File folder games torrent

Discussion of things related to piracy on the PS Vita

2016.08.19 05:13 AssuredlyAThrowAway Discussion of things related to piracy on the PS Vita

All references to piracy in this subreddit should be translated to "game backups".
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2012.09.02 12:55 saebba Black Mesa

Welcome to /BlackMesaSource! The wonderful subreddit where you can share anything you want about the video game Black Mesa. http://www.blackmesagame.com/
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2010.12.03 17:09 GoldenBoar NarwhalBits: the torrent hash encyclopedia

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2024.05.14 21:42 DR4POS I finally learned how to make my own CIA files

I finally learned how to make my own CIA files
idk how well known this is but I consider it important if you are interested in emulating on 3DS. Especially if you like Indie games that were made to be played on Gameboy or similarly old Hardware.
The example in the picture is a Game that came out last year for Gameboy
The program I used for that is called Nsui (New Super ultimate injector for 3DS) and it can convert a bunch of different types of ROM data like for Gameboy, SNES, NES etc. Into CIA files in order to mke them playable as Virtual console games.
submitted by DR4POS to 3dspiracy [link] [comments]


2024.05.14 21:42 Kaimancer [FNV] Game keeps crashing on startup with mods

I attached a picture of data files, I don't know if that is the mod load list order or what. But anyways, whenever I have "titans of the west" or "movement enhanced" enabled the game crashes on startup.
Also something weird is that the game loads with mod config enabled, but mod config doesn't work, like it just doesn't appear anywhere, so I'm guessing it just broke as well.
submitted by Kaimancer to FalloutMods [link] [comments]


2024.05.14 21:41 Jd11347 Help With No Display (PC)

When this game first came out, I played it without any problems. System specs:
Ryzen 2700X CPU
16gig's DDR4 3200 MHZ Ripjaw RAM
Game installed on an M.2 drive.
650 wat Corsair PSU
MSI X 470 Gaming Plus MB
Initially Zotac 1660 Graphics card with no problems
Currently RTX 3060 12 gig version video card.
Pretext: When I had the 1660 no problems at all. I bought a new power supply when I upgraded to the RTX 3060. I went through and deleted all of the shader cache from the previous GPU, all of the temp Nvidia files and did a fresh install. There is no leftover code from the 1660 that could be causing the problem. My graphics drivers are current. I've tried using DX12 instead of Vulcan. I've also verified the integrity of the fame files.
The problem: The first day playing with the 3060 everything was fine. I did get an instant crash to desktop which caused some concern. I opened up Precision X to monitor my hardware. The target temp for the GPU is 83 degrees. I was running hot in a few spots. 85 to 87 degrees. Then I had a display failure. Both displays lost signal and I couldn't power down the PC. Holding in the power button did nothing. My only option was to hit the kill switch on the PSU. I reboot, everything is fine. I look at the event viewer in windows. No errors or failures other than windows being shutdown unexpectedly.
I turn down some of the graphics options from ultra to high. IIRC it was reflections and shadows. Now the GPU is running cooler. 75 to 77 C. I still get a few CTD's here and there but I've also played for like 6 hours straight and then the display failure happens again. No overheating is taking place.
I used Precision X to fine tune the turbo clocking for my card. It lowered the high end clocking by about 20 MHZ.
Before anyone suggests the cables. It's not the cables. This is ONLY happening on RDR2. No other game, or any situation at all causes my screen to crash. Even if I were to bump a cable, wriggling it would cause the connection to re-establish. It would not cause the PC to stop accepting commands from the power button. This is a driver display crash. Also, I've read a few other posts here and there with people having the exact same problem. Only RDR2 causes this for them, and only flipping the kill switch on the PSU will work to shut down the PC.
There is something specific about RDR2 which is causing the graphics driver to flat out fail. I don't understand the cause. I get a constant 60 FPS. The card is not running hot (aside from day one) And doesn't fail in any other situation at all. The power supply isn't failing. It's a month old and has more than enough power for my system. This can't be a graphics card hardware problem because the card isn't failing in any other application. Something about RDR2 (a setting or driver issue I suspect) has to be responsible for this.
Has anyone else experienced this? If so, has anyone found a fix?
submitted by Jd11347 to reddeadredemption2 [link] [comments]


2024.05.14 21:41 Deutschbag278 [PC/Steam] Cannot play the game after today's patch (1.000.304)

So I've been trying to launch the game for about an hour. When I started, every time I would launch the game it would leave me on the black screen before the Super Earth PSA for far too long. Knowing that this was a problem, I restarted my computer and verified my files and tried to boot the game again. The black screen issue persisted but this time I decided to wait it out. After some time (3-5 minutes if I had to guess) the visuals loaded up, but I was on the Language Selection as if it were my first time playing. I selected my language, and the PSA started. I could not skip the cutscene, so I watched through. Then I ended up on the "press any button to start" screen, but with the messages, "An unknown error has occurred," and, "Retrying in 10s." After 10 seconds, the game crashed. When I launched after the crash, I was on the black screen for too long again.
This is what's happening with my game right now, is anybody else having/has anybody else had this issue? If so, do you have a solution?
submitted by Deutschbag278 to Helldivers [link] [comments]


2024.05.14 21:40 YanniRotten Storm Crow Tavern by Noah Stacey [Star Wars + X-Files + Game of Thrones + Zelda + Twin Peaks + Harry Potter + Guardians of the Galaxy + etc.]

