Did you know that coh2 actually has that support for a long time? And the linux version is even better optimised that windows one. The problem is, you can't mix these versions in one multiplayer match, so the linux version is rather dead.
I wonder if it is going to be similar with DoW3 and as they are based on same engine, I suppose it is.
The promotion email lets you assume the multiplayer is cross-platform:
We're excited to announce that we've partnered with the team at Feral Interactive to bring Warhammer 40,000: Dawn of War III to Mac and Linux platforms! Feral helped out with the Mac and Linux ports of Dawn of War II and Company of Heroes 2, and we couldn't be happier for them to help bring Dawn of War III to a brand new audience.
Dawn of War III will launch on Mac and Linux in just a few short weeks, on June 8th, 2017. Now all players will be able to do battle as the Space Marines, Eldar, and Orks in an epic campaign, and spectacular multiplayer matches against players around the world.
For more information, check out the FAQ we posted on DawnOfWar.com. For more updates about Dawn of War III, make sure to follow us on social!
Does the map appear in your in-game map list? If everything is working correctly, there should be a file called
My Games/Company of Heroes 2/mods/scenarios/subscriptions/
Download site asks for username/password ?
Here's a working mirror for the time being:
Just an FYI, had to check this for another person who was looking to use this, and the link is broken.
Dropbox finally removed public folder links. I'll re-upload it later today. Thanks for letting me know.
Edit: Re-uploaded the executable and the screenshot.
The glider wasn't the only thing that was lost during this match
Show Spoiler I was recently trying to create a special cover type for a CoH1-style smoke grenade:
- Reduces incoming accuracy and suppression
- Does not reduce incoming damage
I tried assigning a tp_smoke type of cover to the grenade. However smoke cover type gets overwritten by just about any type of cover; including default and negative cover; thus it's useless.
In any case, I narrowed this down to cover priority, which seems to be set in the "tuning" file. Unfortunately, I have not been able to clone the file.
Has anybody ever found a way to bypass this restriction for their mods? You can't, you'd need to get Relic to remove it from whatever ignore list they have for files which won't be read from a mod attribarchive.
You can include tuning just fine just by copypasting it into the mod file structure (and after you copypaste it in you can modify it in AE), and it'll be included in the final burned mod file as well, but the game just ignores it. The Commandos do have a grenade that creates light cover for alternative idea.
Another work around could be is that you could have the grenade apply a damage over time of zero and upon penetration action add a modifier action for received buffs for short duration such as one second. Hopeful this could be renewed by the damage over time effect, thus refreshing the duration.
Could one of you explain where these files exist in the archives, what's their format, and what you could do with them, please?
Spent about 10 minutes making this as a front cover for RTS. What do you think?
It's not bad but it's not great either. Perhaps someone with an artistic mind should work on creating one (and preferably spend more than 10 minutes creating it).
You're a magician. Thanks a lot!
That just leaves the question of why this happened in the first place. When Relic posted something about "updating the Mod Tools", this was not what I hoped for
When did this "updating the Mod Tools" happen?
Show Spoiler Show Spoiler
I suddenly don't feel so bad that I've put the last few weekends into worldbuilder instead of mod tools.
I would prefer to not mess with mklink anymore than necessary. Especially with how finicky mod tools is woth file pathing to begin with.
But hey at least it's a working fix? Show Spoiler
I thought I was the only one going crazy.
The workaround I found to this is create a directory symbolic link between the Alpha/mods directory to CoH2/mods directory using the following command:
(target needs to be an absolute path; not a relative path)
I've no idea what caused it and when, though. Show Spoiler
For the last couple of days, whenever I build a new version of one of my mods, the Mod Builder has been saving it to "C:\Users\X\Documents\my games\Company of Heroes 2 Alpha\mods\tuning", even though the game path is set correctly. I can just copy the SGA file into the correct folder, but it has become a bit annoying. Has anyone experienced something similar and maybe found a workaround?
I recently ran into this issue as well.
I dug a bit deeper and ended up editing the ModBuilder.exe assembly with ILSpy + Reflexil plugin.
Result? Hardcoded "My Games\Company of Heroes 2 Alpha" string was successfully changed to "My Games\Company of Heroes 2".
https://www.coh2.org/file/13374/modbuilder-patched.zip How to use the patched .exe:
1. Extract the downloaded .zip archive
to COH2 Tools installation directory, e.g.
C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2 Tools
& try building a mod
Edit: Relic updated tools, the my games path was corrected.