
6p_Hell's Kitchen by DarkOnes
6p_Hurtgenwald.sga by WhiteysGhost
6p_Ice_and_Steel.sga by $ TEXAS $
6p_invasion.sga by ------
6p_irgendwo_in_germany.sga by ------
6p_Kaiserslautern.sga by 30thArmoredDivision
6p_killingfields.sga by Kubana
6p_Land Of Death.sga by Master_Crazy
6p_Luthenberg by Jazkle
6p_Main Railway line.sga by Mariankozyr
6p_montys mound (by K3) by 5nake
6p_Morgentau(6p).sga by Rudi61
6p_Mountain Village by Zyklone and ElCartero
6p_mountainpass.sga by Q77
6p_MP_Beach.sga by ------
6p_my first map (by K3) by 5nake
6p_New Haissem by AMRAAM
6p_Oosterbeeck: Disaster at Dusk by TheVictor
6p_Operation Baytown.sga by $ TEXAS $
6p_Operation Distant Flash by D3ath
6p_rabengut.sga by Mardegun
6p_Rawhill.sga by Spankeh
6p_Remagen Bridge by alleung
6p_Riverbank(6).sga bySmekarn
6p_Ruined Ridge by Tric5391
6p_Ruins.sga by zixozixo
6p_Rurfront_1944V1.7.sga by Rudi61
6p_Schlacht_am_Rhein.sga by ------ mod. by counthash
6p_Schlacht_in_Ardennen.sga by sniperhanz
6p_something_in_france_v1_2.sga by G_I
6p_st_hilaire2.sga by xtreme80
6p_Stalingrad6p.sga by G_I
6p_Ste. Mere Eglise by TheDonBot
6p_tacticsii6p.sga by rdrogers85
6p_The Eichsfeld.sga by Zorich
6p_The Gap.sga by Will McMahon
6p_The garden of eden.sga byRico
6p_The Town.sga by Shellamala
6p_The vally.sga by Wolves69
6p_TheHillside.sga by SuperDarkDuck
6p_Valley_Conflict.sga by White_Flash
6p_Verrieres Ridge by LaGuerre
6p_Victory Point by Asp
6p_vire river extended.sga by Henry666
6p_vire_river_city.sga by Henry666
На 8 игроков

8p_Airport by G a Z u
8p_Allies Hardcore Defensive.sga by Wolves69
8p_arden.sga by dave hazelgrave
8p_Attack on Schweinfurt - 8p.sga by ------
8p_Axis Hardcore Defensive.sga by Wolves69
8p_Battle_of_Conestoga.sga by MrNoodle
8p_Blood Red River.sga by Troynl
8p_bloody village.sga by TriggerMDK
8p_BlueRiver_Island.sga by Rouspov
8p_Bridges and metals.sga by ------
8p_Brigde Battle by G a Z u
8p_Broken Port by Jazkle
8p_Center_the_fight.sga by The Jagular
8p_Church Of The Sinister Mud.sga by U.F.F.E
8p_Crossing_Meuse.sga by Jannev
8p_D-Day by G a Z u
8p_Death Valley by Stryder
8p_dust_and_sand.sga by Henry666
8p_Eichsfeld_Confluence.sga by Zorich
8p_El alsaba.sga by ------
8p_Failed Drop by Tric5391
8p_festung_schmerzen_finale.sga by sniperhanz
8p_firestorm.sga by Tim Warwick
8p_Forrest Gump (8p).sga by Aaron Tran
8p_Fort Fjolleren.sga by U.F.F.E
8p_Gambit's Down by R. Alexander Lawrence
8p_gravesbridge2.sga by ------
8p_Hamburger_Hill by o0ZeluS0o
8p_Henschel Airfield.sga by $ TEXAS $
8p_HI-LO by the MEGA MAP MAGIC MAN
8p_Hill 104.sga by Jannev
8p_Hill 169.sga by ------
8p_Hill 666 4v4.sga by jman895
8p_Hьrtgen Forest by TheVictor
8p_Ilhaca by Gazu
8p_KNG Grounds V1 1.sga by Stefff
8p_Landing zone N by subzeroh
8p_Lightning Ridge.sga by ------
8p_LittleBighorn_v1.sga by Flak Ninja
8p_lorient.sga by ------
8p_Mediterranean Theatre by FluffyDogPillow
8p_Midnight war.sga by ------
8p_Montallegro 1944.sga by zixozixo
8p_Operation High Plateau.sga by Russ Niedzielski
8p_Operation_Husky.sga by ZeluS
8p_Oscubian Pass by SLAM-ER
8p_Reichsstube by Noste/aut
8p_Rittergut Kolkrabe by Mardegun
8p_River's battle.sga by ------
8p_River1 by A-Kill
8p_Roads to Paris.sga by ------
8p_Rurfront_1944(8p).sga by Rudi61
8p_sacrifice and separate.sga by devil566
8p_Save O-Town (CAZINO) by kueche
8p_Schlacht_am_Rhein.sga by ------ mod. by counthash
8p_scraping the barrel fix.sga by devil566
8p_Suicide_Hill.sga by En'Gage
8p_Switzerland v1 by Jedakiah
8p_Tali-Ihantala 1944 by Juuhemmo
8p_The big beach v2 (Extreme).sga by Wolves69
8p_The big beach v2 (Normal).sga by Wolves69
8p_The Big Defensive v2.sga by ------
8p_The Castle War (winter).sga by Wolves69
8p_The Castle War.sga by Wolves69
8p_The cold day wars.sga by ------
8p_The Front by Tric5391
8p_The hot desert battle.sga by Wolves69
8p_The Ridge by Sando
8p_The Valley v2.sga by ------
8p_twin peaks.sga by -----
8p_urban streets night.sga by ------
8p_V2 Rocket by G a Z u
8p_valley roads.sga by ------
8p_vernichtungslager_1945_8.sga by Vyvjala
8p_Vire River Extended 8 player.sga by Mario U. Guzman
8p_Watering Hole by Stryder
8p_Zona di Combattimento by Noste/aut
Список изменений Blitzkrieg v.4.50
added fuel upkeep costs to all tanks
added a fixed version of the 8p map "Operation Goodwood"
reduced M8 Scott, Tertrarch CS, StuH42, Stupa & Grille howitzer direct fire damage against tanks, reduced area penetration values
reduced accuracy for all timed or AP/HE switching HE shells
new AI files from Mettiu included
fixed M18, M36 & Jumbo target priorities for German tank guns