Storm Crow Tavern by Noah Stacey [Star Wars + X-Files + Game of Thrones + Zelda + Twin Peaks + Harry Potter + Guardians of the Galaxy + etc.] submitted by YanniRotten to charactercrossovers [link] [comments]


2024.05.14 21:39 Stock-Hedgehog8048 Requiem Aeternam eludes me

So this is the last achievement I need to 100% the game, but after multiple runs, I'm just not getting it.
I first did a run, where I only used Bile Flasks outside of boss battles (i.e. in the levels leading up to them), using up all my flasks at the Prie Dieu before the boss room, so as to not use it in battle by accident. Got all the way to the end, and no achievement.
The next run, I equipped the Heart of Holy purge at the first Prie Dieu (the one above the Brotherhood of the Silent Sorrow, that you can reach before fighting the first boss) to try and beat the game without ever using any Bile Flasks, regardless if I'm in a boss battle or not. But yet again, after beating the Last Son of the Miracle, the achievement still hasn't popped up.
What am I doing wrong? Is it because I'm ascending my file to New Game Plus?
submitted by Stock-Hedgehog8048 to Blasphemous [link] [comments]


2024.05.14 21:39 No_Joke5718 Gladius

Hi,
On the xemu website it says Gladius is playable but when I try it I get assertion failed error. File: dsp_emu.inl Line: 40
It seems to have to do with Visual C++ libraries.
I tried the US and European version of the game, same problem.
Please advice.
submitted by No_Joke5718 to xemu [link] [comments]


2024.05.14 21:38 Altruistic_Gibbon907 AI Takes Center Stage at Google I/O 2024

AI Takes Center Stage at Google I/O 2024
At the Google I/O 2024 keynote, a torrent of advancements have been announced by Google DeepMind.
  • Project Astra: Universal AI agent designed to be helpful in everyday life. Understands multimodal inputs and contexts for natural conversation, without lag. A realtime demo shows an experience similar to the OpenAI "Her" demo, asking questions to a voice agent and interacting with the video feed. It demonstrated skills like recognizing objects, answering coding questions, and recalling past details. Available later this year in the Gemini App.
https://preview.redd.it/2qk7covqkf0d1.png?width=1940&format=png&auto=webp&s=5712e392c589921fa078d4023ba3833687c97730
  • New Generative video model VEO, a high quality 1080p video model at the level of OpenAI's Sora.
https://preview.redd.it/83o0h6d4lf0d1.png?width=2164&format=png&auto=webp&s=fc3b5acea1a26f1a58193e551b767e630a90eb69
Lots of other announcements at the Google I/O keynote:
  • Gemini 1.5 Pro with 1M token context now available globally for developers (upload a PDF up to 1500 pages). Consumer access to 1M context in Gemini Advanced app across 35 languages
  • Private preview of 2M token context version for developers
  • Demis Hassabis introduced Gemini 1.5 Flash a lighter, low latency multimodal model for efficient scaling and sub-second answering
  • Gemini powers new "AI Overviews" in Google Search launching in US this week
  • Demo showed Gemini summarizing emails/files and generating personalized audio lessons
  • Google teased future "AI agent" systems to automate multi-step tasks. Goal is to make AI "helpful for everyone" by combining world and personal information
  • Launched Music AI Sandbox tools to expand creativity by generating new instrumental sections, style transfer etc.
  • Imagen 3 is the newest text-to-image model with photorealistic results and creative flexibility
  • 6th gen Trillium TPUs offer 4.7x performance boost over previous generation
  • New AI hypercomputer architecture enables 2x efficiency over raw cloud compute
  • Workspace apps like Gmail gaining AI assistance flows to automate tasks across apps. Future developments include a virtual teammate to assist with tasks and track projects in Workspace apps. Third parties will be able to create their own versions of virtual teammates.
  • A new feature called Gems allows users to customize Gemini for specific tasks.
  • Gemini Advanced offers a premium subscription for the latest AI innovations.
  • Open source PaliGemma vision language model for image captioning and image labeling.
Source : Google
submitted by Altruistic_Gibbon907 to google [link] [comments]


2024.05.14 21:36 EnciclopedistadeTlon Is there not any mod that allows you to use your own image files for species and pre-sapients portraits?

I was just wondering, is there not any mod that just allows you to dump some image files in some folder and then lets you use those portraits when you're creating species? (even better if it also allows you to add portraits to the default pre-sapient pool of portraits, or replace the defaults with your own if that's not possible)
submitted by EnciclopedistadeTlon to StellarisMods [link] [comments]


2024.05.14 21:36 Senior-Rub-8901 Can someone help me please

Can someone help me please
I got cyberpunk 2077 from steamrip but when I try to start the game I get this error Translation: There was an error. Files are missing or corrupted. Cyberpunk 2077 will close. Possible causes could be obsolete mods or remnants of old mods. Perform a clean install of the game (instructions are at support.cdprojektred.com). Another possible cause could be that some files have been damaged during the update or installation. Cyberpunk 2077 will require Steam to verify the integrity of the game files before launching it the next time.
submitted by Senior-Rub-8901 to PiratedGames [link] [comments]


2024.05.14 21:36 roody102 AM on MacOS - files location problem

I have problem, I can not find anything about. It's with Apple Music on up to date MacOS.
Until recently, I had two folders with music files - [Music] with my files added to AM and [Apple Music] for the files added from AM. But I've noticed that for at least few weeks some od new records added from AM are placed in the [Music] folder, not in the [Apple Music].
I did not change any settings before this occurred. It affects older and newer folders, can not find any point in time or anything else, that could be a key to which end up where.
Both folders are on external drive - after I've noticed it, I've disconnected and reconnected the disk, switched the 'keep library organized' setting off and on, AM rescanned my library but moved nothing.
'Consolidate library' option is inactive.
It does not affect listening to my music, but i puzzles me.
submitted by roody102 to AppleMusic [link] [comments]


2024.05.14 21:34 Drahcireid Stream Keeps Dropping Frames and Forcibly Ending

First and foremost: YES! Everything is up to date. Can we please skip the customer service idiot 1 copy & paste. I'm literally sick and tired of hearing that when everything has been manually checked and is up to date. I'm not the person calling customer service because my computer won't turn on during a power outage (know someone who worked tech support, and that apparently happens a lot).
So I've been streaming (YT/OBS) since the beginning of the year for the most part (took a couple months off for reasons), and while there have been some issues I've been able to work out (and then subsequently stream for 4-8 hours without further issue) this latest one has me stumped. So what happens is I start streaming, I say my hellos while waiting for the loading screen to pass by, things seem to go okay for a while. Then suddenly out of nowhere, YouTube forcibly ends the stream, I have to close OBS, open it back up, and start a new stream yet again. Now I've had a look over the log files, and honestly, I have absolutely no idea where to look to find what's happening. (Last two stream logs linked.) My eyes start reading from the top line by line and then gloss over by the 20th.
Just to put it out there: when streaming my current game of choice is 7 Days to Die (PC), I'm playing solo, and the only other windows I'll have open is the Steam Library page, OBS (obviously) a single Firefox Tab (to make sure the names are good/monitor stream health as I'm able to look away from the game), and maybe a single tab of File Explorer.
While I may record, edit, upload videos, and stream, I"m not too familiar with all the technical terms and abbreviations. So if possible, please explain like I'm 5.
First Stream that failed:
https://obsproject.com/logs/OlJC7s6Pz6KPtfdT
Second stream that went to completion (for this week anyway):
https://obsproject.com/logs/MRpEBhcPvLogAMBM
Now: I don't care about the recording format, it's the same as my face cam (for recorded videos) so it works. Also who gives a damn about an old version of OBS? I tried to install and run a stream with the latest version of OBS downloaded straight from the site, and it failed to initialize 5 times in a row. Re-installed the old version, and it worked (mostly) on the first try there. Finally, the wifi box (or whatever it's called) is less than a foot away, and I've looked, my computer apparently has no ethernet port.
submitted by Drahcireid to letsplay [link] [comments]


2024.05.14 21:33 austinsneeze ITGMania Help Adding Songs

As suggested by the Stepmania Reddit community, I went ahead and downloaded ITGmania instead of StepMania. I also downloaded a bunch of song packs from https://zenius-i-vanisher.com/
There were two folders already inside of the ITGmania > Songs folder called "Club Fantastic Season 1" and "Club Fantastic Season 2" which have songs in them. I was able to add single songs into these folders (I tested it with YMCA and was able to see the song in the "Club Fantastic Season 2" folder), but was unable to create a new folder. I tested this with my own folder called "Club Fantastic Season 3" and it does not appear when I launch the game. Only the 2 original files are able to be seen.
As a note, I copy and pasted "Club Fantastic Season 1" and renamed it for testing purposes. I also tested creating a brand new folder and extracting a song pack from the zenius website, but neither of these new folders appear in game.
I may not be explaining this well and I am not tech-savvy so thank you for your patience and willingness to help. I tried to follow the instructions within the "Song" folder, but I'm still struggling.
Edit: The songs actually show up in competitive mode, but not casual mode.
submitted by austinsneeze to Stepmania [link] [comments]


2024.05.14 21:31 TheFatRedditUser [AI: THE SOMNIUM FILES] #52 - Although cringey at points and a slow start, this game starts to get really good and intriguing. Had a lot of fun with this

[AI: THE SOMNIUM FILES] #52 - Although cringey at points and a slow start, this game starts to get really good and intriguing. Had a lot of fun with this submitted by TheFatRedditUser to Trophies [link] [comments]


2024.05.14 21:31 Senior-Rub-8901 Help please xd

I got cyberpunk 2077 from steamrip but when I try to start the game a gate this error Translation: There was an error. Files are missing or corrupted. Cyberpunk 2077 will close.
Possible causes could be obsolete mods or remnants of old mods. Perform a clean install of the game (instructions are at support.cdprojektred.com). Another possible cause could be that some files have been damaged during the update or installation. Cyberpunk 2077 will require Steam to verify the integrity of the game files before launching it the next time.
submitted by Senior-Rub-8901 to SteamRip [link] [comments]


2024.05.14 21:29 MiniNinja_2 Can't uninstall program in windows 11, error 1001

I downloaded a game via steamunlocked and didn't really think about what was downloading since it's always been fine. Now I have this program called "videodownloader". It doen't do anything sketchy from what I've noticed but I also can't uninstall it via windows, I just get error 1001. Any clues?
I also today noticed that my entire steam library has been uninstalled, probably completely unrelated but yeah, also a folder I had in D:/ is gone, without a trace. It's annoying because I had 1.2TB of stuff on there, though nothing important. Everything else is normal
submitted by MiniNinja_2 to techsupport [link] [comments]


2024.05.14 21:29 _JesKy_ FPS drop help?