thanks to Halftrack (BotB) we now have new historical accurate tank tracks for:
Panther, Jagdpanther, Wespe, Marder III, StugIII, Hetzer, Tiger, Kingtiger
Cromwell, M7 Priest, M10 Wolverine, M10 Achilles, M18 hellcat, Sherman, Sherman E8
reworked all at-guns & tankhunter camo buttons for better understanding
fixed Stuart target priority for Geschützwagen PAK40
added a 5sec fire delay after Tiger long range shot. Thx to isiar!
reworked Panther fast fire ability:
added a 5sec fire-delay after ability use
with vet2 the Panther get`s a double-shot ability
with vet4 the abilty get`s replaced with an enhanced tripe shot ability
reduced MP upkeep costs for pioneers & engineers
fixed Pz4 short barrel HE switch
added a post aim time for all long barrel turret tanks of 20sec and 30sec for Tiger, Kingtiger, M26 & M36Before aim time was only 3sec. Advantage is that the turret will stay some time directed to the last position it was firing at!
88 and Pantherturm will always stay in last firing position. No more turning back into a dumb basic position
fixed all artillery barrage issues (only 1-2 shots firing)
fixed Flamethrower bug. Now not the whole squads dies if the flamethrower explodes
fixed too high accuracy of some at-guns against infantry
fixed mortar hold fire ability. Now also the gunners oneself will stop firing with rifles
fixed HMG squads camouflage (now toggled)
fixed bug that PAK36 is not able to move sometimes
fixed all at-gun weapon crew issues
no more damaging own at-gun with rifle fire
no more handheld weapon attacks out of camo
squad capture weapons - part 2fixed upgrades, reinforce, veterancy and some speech codes
limited all snipers to max 2 ingame per factionregardless of which type of snipers (f.e. airborne or buildable) a max. of 2 is allowed
added weapon scatter bonus for all infantry mortar crews when vet up
new explosion sound for light artillery impacts (25pdr, CW 95mm howitzer, Scott howitzer)
new explosion fx for low angle Stuka Nebelwerfer rockets
new explosion fx for axis 70kg flight-bombs + falling sound
new explosion fx for P47 250lb heavy bombs + falling sound
removed trails from handgrenades (for testing purpose)
fixed heavy mortar "blue box" bug
some mortar projectile changes (grenade is now visible again ingame but without a trail)
reworked a whole bunch of tanks regarding build times & pricesIt would be too much to list all changes here but to give a summary. Overall these changes should bring faster production times & smaller prices for allied tanks compared to german counterparts and redefined build times and prices for tankhunters:
price and build time adjustments for allied tanks
moderate price & build time increases for some German tanks with turrets
moderate price & build time decreases for all German turretless tankhunters
considerable price & build time decrease for Jagdpanther
considerable build time increase for Tiger, Kingtiger & Pershing
reduced the effect of production speed for building & techtree upgrades
price and build time adjustments for CW tanks
increased all Churchill hitpoints by 50
considerable price decrease for Comet
set all tank AP ammo abilities to the same duration time of 20 sec
added additional build requirements for tank-call in`s. So now your are only able to use a call-in if the needed build requirements for an equal tank is archieved.
fixed wrong US/CW weapon target priorities for Hetzer & Marder III
fixed wrong M18 hellcat damage modifier for Pzschrecks from x2 to x3
fixed lost mp income & free reinforce for howitzers/gun emplacements.
removed reinforce radius of US m16,M3T48 AT HT, WM flammenwerfer HT, CW Churchill 95mm & Avre
fixed ALL tanks hull & coaxial MG's range
fixed all single HE weapon abilities accuracy
made all single HE shots accuracy equal
fixed all barrage abilities and HE abilities facing angle
fixed wrong target priorities for all at-guns
fixed missing auto fire for US/WM at-squads when in ambush mode
increased kill chance for tank rear hitting Pzfaust & Schrecks
fixed Panzerfaust- & schreck Armored jeep bounce off
raised Heavy MG setup time from 3,5 to 6 sec and teardown from 2,5 to 3 sec
replaced MG34 & M1919A6 LMG`s with newer models from Eliw00ds team
reworked mortars:
rechanged 81mm mortar FX to a "lighter" one. Impact FX still has a difference to the 60mm mortars
now only direct hits will cause serious casualties for infantry sitting in trenches or buildings. Nearby hits have only a very low effect on infantry in trenches and houses.