This has been an on and off issue for me for at least the past year. I will have a week or so of the game running perfectly fine and then boom. FPS drops just like shown in the video where its constantly dropping below 40 and stuttering. I've searched it up and done a ton to try and fix with the drivers, verify files, fullscreen optimization, performance mode... this problem just always comes back and its so annoying.
Fortnite is the only game where I have performance issues, everything else is fine.
GPU: Nvidia 3070
CPU: Intel i7 8700
Ram: 16gb
If anyone has anything to try and help I will greatly appreciate it
https://reddit.com/link/1cs0u3a/video/k1349pxf1g0d1/player
submitted by _JesKy_ to FortNiteBR [link] [comments]


2024.05.14 21:28 MiniNinja_2 App won't uninstall, error 1001

I downloaded a game via steamunlocked and didn't really think about what was downloading since it's always been fine. Now I have this program called "videodownloader". It doen't do anything sketchy from what I've noticed but I also can't uninstall it via windows, I just get error 1001. Any clues?
I also today noticed that my entire steam library has been uninstalled, probably completely unrelated but yeah, also a folder I had in D:/ is gone, without a trace. It's annoying because I had 1.2TB of stuff on there, though nothing important. Everything else is normal
submitted by MiniNinja_2 to WindowsHelp [link] [comments]


2024.05.14 21:26 Rapid1898 Using requests_html / chromium-error?

Hello - i try to use the requests_html module with the following code:
from requests_html import HTMLSession session = HTMLSession() r = session.get('https://www.google.com') r.html.render()
But i get this error when rendering - see below Is it necessary to install Chromium manually with this module or is there some way to download the correct version automatically?
$ python test2.py [INFO] Starting Chromium download. Traceback (most recent call last): File "D:\DEV\Fiverr\TRY\matthiasbuechse\new\test2.py", line 5, in r.html.render() File "D:\DEV\.venv\selenium\Lib\site-packages\requests_html.py", line 586, in render self.browser = self.session.browser # Automatically create a event loop and browser ^^^^^^^^^^^^^^^^^^^^ File "D:\DEV\.venv\selenium\Lib\site-packages\requests_html.py", line 730, in browser self._browser = self.loop.run_until_complete(super().browser) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "C:\Users\Rapidtech\AppData\Local\Programs\Python\Python312\Lib\asyncio\base_events.py", line 687, in run_until_complete return future.result() ^^^^^^^^^^^^^^^ File "D:\DEV\.venv\selenium\Lib\site-packages\requests_html.py", line 714, in browser self._browser = await pyppeteer.launch(ignoreHTTPSErrors=not(self.verify), headless=True, args=self.__browser_args) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "D:\DEV\.venv\selenium\Lib\site-packages\pyppeteer\launcher.py", line 307, in launch return await Launcher(options, **kwargs).launch() ^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "D:\DEV\.venv\selenium\Lib\site-packages\pyppeteer\launcher.py", line 120, in __init__ download_chromium() File "D:\DEV\.venv\selenium\Lib\site-packages\pyppeteer\chromium_downloader.py", line 138, in download_chromium extract_zip(download_zip(get_url()), DOWNLOADS_FOLDER / REVISION) ^^^^^^^^^^^^^^^^^^^^^^^ File "D:\DEV\.venv\selenium\Lib\site-packages\pyppeteer\chromium_downloader.py", line 82, in download_zip raise OSError(f'Chromium downloadable not found at {url}: ' f'Received {r.data.decode()}.\n') OSError: Chromium downloadable not found at https://storage.googleapis.com/chromium-browser-snapshots/Win_x64/1181205/chrome-win.zip: Received NoSuchKeyThe specified key does not exist.
No such object: chromium-browser-snapshots/Win_x64/1181205/chrome-win.zip
.
submitted by Rapid1898 to learnpython [link] [comments]


2024.05.14 21:25 MarsDrums Trying to create UEFI Boot Option for Arch Linux.

Following the directions here but using the Arch folder and vmlinuz-linux file, I still am not able to load the Arch ISO. In fact, I'm getting nowhere. The only way I can boot the Arch ISO is if I use the non-UEFI version. What am I doing wrong?
submitted by MarsDrums to Proxmox [link] [comments]


2024.05.14 21:23 AeonofSin Dolphin File Explorer (Showing folders in the left side panel)

So I'm wondering if you can show parent folders and sub folders in the left side panel in the 'Dolphin File Explorer' like you can in 'Windows File Explorer' showing all the folders? Because I would love that. I have tried looking around on the internet but couldn't find an answer.
I don't mean clicking on [...] > Show Panel > Folders
EDIT: I forgot to add that I don't want to sit there and click "Add Entry..." for every folder either.
submitted by AeonofSin to linuxquestions [link] [comments]


2024.05.14 21:23 Gambit-Accepted Wehr Battlegroup And DLC Ideas

Wehr Battlegroup And DLC Ideas
Continuing this series on Battlegroup ideas, today is Wehr. Here are my DAK Ideas. To reiterate, I wanted to make these ideas thematic, different from existing battlegroups, unique and mostly historically accurate. Here I use the units that are already in the game files and propose how they could be implemented in an interesting way. Relic seem to have developed several bunker types which they intend to use, so when designing my battlegroups, I did it in a way where these bunker types were used but didn’t make the battlegroup Italian Coastal 2.0, rather fed into a larger idea. I introduce and expand a number of mechanics I have discussed in my other threads:
https://preview.redd.it/5pxs8daqzf0d1.png?width=1281&format=png&auto=webp&s=62517c6b48c79fe9ea3cdf8a8794e81cb8fd7ecb
Central Idea: All in prevention, counter attack. Your opponent would have a hard time overwhelming you in one all in push. The left side of the tree consists of mostly callins and quick dispatch units for handling flanks quickly, the right side is more logistics themed with multiple reactionary abilities.
BMW R75: Not a lot to say here, similar to the DAK bike except with an MG 42. It could be made to have no reverse, like the Coh1 bike, that was a fun mechanic.
4-Man Pios: Again, self-explanatory.
Sd. Kfz. 251 Variants: This gives you access to other 251 variants, either by upgrading the 251 directly or by calling them in. I’ve chosen these 2 versions that I feel open up a lot more strategies, Mortar HT and Luft tier would be quite good, that tier lacks indirect. Pakwagen Panzer Gren tier would also be strong, as that tier lacks mobile AT. The ATHT would have the same AT performance as the Marder, but would have less HP and no lockdown ability.
Panzer III H: As a unit to add to Wehr’s roster, this makes a lot of sense on many levels. In terms of performance, this would be closer to the Crusader medium tank. In terms of the timing, it would arrive at the same time as the Stug and the Wirbel, but unlike both of those specialists, this would be a generalist for that timing.
Temporary Armour Assignment: This is exactly like the mechanic I described in my DAK designs. How it works is that this munitions only ability is used and a Stug, P4 pair arrive from off map. Neither unit requires fuel, manpower, upkeep or population. They benefit from all the upgrades that affect the normal version, ie vet and armoured skirts. You have direct control over them but after a set period of time, they will turn to AI control and leave. This makes them really good as a reactionary ability (your opponent is doing an all in) or as your own all-in, especially if you’re already maxed out on population. You’re especially incentivised to make risky plays with them as armour preservation is not so important. The number of use cases for this ability are so numerous that I won’t explain it anymore, it should be obvious how strong this is. I think to balance this out, it needs a heavy munitions cost and a long recharge timer.
AI Temporary Elephant Assignment: One of the questions I’ve been asking myself since Coh3 came out is how do you add heavy tanks to the game in such a way that it’s not frustrating to play against and doesn’t break it. Given that the game is set so much earlier in the war and a number of the factions don’t have ready access to tank destroyers like the SU-85 and the Jackson, you can’t simply throw in the Elephant and hope for the best. To be completely explicit, I don’t see how the US with their current roster are expected to deal with a Coh2 style heavy tank destroyer. However, in Halo Wars 2 Blitz game mode, how it works is that you can call in a Scarab and its an incredibly strong unit but after a certain period of time, it spontaneously explodes and the game returns to normal. Why wouldn’t something similar work for Coh3? The risk reward calculus of using it would be; can you get enough damage done in the period available to justify the expenditure? There are a few ways that this could be implemented, you could, for instance, give the player direct control over the Elephant but I’m in favour of doing this slightly differently. Like the Infantry Assault ability for the US Advanced Infantry Doc, I think this should be AI controlled, should be on attack move and should be targeted on a position. After the timer, the unit would drive off map. This way you get the power fantasy of using a heavy tank without the game breaking potential of a heavy tank camping for the entire game between 2 VPs and zoning out all tanks. The reason I prefer this method of implementation is 2 fold; the first is that counterplay is much simpler, you just avoid the area and wait for it to time out. The second is that it has that appeal of being somewhat like a mini campaign mission within the game, you have to defend the tank with your forces as it advances. Your opponent would be easily able to flank it if its on it’s own, but when you support it yourself its more potent. The one exception to this AI control that perhaps should be considered is allowing the player to control the tageting directly, You wouldn’t want the Elephant to shoot at some random infantry while your opponent moves double Archers into position. In terms of relative strength of the abilty, I think if it was implemented in this fashion, the Elephant ability wouldn’t be that strong. I feel direct control over a P4 and a Stug is much stronger than an AI controlled Elephant. To me this is the best way of getting heavy tanks into the game.
Logistics Field Officer: The right side of the tree very much has a logistics theme to it, starting with the officer. The Resource Priority ability works well with a variety of units, one could see this being handy in a situation where you want to increase the ROF of an MG, Mortar or Pak being extremely useful. Situations where you want to increase the ROF on a tank to help it win the engagement would also be strong. Speeding up the recharge on a Nebelwerfer would also be a common use. Source Replacements I could also see being a heavily used ability, either on the field or in base. Finally, given this battlegroup is munitions intensive, the Supervise Resource Extraction ability will allow you to increase your income like a cache does. You could even have some rush strat builds involving the officer, but unlike caches and trucks, the unit can be repurposed to do other things afterwards.