reduced mortar damage against emplacements
added new retreat points that can be set by command units like Leutnant, Feldwebel or Ranger captainIf a retreat point is set it overrides all other alternative "retreat to ..." abilities as long as it exists!
added a new and experimental "infantry only" gametype where tanks are no more buildable.Be aware that this gametype is not official supported by me because I don`t want a submod for BK. It`s just for fun and has a very low priority for further development.
reduced and equalised damage of axis 20mm cannons against armored cars & halftracks
removed health modifier in "on loading modifiers" for emplacementsso now captured emplacements do no more gain new health magically direct after capture
no more bounces for tank guns against emplacements
some nice WM/US building texture tweaks
fixed all missing target tables for all weapons once and for all (via sсrірt)so no more "my 20mm Flak can damage my Kingtiger" thingy and similar
added new Pak40 model by Eliw00d and his team with 2 different camos for WM/PE
new fx effect and sound for 88 HE round impacts
New abush/camo systemNow all tanks that are capable of using an ambush ability ,due to it`s nature (tankhunters) or low silhouette, can only activate this ability if they stand near to bushes and/or trees. Called last now have a small surrounding aura that gives nearby tanks the needed "requirement" to use their camo ability. And the best is: If the tank is already camouflaged and the nearby tree or bush gets blasted away due to (for example) mortar fire, the tank will loose it`s camo immediately.
reworked lockdown/camo abilities for German tankhunter units
tankhunters can always use a lock down ability without camouflage.Only requirements for activation: not moving & negative cover
if camouflage requirements are given (trees, bushes or adequate object cover) the lock-down ability is instantly swapped with an ambush camo position ability. The modifiers are equal for both types, only the camo (and resulting first strike camo bonuses) is additional for the ambush ability.
both abilities (standard lock-down or ambush camo lock-down) have unique buttons for activation & deactivation. It should be 100% logical and clear to use!
if a tankhunter in ambush position looses the camo requirements (f.e. tree destroyed) it will instantly loose the camo but will stay in the locked down position keeping the lock-down modifiers
detection radius for all low silhouette tankhunters is 25 (other tanks like Geschützwagen, M10, M18 have 40)
infantry squads no more receive suppression during retreat
"fire aim time" during barrage removed for Sherman 105mm, Cromwell 95mm, Churchill 95mm, autocar 75mm barrage
"retreat point" flag can be destroyed
new sub-menu for WM & US FHQ and for airborne FHQ to allow garrison infantry to use their abilities
heavy damaged vehicles (AC/Halftrack) now goes down with sticky bomb hit
StugIV HE ability recharge time reduced from 45 to 30
infantry AT squads:
fixed missing priority against some vehicles & tanks, even for picked-up AT weapons
fixed priority when in ambush mode
fixed missing priority against some vehicles & tanks, even for picked-up AT weapons
fixed priority when in ambush mode
AT squads in camouflage will not auto fire with their rifles towards infantry in range, and will not auto attack tanks with their rifles
removed trails from sticky bombs, satchel charges & PE AT-grenades
made the PAK40 available for WM Def FHQ`s
fixed the FHQ submenu (didn`t show up)
Wehrmacht:
US base quad trailer is no more able to kill Pz IV D from behind
raised Flak 38 Emplacement building speed from 40 to 100 sec
increased the Stuh42 scatter radius to the same values like the SIG33 from Stupa/Grille
raised Flak38 single build time from 60 to 90
changed single Flak38 construction target table, so it`s much more vulnerable while it is build
added a new unit/model: Stug III as reward unit for Blitzkrieg/Terror Stug IV. Credits to Eliw00d and his team!
removed Geschützwagen reward unit
made the Geschützwagen as permanent replacement of the StugIV for Defensive doctrine
changed StuH model to historical acurate StugIII based chasis
added a new unit/model: Panzerwerfer 42 "Maultier" with 10-fold 150mm Nebelwerfer replacing the Walking Stuka in Blitzkrieg doctrine. Credits to Halftrack & Tankdestroyer!
added a new unit/model: SdKfz 251 with PzB41 available for WM defensive. Credits to Eliw00d and his team!