Panzerschreck Trailer: This is another type of trailer unit. I’ve talked about trailer units a few times in my other posts, but here is the rundown: My thinking with this is that its a brand new unit type, which loosely can be defined as a support weapon. How it works is that infantry squads can crew it, push it around, vehicles can tow it, etc. When in a position, it provides an aura which in this case recharges nearby snares faster. However, the unit shouldn't require pop cap and moreover, you can actually manually decrew it and it will still provide you the benefits. So for example, let's say it spawns in your base and you want to setup a strong point, you can crew it with a squad, wheel it over to a house near the frontline and then decrew it. Units within its vicinity would still be benefiting from the aura. When you want to move it, recrew it again, or tow it, to a new location. The beauty of this dynamic is that your opponents can steal these units from you like an ATG, so while they don't take up popcap and would be relatively cheap (say 100 to 150 manpower), you're still incentivised to protect them. You can also attack move them with AT guns etc, would be interesting to play around it. I think it would make for a fun dynamic, but would need to be coded from scratch. It also indirectly makes tow yet more useful. With this trailer specifically, it’s aura will recharge nearby snares faster, however squads can also collect a Panzerschrek from the trailer for a munitions cost. This Panzerschrek is timed, so after a duration the squad will drop it. This is going to really strong in situations where your opponent is doing an all in dive with light vehicles and/or tanks and you need to bolster your AT immediately to hold on. Picking up these Panzerschreks is not cheap, but it makes it much harder for your opponent to dive you and also allows you to go for low AT builds with this trailer as the backup. The way I see this until being used is wheeling it behind a hedge or building near your cutoff and running over to grab a Panzerschrek if its needed. Let’s say your opponent does a double M8 dive, your 2 Grens and a Panzergren pick up 3 schreks between them and your opponent is basically able to do nothing but wait for them to time out. This could buy you enough time to reach T4 or whatever else you were doing. It’s a tool that adds a lot of flexibility to your composition, but remember if you get forced off, your opponent can just steal it and then its your problem!
Weapon Stores: This gives your pios the ability to build Riegel mines but also Weapon Supply Bunkers. Now, the bunker has a straight forward aura that increases ROF of infantry and their grenade recharge times, but it also has another more expansive mechanic of temporary weapon upgrades. I’ve talked about this mechanic at great length in my Luftwaffe Field Division faction design, where the faction essentially revolves around that mechanic, but here I use a simplified version for a Wehr battlegroup. The TLDR is that infantry squads can pick up weapon packages from the bunker to either augment their current DPS or completely change the role of the squad for a short period. For instance, Jagers can pick up Beretta 38s to transform the squad from a mostly mid range unit, to a short range one. Grens can pick up G43s to improve their mid to long range performance and Pios can pick up an MG34. All the options are avialable to you. However, the upgrades are not timed, but depletable. This means that if the squad is not in combat, the upgrade duration doesn’t tick. You have to be in combat to expend the upgrade. The situations where something like this would come in useful are numerous, but to name a few; giving all your grens weapons at any point in the game, augmenting your jagers with MG34s, giving Stosstruppen Berettas so they become a close range powerhouse, or even double MGs. Relative to normal weapon upgrades, these upgrades are inefficient, but for rush strats they can be strong, as well as augmenting your units in the lategame with the extra munitions you have in the bank.
HE Shell Delivery: Improves the splash and anti infantry power of all your vehicles at the cost of penetration. This could be somewhat tricky to use, as your opponent will become aware of its activation immediately and will come in with their vehicles. But situations where your opponent has dug in with ATGs and AT infantry, this ability will be devastating.
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Central Idea: Team weapon play, heavy fire power and artillery. Good for just battering your opponents head on.
SD-2 Line Drop: This is similar to the equivalent ability in Coh1, however the big difference is that you can customise the area where the mines will fall. For instance, you could do a relatively small field on a VP for 50 munitions, or you could do a large line of mines to completely block off a flank with mines. This flexibility allows you to employ the ability in a number of situations and adds some nuance to its employment. It terms of how this would work in game, I feel click and drag would be sufficient, the munitions cost being visible on the cursor. In the context of this battlegroup, it can block off the flanks of your team weapons.
Pre-Sighted Terrain: This feeds into that team weapon focused gameplay, having extra range on your Paks and MGs in an area is going to be really strong. You could even use it with Mortars and Nebels for an extra long range barrage.
7.5cm Flak 264/3(i) AA/AT: The Flak 264/3 is an Italian medium AA piece that fits into what I will refer to as the ‘premium anti tank gun’ category. Similar to how the MG42 and DSKH were premium MGs, this ATG will be better than your standard ATG, at a higher price point. On the scale of ATGs, this will lie between the Pak 40 and the Flak 36 in terms of raw firepower. The damage should be exactly as the Pak 40, however it should also benefit from 10 more range and also the ability to shoot down air. The drawback however is that it should be relatively slow to move, like a Pak 40 in camoflage mode. For small adjustments, this should be fine, but to move it across the map, it would be easier with a tow vehicle. This means there are tradeoffs with this option relative to the Pak 40, the situations where the Flak 264/3 would be better is when you don’t want to invest in a wirbel but still want AA on demand when you need it (2 of these should take down planes pretty quickly), or situations where you’re camping 2 VPs and don’t expect to have to move around much, allowing you to utilise the greater range. Paks are going to be better when you need to move around a lot and expect your opponent to invest in indirect fire.
Flakvierling 38: This gun is exactly as on the Wirbelwind, except it’s a team weapon. Relative to the Flak 30, this would have the advantage of suppression and probably better anti infantry performance. Perhaps starting with the same stats as the DAK Flak halftrack and going from there would be a good place to start.
28cm K5(E) Barrage: Heavy railway barrage, not much to say here.
7.5 cm IG 37: This is essentially work like the LeIG for DAK, it’s a later version of the same concept. Wehr don’t have anything like the Heavy Mortar equivalent and this would be it. This would be handy if you wanted to go Luft tier or tier 4 without having to tech to get Nebels.