new skin for Jagdpanzer IV (A) by DMz
new skin for Flakpanzer 38t by DMz
fixed missing hold ground button for StuG grenadiers
raised Grille 1-shot price from 25 to 35 (same as avre)
added a new build submenu for for better and clear view of all buildable units in this building
rearranged some availabilities of halftracks:
Mortar halftrack now available for all doctrines
Defensive: 251 with 20mm Flak38
Blitzkrieg: Panzerwerfer 42
Terror: Walking Stuka
slightly raised PAK36 accuracy against Jeep
fixed units missing the "axis cover enhancement" ability
fixed Demolition Stormtroopers Mine-deploying bug
added new LMG34 upgrade for regular WM Blitz stormtroopers
fixed zeal abilities for all WM infantry
added new zeal ability for mortar/MG42 teams
fixed wrong hitpoints for WM anti-tank team loaders (from 55 to 70)
reworked the Axis assault grenade ability
Pz4D, Stug iv, Stug IV late and Stug III are now able to capture territory in Blitz doc after techtree upgrade
fixed wrong MP44 range
fixed stormtroopers demolition squad not stopping the "hide ability" while retreating
Terror bombardment and WM DEF 280mm rocket barrage no more able to target enemy hq sector
added evasive actions ability for WM Blitz Stormtroopers backup squad
exchanged WM starting bunkers with Flak38 emplacement
fixed Brummbär firing through walls
fixed missing "in construction damage modifiers" for Flak38 & lfH18 emplacement
WM supervise ability can now also be used to speed up FHQ unit production
some rework for WM DEF doctrine:
new unit/model: Elefant tankhunter. Credits to Tiger205
consolidated PAK40 emplacement and Pantherturm
consolidated victor target upgrade for lfH18 & mortars (was allready made with Elefant integration)
consolidated 280mm barrage and registered defensive mortar ability
some position rearrangements
new upgrade: Pioneer Veteran trainingthis upgrades enhances experience income by 50%. So they will vet up faster. Additional they get a health bonus of +20hp. And in the end pioneers can now upgrade with 4x MP40. So with these changes there`s no need for an additional "Westwall" pioneer squad.
new upgrade: enhanced emplacementsthis upgrade enhances hitpoints for all emplacements and also adds a received penetration modifier. The same as the CW RE upgrade. This has also an optical effect as all emplacements get a new state with more barbedwire.
new emplacement type for 88 (as many didn't liked the pure sandbag emplacement). It now uses the CW howitzer emplacement.
added the missing 88 barrage for Def doc feuerleit bunker victor target ability
the WM Blitz Stormtrooper halftrack now comes with MG`s right from the start tom underline it`s purpose
increased fixed 88 (emplacement & single) range from 75 to 100
new fx explosion for axis s-mines
enhanced V1 explosion fx
added victory-target ability for WM def recon unit
reduced V1 ability from 250 to 200mun
Volks have access to the Eihandgranate right from the start (like US/CW also have)
removed the requirement "in territory" for terror doc mortar incendiary round
added the terror doc zeal ability to pioneers
reduced fuel cost of WM 'naked' 88 from 75 to 50 (same as PE luft)
enabled WM pak36 37mm to vet up
fixed Henschel Kingtiger wrong MG sound#
added a new skin for Pantherturm. Credits to VanAdrian
delayed WM mortar halftrack to phase 2
new submenu for WM Feldwebel to avoid ability overlapping
fixed lfH18 HEAT desсrірtion
WM Moebelwagen will not fire when not in stationery position
made LeiG18 available for FHQ`s if reward unit is active
Allied:
added CCKW 50cal. upgrade for infantry doctrine. Credits to Eliw00d and his team
fixed Ranger grenades overlapping
fixed captured/recrewed 76 mm AT-gun icon
reduced M8 Scott howitzer accuracy
M16 halftrack changes:
Decreased moving accuracy from from 0.5 to 0.25
decreased accuracy against infantry about 25%
added a new unit/model: M15a1 halftrack as reward unit for M16 halftrack. Credits to Eliw00d and his team
added a new unit/model: Light tank M24 as reward unit for M5 Stuart. Credits to DMz & Tankdestroyer
M8 Greyhound is no more replaceable with a reward unit
added a new unit/model: Armored Jeep with .50cal MG for Airborne doctrine. Credits to Eliw00d and his team
fixed Ranger sniper retreat bug while in evasive action
decreased Airborne squad prices (450mp for normal & 550mp for 82nd)
added a new build submenu for motorpool for better and clear view of all buildable units in this building
removed 3rd bazooka from AT-squad. 3rd bazooka is now available after building the 2nd motorpool
Infantry doctrine production speed modifier fixed
removed US infanry riflemen double bonus
removed camo first-strike modifiers for airborne infantry
for testing purpose: new M88 smoke grenade shot for US M10/M18 tankhunters
for testing purpose: new M89 phosphorus round shot for M24
reduced damage of the 37mm M15A1 autocanon vs. bunkers from 0,75 to 0,25
US rifleman reinforcement sergeant now able to build
US armor doc "improved production" now also affects the recoilless Jeep
M15A1 now able to capture territory in armor doc
fixed inverted M3-T48 AT Halftrack camo icons
added some new fuel basic income upgrades for US Supply Yard
now US mortar HT, 57mm AT HT, and m15a1 HT can capture territory
reduced US supply yard fuel supply upgrade costs by 50%
reworked some Sherman Calliope details
now the Calliope has 2 barrages with a shared timer.The new salvo is a halved one firing 30 rockets. Reload time and price is half of the full barrage.
increased basic damage output from 40-50 to 50-60
increased rocket blast radius from 5 to 10, so now each rocket has a great increase in area damage.
increased barrage price to 90/65 (full/small barrage)
changed explosion fx
changed firing frequency. Now the rockets will have a random time offset between 0-1sec. So the Calliope needs longer to fire but it looks much more realistic!
reworked allied tank availabilities:
tank factory is buildable right after the motorpool
all Shermans are now available in the tank factory
included a new submenue for tank factory
moved tank commander to barracks
M18 Hellcat changes:
tried to fix the maingun missfire (please test)
raised hitpoints from 400 to 500
reworked the camo ability (now you do not need to deactivate camo, you can "run" by simply order it to drive away...then the ambush ability will automatically stop)
now can fire 2 shoots until revealed out of camo
reworked M10/M18 ambush ability:We`ve included an automatic flank speed feature (for 5sec) that boosts your M10/M18 when you break your ambush mode. Means if you are in ambush mode and fired on your target and then order the M10/M18 f.e. to drive backwards it automatically breaks the ambush mode and activates a 5sec flank speed. Should be enough to escape. Additional the M10/M18 gets a received_accuracy modifier of 0,25 (-85%) during these 5sec when it moves!
fixed missing camo first strike modifiers for M10 Wolverine & Achilles
reworked 75mm recoiless rifle for Jeep and Infantry (same damage output, some penetration changes, accuracy changes)
fixed missing reinforce radius for US motorpool & tankdepot (as the axis player can also reinforce with their tank factories)
fixed US 105mm emplacement barrage
new weapon model: m1941 Johnson LMG for 101 Airborne, available as upgrade & & Urban warfare squad
decreased US rifle grenades accuracy (now US & CW use the same values)
increased ammo price for HE rifle grenades +5
increased HEAT rifle grenade accuracy
added missing grenades abilities for US airborne HQ squad
some rework on US infantry doctrine:
added a new special Ranger training upgradethis upgrade adds more heath and speeds up veterancy gain. Additional the Rangers get a new ambush ability and the sticky bomb ability get`s replaced with a satchel charge ability
removed phosphor upgrade
rearranged all techtree upgrades
now the 105mm howitzer comes much earlier
added a new multiple grenade ability for US Rangers
US infantry "improve production" now includes the FHQ`s
fixed Quad 50.cal long range penetration against motorcycle
removed US MK2 grenade WSC upgradenow the US Player has grenades right from the start and is no more disadvantaged compared to axis early. The rifle grenades still require the WSC as building.
fixed US RR-Jeep missing shooting trail
some US urban warfare squad changes:
exchanged 30cal. with Johnson M1941 to obtain more offensive firepower (fire on the move)
exchanged sticky bombs with 1-shot pay bazooka ability for testing purpose
tried to make the M12 trenchgun louder...it`s far from perfect but it`s a bit louder now...
correct requirement for US infantry doc rifelmans mines
US ranger glider price reduction from 700 to 500
removed spawning of sniper for US glider
airborne type veterancy for US airborne sniper and medic
removed US AT gun nest "on loading modifiers" bonus
fixed missing attack button for US M20 recon vehicle
fixed missing attack button for US GMC truck with .50cal upgrade
fixed some Ranger truck issues (but still WIP!)
decreased 90mm AP rounds costs from 150 to 75mun
US riflemans rifle grenades and AT squad bazooka upgrades cost reduced when unlocking "weapon mass production" in infantry doc CT
decreased US 107mm scatter values (more accuracy)
Panzerelite
added a new model: SdKfz 252 Light ammunition transporter replacing the 251 model. Credits to Eliw00d and his team!
added a new model: SdKfz 221 with sPzB41. Credits to Eliw00d and his team!
moved PE SE 120mm heavy mortar team to infantry barracks
created new PE SE infantry baracks upgrade to unlock 120mm mortar team
delayed PE mortar halftrack: Now the PE barracks are needed additional to build it
the 50mm PAK38 now comes earlier (needs barracks + Logistikcompany)
added a new build submenu for Logistikcompany for better and clear view of all buildable units in this building
restricted PE WSS LMG42 upgrade to max. 2
fixed PE HSF incendiary grenade requirement
reduced PE HSF reinforcement time from 60 to 30sec
fixed "88" Feuerleit abillity for Fallschirmjäger
fixed some "forgotten" tanks for PE tankhunter that didn`t gain any bonus by Zimmerit upgrade
some Jagdtiger enhancements:
fixed wrong PE Jagtiger HE ability desсrірtion
added a 128mm HE shot ability for Jagdtiger to enhance combat value. The explosive weight was 3,6kg so it`s effective between 105 and 150mm arty shell.