Springer Remote Controlled Bombs: Conceptually, this is identical to the Goliath remote controlled bombs, except these bombs are twice the size and are significantly more dangerous as a result. For me, one distinction that could be made would be dialling up their effectiveness against your opponent’s base structures. One thing I feel Coh lacks are tools for crippling your opponent’s tech. Kane’s wrath has a plethora of units and abilities for exactly this purpose and their employment is great to use and even more exciting to watch. So the Spinger should be able to knock out 75% of the health of a base tier structure. So conceivably, you could get a 251, drive it over to or into the base, deploy a Springer and blow it up next to T4, finish it off with Paks or Stugs. This will reinforce that whole dimension of the game, camping on 2 VPs will be much easier to punish.
Sd.Ah. 57 Munitions Trailer: Another style of trailer, as discussed above. Here it would be used directly with team weapons to increase their ROF. It can also be used with indirect, so Rocket artillery would recharge faster. I feel the situations where this would be useful are fairly obvious but one extra way of making it interesting would be if it had an AOE explosion on death. So your opponent would be incentivised to move in with vehicles and target it down. They could also just steal it for themselves.
Wurfrahmen 40 UE (f): Standard rocket artillery. One question I would expect a Wehraboo to ask is ‘why this and not the Panzerwerfer?’. The way I see it, this only has 4 rockets, so its damage per barrage is less. This leaves scope to make the barrage recharge time shorter, meaning you need to micro it more, but also, its less of a wipe machine or do nothing unit. You can also give it a lower price and require less population. Looking at the Walking Stuka in Coh2, that unit either killed everything or missed and was largely a waste of resources and popcap. If you can have the same unit, but with less alpha damage, at a cheaper price and popcap, it should be more consistent over the course of a match. It would also be easier to fit into your composition and would see greater use as a result. This essentially is why I picked this unit. That and because its new and different.
AI Double Wespe Temp. Assignment: Like the Elephant assignment above, this is where double Wespe artillery pieces come onto the field and are controlled by the AI. They attack move to the target, shelling your opponent’s units within range. This ability should be much easier to employ, as they barrage from long range, but also they should be easier to counter (you can just dive them). Since we’re not using new vehicle models, it should be cheaper to develop and its different from the existing off-maps.
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Central Idea: Long range engagements.
MGZ34 MG42 Scopes Upgrade: Simple upgrade, improves range and sight of MGs once they upgrade themselves for munitions.
AI Double Sniper Temp. Assignment: This is most similar to the Wespe ability I just described, except with 2 snipers. What this ability would be strong aganst would be team weapon camp and entrenched infantry, as well as guarding VPs in the lategame. What this ability would be pretty bad against would be an opponent with several light vehicles and tanks which can drive up and elminate the snipers in 5 seconds. Its not like the AI will dodge. This ability is augmented by the numerous sight abilities and units in this battlegroup.
Panzerbeobachtungswagen III: This is most similar to the 254 artillery observer for DAK, except where the abilities are largely air based. The unit has an MG, so it can be used to attack troops early on, but its mostly used for the focus sight ability in conjunction with tank destroyers and team weapons. The SD-2 Ground Burst drop I see being more like the M83 Cluster Mine drop from Coh2. The Ju-88 P-4 Heavy AT Strafe, is actually a 50mm cannon, so different from the JU-87 we have now by having more alpha damage.
Fritz X Guided Bomb Strike: This is probably most similar to the Stuka Dive Bomb in Coh2, however, the big difference is that you can manually guide it to the target. The inspiration for this are the Predator missiles from MW2, however in Coh3, the easiest way of implementing this to my mind is that the player has to keep the cursor where they want the bomb to land. However, if they don’t want to do this, as it prevents other micro, you double click and it will go to where it was last targeted. So the situations where you’d want to perform this micro are quite niche, basically when nothing else is happening for 5 seconds. I think a sensible decision should be to cut off direct control from the player 2 seconds before it hits the target, so its still possible to dodge but harder.
Nashorn Tank Destroyer: Not much to say here, its basically the Archer.
Grenadier K98k Scopes Upgrade: Not a lot to say here, range and sight augmentation for grens.
Ranged Bunker Options: Here we use some of the bunkers Relic has already invented. The mortar bunker is simple enough, but the Observation bunker is a bit more interesting. This emplacement should have a long line of sight, but it should be restricted to a narrow arc which can be refaced. This encourages active micro of the emplacement. It would be strong in matches where this is placed behind team weapons and artillery for spotting targets but would not detect flanks. Somewhat reminds me of the child’s game ‘Spotlight’.
Fusiliers: These are another unit that Grens can be swapped out for. Unlike Jagers and Panzergrens, this unit is purely focused on long range DPS. You could use Gebirgsjager here instead, I use Fusiliers as one of my other designs uses Gebirgsjager.
Range Adjustment: This unit ability increases the squad’s accuracy after each model drop to a maximum of 30%, 5% per model. I could imagine in most situations, this would be a simple DPS boost, but there would be situations where fighting low health squads where this would be especially strong. The same kind of logic applies to the ATG and Tank Destroyer ability, where everytime they land a shot while the ability is active, it increases their accuracy and ROF.
Focused Gunnery: A global sight and range buff for vehicles, at the cost of speed. This blends well with the other abilities in the battlegroup.
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Central Idea: Area denial.