added a hold fire ability for Jagdtiger (because of his long reload time)
added a new switch able "impact fuze with delay" ability for PE 120mm mortar grenades (resulting in air burst effect)
slightly increased Hotchkiss Nebelwerfer accuracy
replaced the PE mortar bunker model with a new one that is no more "buried"
fixed PE scout car unable to crush obstacles
fixed FHQ Luftpioneers missing heavy construction menu
fixed PE 120mm mortar reinforce cost
increased fixed 88 (emplacement & single) range from 75 to 100
fixed PE AT grenades in TH doc
removed unnecessary incendiary grenade upgrade for PE HSF
added the missing limit for PE sturm grenadiers LMG42 upgrade
new PE Stormgrenadiers icon & portrait UI
new submenu for PE HSF [Feuerleit abilities (SE/LW) now available for use]
PE Veteran Sergeant and capture rate upgrade will also affect the buildable grenadiers in FHQ
increased PE AT-grenades critical change for destruction against heavy damaged tanks
Commonwealth
WM/PE/US captured 4,2" Mortar is now able to fire a salvo
reduced CS Tetrarch area damage for short range from x2 to x1
added new unit/model: M3A1 Stuart replacing the M5 Stuart
Avre changes:
increased the AVRE scatter radius to the same values like the SIG33 from Stupa/Grille
reduced the damage multiplier of the AVRE against bunkers from x4 to x2
increased AVRE damage from x1 to x2 against emplacements like mg and howitzer nests
Dingo Changes:
reduced speed from 88.5 to 80
decreased acceleration
increased damage of Stiel- & Eihandgranate against Dingo
increased damage modifier for all PAK36 variants from 3,5 to 4,5 against Dingo
99% MG42 bulletproof in front and 100% rear penetration
1CP artillery changes
reduced range from 85 to 60
Boys-AT team changes:
added an initial_delay_time of 3sec for the tread breaker ability
disabled fire while squad moving
disabled tread breaker ability use while squad moving
tank hull-down rework
added an initial delay of 5sec to CW hull down ability
reduced received_penetration modifier from 0.75 to 0.85
added a new received_accuracy modifier of 0,85
delayed unlock: now you need 4cp to unlock hull-down (before 2)
reduced AVRE mortar damage against emplacements a little bit (direct hits will still kill, nearby not by force)
fixed CW rifle grenade bug
reduced CW RA artillery spotter camo detection range from 40 to 20, and FOW vehicle sight from 70 to 40
Churchill no more buildable for KI in all doctrines (thx to isiar)
fixed the "Super-Sapper-in-building" bug, thx to isiar for finding it!
CW artillery spotter is now only able to drop in friendly territory OR on friendly infantry within enemy territory (you have to target a friendly infantry squad)
added missing reinforcements costs for all CW weapon teams
fixed missing CW MP upkeep costs
fixed wrong emplacement costs
fixed wrong target table for CW Sappers
reduced damage of the 37mm M15A1 autocanon vs. bunkers from 0,75 to 0,25
decreased 17pdr at-gun price from 480MP to 440MP
raised the PIAT`s capability of penetration the Jagdtigers rear from 0 to 50%
added reinforce radius for CW c15ta armoured truck
fixed wrong rear target tables for both CW Daimler vehicles
increased CW rifle grenades accuracy
reduced Avre damage against HQ building
added a buildible HMG squad for all CW factions
fixed CW mortar emplacement barrage range (+5)
added a new 2-inch mortar team for CW (2-men team)
removed CW MK2 grenade upgradeSo now the Tommys have instant grenades like all other factions
corrected sappers lee-enfield reload frequency (wrong number)
added new Gammon bomb projectile model by nanocheese
fixed the Commando HMG squad suppression fire ability
Tetrarch now has it`s own target table
rearranged CW tanks build buttons
made Crusader AA available for all CW doctrines
increased Crusader AA damage against light vehicles
made CW Cromwell & Sherman 5 (reward) CP unlock free
made Sherman Firefly available again for RAF doc
now CW artillery spotter needs 1 CP to unlock
added new model: Cruiser Tank Mk.VI Crusader AA Mk II (credits to Aidas2, Chopin & Darkblade)
Список изменений Blitzkrieg v.4.51

added completed chinese & polish translations
new speech code for Stuka halftrack and Maultier
now Pantherturm has a new skin (credits to VanAdrian)
Bugfixes
fixed PAK40 emplacement blue box
fixed the "healing bug" (MG team not affected by triage center when set up).
removed the double AT guns in WM FHQ build menu
removed the Crusader AA from "infantry only mode"
fixed (increased) M18 recoilless rifle damage vs. Marder & Hetzer
fixed missing Wirbelwind textures
fixed missing Panther textures
fixed 25 pdr re-crewed bug
fixed some missing speech codes
Balancing Stuff
reduced StuH, M8 Scott & Tetrarch CS howitzers direct fire accuracy against moving infantry (-50%)
reduced StuH range from 100 to 85 (Scott & Tetrarch CS have 60, so StuH still has more range)
reduced M24 hitpoints from 450 to 400
WM Def Elefant now comes with all upgrades (like all other call-in tanks)
removed Sniper rifle upgrade for Lee Enfield Commandos (was claimed from so many players and here`s the removal)
Особенности мода Blitzkrieg MOD
-Гораздо более реалистичный урон от оружия (в частности, ущерб)
-Множество новых скинов для пехоты, танков и подбитой техники
-Много новых юнитов для всех фракций
-Значительно изменилось и расширилось меню командного дерева
-Много новых возможностей
-Новые звуки
-Новые карты
-Исторически достоверная скорость движения техники
-Более детальное описание характеристик техники (вооружение и броня)
-Увеличен диапазон видимости и обстрела у юнитов
-Улучшена камера обзора.
Blitzkrieg Mod
Blitzkrieg Mod - некоммерческое дополнение к игре Company of Heroes, разработанное Blitzkrieg Mod Team. Мод привносит в игру реалистичность, как в плане физики, так и в плане графики, заменяя стандартные камуфляжи и форму пехоты на историчную, а также добавляет огромное количество новых юнитов, реально участвовавших в боевых действиях. Командные древа значительно расширились за счет новых возможностей и переработки стандартных. Например, на Танковых заводах любой нации поначалу доступен достаточно массовый средний танк стандартной модификации, например, Шерман. Чтобы получить более совершенную или тяжелую технику, ее необходимо открыть в командном древе. А для получения более опытной пехоты необходимо расширить базу.
Изменения, которые привносит мод фракциям в игре:
Американцы: Теперь все виды пехоты, кроме вызывающихся из-за карты, производятся в Казармах: в Пункте средств поддержки доступны только апгрейды для нее. Отмечается появление разведчиков, которые имеют большую дистанцию обзора, противотанковых отрядов с гранатометами "Базука". Элитная пехота – рейнжеры – теперь тоже производятся в Казармах, можно вызвать их подразделение на планерах. Добавлен офицер – рейнжер-капитан. У десанта появилось несколько различных видов: Это десантники 101-й и 82-й воздушных дивизий, командирские отряды, наблюдательные отряды, а также пулеметные, минометные и противотанковые расчеты.
Самый массовый американский танк M4 Шерман теперь стоит гораздо дешевле, это отличное средство для поддержки пехоты. Играя за Танковую роту, можно еще больше снизить расходы на его постройку и сократить время производства. Помимо базовой версии, в игру введены различные его модификации: версии с 76мм длинноствольной пушкой, включая тяжелобронированный Jumbo (для пехотной и танковой доктрины соответственно), Шерман со 105мм гаубицей. Першинг теперь можно произвести в Танковой части; его по-прежнему можно вызвать из-за карты, но за его рычагами будет находиться опытный экипаж. Также для производства доступен истребитель танков M36 Ахиллес на шасси M10 или M4, в зависимости от выбора игрока.
105мм гаубица теперь строится в укрепленной позиции. Помимо него доступна для постройки позиция 4.2-дюймового миномета M2. Артиллерийскую поддержку теперь могут вызвать танковые командиры и десантные отряды. Добавлена возможность вызова мощного артиллерийского залпа батареи 155мм орудий.
Британцы: Теперь возможности Королевской Артиллерии стали еще шире. Еще больше самоходных орудий, укрепленных и открытых огневых позиций. Уничтожайте вражескую пехоту с помощью разрывающейся в воздухе шрапнели, или выжигайте ее фосфорными снарядами. Выводите из строя целые колонны бронетехники ползущим огневым валом. Разрушайте целые сети неприятельской обороны с помощью подавляющего залпа. Дезинформируйте врага, используйте ложные артпозиции.
К Черчиллям и Кромвелям добавились целые линейки модификаций. С новым длинноствольным орудием улучшенный вариант Черчилля становится действительно опасным противником для немецких танков, включая Пантеры и Тигры. Появилась возможность вызова из-за карты аса на этом танке, а также на «Светлячке» - Шерман-Файрфлай. В Танковом командном пункте также можно построить британские варианты американских истребителей танков – М10 и М36.
К радости парней из Королевской Инженерии саперный вариант Черчилля теперь может вести огонь гораздо дальше, а также появилась еще одна его модификация с 95мм гаубицей на борту. Для той же артиллерийской доктрины доступен более легкий и маневренный гаубичный вариант Кромвеля.
Вермахт: На бетоне и песке стоится мощная немецкая оборона. Теперь бункер соответствует своему названию – это мощная оборонительная постройка выдерживает десятки танковых и артиллерийских попаданий, но для обычных доктрин к нему недоступны возможности более широкого его использования кроме как для укрытия пехоты. При выборе оборонительной доктрины к привычным MG42, медпункту и ремонтной мастерской добавляется возможность создания наблюдательного пункта, выпускающего снайперов и наблюдателей, и усиленного пулеметного гнезда с возможностью вызова поддержки имеющихся минометов и артиллерии. Также появляется возможность постройки противотанкового ДОТа – Pantherturm, уже знакомого нам по кампаниям Opposing Front, но до этого недоступного игрокам. Игрок может разместить в любом месте полевые гаубицы и зенитки, как в открытом, так и в укрепленном вариантах.
Мод добавляет множество новых модификаций немецких танков и БТР. Особенно широким стал модельный ряд Panzer IV. Игроку доступны как его ранние версии с короткоствольным орудием, очень эффективным против пехоты, так и более поздние с противокумулятивными экранами и электроприводами поворота башни, более эффективные в бою с танками. В зависимости от доктрины на Танковых заводах могут производиться Тигр и Королевский Тигр, уничтожающие основные танки союзников одним выстрелом и имеющие тяжелое бронирование. Из самоходок выделяется Sturmpanzer IV, или Brummbar, очень эффективный против строений и пехоты, но не слишком пригодный для борьбы с танками из-за своей скорострельности, хотя прямое попадание 150мм снаряда оставит им мало шансов. А вот хорошо бронированный и вооруженный орудие в 70 калибров длинной Jagdpanzer IV как раз и создан уничтожать танки, включая Черчилли и Першинги. Для оборонительной доктрины доступен его экранированный вариант, но без пулемета.