Grenadier & Pio Field Defences: Gives access to a number of build options. Panzer-Stabmine 43 AT Mines are a variation on normal mines, where the emphasis is placed on the heavy engine critical rather than the damage of the mine. So these mines would be relatively spammable, specialised against vehicles and would cause a heavy engine damage critical. The focus here is leaving your opponet’s vehicle stricken and being able to move in with your own vehicles to take it out. However, unlike say Riegel mines, it doesn’t do that much damage, so your opponent will have a much easier time of quickly repairing off the damage. It’s a variation on mines with its own drawbacks and strengths. However, the main structure you get access to is the Luftwaffe Relay Point. This emplacement can call in strafing runs within its vicinity, the AT strafe would be particularly strong if combined with the Stab mine as it would be far harder to dodge. The relay point though can also call in a variety of crate drops with different infantry buffs. Ammunition crates increase ROF, which is simple enough, but the Explosives Crate doubles the squads grenade ability the next time its used. For instance, Grens would throw 2 stick grenades for the price of 1 with a 0.5 second delay between each throw. Naturally, this is pretty strong and also munitions efficient, at the cost of extra micro. The mechanic could also be made to give squads that don’t normally have a grenade, a grenade. For example, it would be cool if Jagers/Pios got stick grenades after picking up one of these crates. I’m not sure what you would do with Stosstruppen, a bundle grenade assault? Sounds overpowered and incredibly fun. Double frangible sounds fine. Camouflage Crates give your squad moving camo for 60 seconds, so you could conceivably pick up this crate on the way to your opponent’s side of the map and use it to ambush or do all manner of things. One question that would need answering is whether or not is should be possible to stack these crate bonues, I could foresee camoed Panzergrenadiers with double bundle grenades being very very good. Perhaps the best way of soft nerfing this combination is to have a shared cooldown timer of 90 seconds on the crates, this should severely limit the number of times a player can get explosives and camo at the same time.
251/17 Halftrack: Exactly like Coh2.
Cannone Da 105/28 Howitzer Emplacement: A general howitzer emplacement, you could use the LeFH but this emplacement already exists.
Panzerturm IV: A mixed AT and anti infantry emplacement. This emplacement absolutely should take up pop cap but also have prioritise vehicles.
Bf109 WerferGranate 21 Rocket Strike: This would fire 4 rockets in unison, have fairly high alpha damage and flame dot damage. You would most use it against team weapons and infantry, especially in denying point caps, but potentially you could use it against vehicles, particularly if they hit a panzer stab mine, to cause them health damage and prevent them from being repaired.
Sd.kfz. 251/16 Flame Halftrack: Similar to the unit in Coh2, except you can also upgrade it with MGs. As a general comment, I feel this unit and flame weapons more generally should have bonus damage against base tech structures. Sneaking flame tanks into the base and burning down your opponent’s tech is so much fun in Kane’s wrath and I feel Coh3 would do well to capture some of that magic. So being able to burn down a tech structure in 30-45 seconds in would give this unit extra utility, currently it fees like the flame units lack flexibility relative to their autocannon equivalents.
Infantry Gestreckte Ladung: This ability is on infantry and it essentially is a grenade that sits between the Bundle Grenade and a Satchel charge on the spectrum. It would have the same damage as a bundle, but a longer fuse and shorter range. However, the charge would have bonus damage against emplacements, buildings and field defenses. The ideal use case would be against units behind sandbags and wire, as it would destroy them completely. Its much more likely to land than satchels, with its shorter fuse time, but is not as a good as bundle grenades which do the same damage with an even shorter fuse. So the bonus against field defences is the main advantage of the grenade. It goes without saying that this ability benefits from the Explosives crate from the other side of the tree.
Decima Squad Infiltration: This squad is most comparable to Stormtroopers in Coh2. You would largely use the squad to charge cutoffs and plant explosives on points, its going to be strong in VP wars. This squad has no camo out of the box but you can get that from the other side of the tree.
Communication Breakdown: This is activated in a circle zone and no off-maps can be used in it for the duration, nor do any global abilities like Designate Assault Position work there. There are many situations where something like this would be useful, for example, preventing someone from calling an off-map in during your assault, preventing an off-map being called in on a crucial VP in a close match. The main use I could see people using this is with their emplacements on the other side of the tree, preventing say bombing runs, etc.
In Deckung!: This abilly mixes well with a variety of the other abilities in the battlegroup. Getting cheaper grenades will allow you to spam them during the duration of the ability, if you combine that with the Explosives crates, it will be yet more efficient. 15 munitions Panzer Stab mines will be strong. The crucial thing with this ability is timing, as you need to use grenades and mines en masse to justify the initial munitions cost.
Other Unit DLC
As I discussed before, I think it would be a mistake for Relic not to include the substitute units feature. In terms of what units should be substitutable, this is what I feel makes sense:
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Finally, as a general change, I feel we need to talk about the Pak 43. The Pak 43 is already in the game files and is presumably lined up for a battlegroup. I feel this unit should just be added to T4 so that stock Wehr has an answer to heavy tank spam (thinking about Matildas and Grants here). Wehr doesn’t have a great answer for dealing with heavy tanks, short of building 3 paks or several marders, neither of which are great from a faction design perspective. They come quite early, relatively, so improving their performance messes with the flow of the game and makes T4 less attractive, why bother going T4 if all the AT you need is in T2/T3? A Pak 43 in T4 has a pleasing symmetry between DAK, Brits and Wehr. If US got he M5 ATG (which they should), all factions would have this common tool. A number of players have been calling out for the Panther to be added to T4, I don’t think that’s the play here, as it would dominate so many other options. The situations where you would build a Pak 43 over a Panther are quite niche (look at Coh2), so having the more attractive unit in stock over the less attractive solution in a battlegroup, to me makes little sense. The Panther would also crowd out Flak 36 Emplacment play. However, the Pak 43 is easier to counter for your opponent, using indirect etc, while also giving you a reason to go for a battlegroup with Panther as the main attraction. Essentially what I’m getting at is that the Panther is too dominant of a unit to be in T4 and the Pak 43 should be there in its place.
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