Танковая гвардия: Теперь гвардия действительно стала танковой. Помимо самих танков, Вермахт выделил ей и технологию производства на заводах. Теперь можно Пантеры, Тигры и множество различных модификаций Panzer IV, включая совсем уж экзотический агрегат Beobachtungspanzer, корректирующий огонь артиллерии, но при этом остающийся стоящей боевой единицей. В самоходках также прибавление: различные модификации Jagdpanzer IV, маневренный и мощный Jagdpanther, также отныне производящийся на заводе, и запредельно бронированный и вооруженный 128мм орудием Jagdtiger, которому по зубам даже самая толстая броня. Для тактики выжженной земли доступен «Носорог» - Nashorn, плохо защищенная, но вооруженная мощным и скорострельным орудием самоходка при умелом использовании может остановить массовое танковое наступление противника.
Теперь на службе у Панцер Элит и гвардия Воздушная. Помимо штурмовиков Henschel , к воздушному арсеналу добавились истребители-бомбардировщики Focke-Wulf FW190 и Messerschmitt Bf.109, а также знаменитый разведывательный самолет Storch. Стали доступны новые десантные отряды Fallschirmjäger и горные стрелки Gebirgsjäger. Инженерные войска теперь десантируемы.
Игроку предоставляются диверсионные отряды, которые могут появиться, что называется, откуда не возьмись, и разрушать вражеские пути снабжения, взрывая точки и служебные строения, и с помощью маскировки уходить от преследования, продолжая дерзкие вылазки.
Штурмовые инженеры могут построить мощные минометные бункеры, имеющие большой радиус обстрела и хорошую защищенность, которые не дадут покоя пехоте противника постоянными обстрелами 120мм минометом. А легкие самоходные гаубицы Wespe и тяжелые Hummel равно эффективны как против пехоты, так и против танков, легкой техники и строений.
Установка патчей и карт:
Установка патчей:
1. Патчи ставятся на версию Blitzkrieg Mod 4.02!
2. Первым ставим патч 4.50 с выбором корневой папки игры. Верно: (Пример: D:\Games\Company of Heroes) Не верно: (D:\Games\Company of Heroes\Blitzkrieg)
3. Затем ставим патч версии 4.50-4.51.
4. Установил, проверил, вылетов и прочей дребедени небыло.
5. Играем)
Установка карт:
Запускаем установшик, карты автоматически устанавливаются в папку my games/company of heroes/ww2/scenarios/
ВАЖНО!:
1.Патчи идут с HD текстурами, что сильно влияет на производительность. Если с игрой возникнут проблемы лечить можно с помощью уменьшения графических настроек. Или не выбирать этот пункт в инсталляции. Но стоит ли
2. Карты проверять времени не было, вы уж простите (с установкой и отображением в списке самой игры все нормально, проверено антивирусом). Будем доверять немецкому клану [PHD] Clan, которые регулярно обновляют список карт, проверяют какие из них рабочие, а какие нет.
Системные требования
Операционная система: Microsoft® Windows® XP / Vista / Seven
Процессор: Pentium 4 с частотой 3.2 ГГц
Оперативная память: Blitzkrieg Mod- 2Гб
Видеокарта: nVidia 6800 / ATI X1650 с поддержкой шейдерной модели 3.0 и 256 МБ памяти
Звуковое устройство: Совместимая с DirectX 9.0c
Место на жестком диске: 11 Гб

Личная оценка: 10 из 10
Скриншоты[Скриншот №1] - [Patch] Blitzkrieg mod v4.50, v4.50-v4.51 + MapPack v.3.1b [305 карт] (2012) | RUS от Blitzkrieg-Mod Team  [Скриншот №2] - [Patch] Blitzkrieg mod v4.50, v4.50-v4.51 + MapPack v.3.1b [305 карт] (2012) | RUS от Blitzkrieg-Mod Team  [Скриншот №3] - [Patch] Blitzkrieg mod v4.50, v4.50-v4.51 + MapPack v.3.1b [305 карт] (2012) | RUS от Blitzkrieg-Mod Team
РаздающийПоследний раз был здесь 211d 19:12:40 назад
Размер2.24 GB (2,406,556,241 байт)
Добавлен2012-11-07 15:21:38
Скачан69 раз

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Комментарии

  1. 1
    Не в сети GuNNeR - Super User (2012-11-07 16:03:01) upload 5.982 TB, download 1.283 TB, 4.66
    От себя добавлю в новых патчах убрали довольно таки часто встречаемая и не понятная по смыслу фраза "No Key", и много много других изменений.
  2. 2
    Не в сети GuNNeR - Super User (2012-11-07 16:11:49) upload 5.982 TB, download 1.283 TB, 4.66
    Карты частично выбраные мною работали нормально на Blitzkrieg v4.51, Аl на этих картах ведут себя довольно таки уверено.
  3. 3
    Не в сети Denis13 - Пользователь (2012-11-07 17:33:24) upload 484.11 GB, download 943.65 GB, 0.51
    GuNNeR, большое спасибо)))
    Люблю этот трекер, так как тут просто отличные люди, как админы, так и обычные смертные пользователи))))))
  4. 4
    Не в сети GuNNeR - Super User (2012-11-07 18:04:07) upload 5.982 TB, download 1.283 TB, 4.66
    Denis13 писал
    GuNNeR, большое спасибо)))
    Люблю этот трекер, так как тут просто отличные люди, как админы, так и обычные смертные пользователи))))))


    Всегда пожалуйста)
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