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View Full Version : Commando Realism Mod v4.0 [for non-OF]



revolucion09
27th Aug 07, 9:08 AM
CURRENT AVAILABLE VERSION FOR DOWNLOAD:
Commando Realism Mod v4.0

This is being coded since July 10. A week after v3.2 Release

General Information

GAMEPLAY INFORMATION
Starting with an Officer and basic platoons. Then, you choose a doctrine (Infantry, Armoured or Support), and through the progress of the Game, you will enable new platoons, sent by the commanders, to win the decisive battles of Europe in 1944/45. Each doctrine enables 6 Platoons, unique from each other. Plus 6 Attachment Platoons (Platoons from other doctrines as a support). This, apart from the global platoons (as for example, rangers, engineers, etc)

Information
Every Call takes between a minute and three minutes to come, the platoons come off-map, and each platoon is composed by between 1 and 3 squads. Being 1 squad those rare platoons, and 3 the Infantry, 2 Medium Tanks, etc.

Tactical Abilities
These abilities cost Trust (Fuel Icon). They will be enabled since Phase 3, and you will be able to use one of them each between 10 and 30 minutes of game, depending on the map you play.

Phase Upgrades
Getting Trust (fuel) through capturing strategic points, you will advance through Phases, which will enable platoons, abilities and increase overall game intensity, since it will increase your manpower income to get the most expensive platoons.

Global Features
*Around 90 platoons in total, to call-in and fight with. Being all different for each battalion you choose

*Weaponary precission for balance and realism: SMGs are dangerous in short ranges, Rifles give support fire, Well set suppression, explosions, correct weaponary, specific coding each weapon to each possible enemy.

*Infantry Combats: Soldiers not in cover are high vulnerable to be killed in matter of seconds. Heavy cover and Buildings are the most safe places, Vehicles also give Cover.

*Tank Combats: Each tank has correct Gun and Armor thoughness Data. Tank combats work through penetration and deflection, while a deflection is no damage at all, a penetration should destroy the tank, or depending on the gun, damage or critical states.

*Intense Battlefields: The mod is designed for teamplay, this plus the platoon based gameplay, turns the battlefield into Micromanagament specialization, tactics, Resource usage and time managament.

*Included Halftrack's Realistic Skin Pack

*Included LoransKorn Realistic Sound Pack

*Included particular skins from skinners like "Sig21" and "Day of Defeat"

*Many new units, like M4A3 (105), FW190 Strafing German plane, buildable Flak38, new weapons like Gewehr, Fallmrischaeger (German Paratroopers), and more!

Win Condition Rules
NOTE: Destroying HQ DOES NOT cause game end. This enables Officers being able to move and set new HQs through upgrades.

*Commando Victory Points: Win by capturing and maintaining all VPs OR by killing enemy officer

*Commando Annihilation: Win by killing the enemy officer


Differences from 3.x

-Reduced Platoon sizes. Infantry platoons will be composed by 3 Infantry Squads (added mixing too). Normal WW2 Tank Platoons will be composed by 2 tanks. Rare Tank Platoons will be composed by 1 tank
-Reduced Squad sizes. Most infantry squads are now 6 Men Strong, to ensure more tactical movements and abilities. Easier to prepare ambushes.
-18 New Platoons, called Attachments. They are to support Main Doctrine Platoons. New building for this. For example, Tank platoons will have a Infantry Platoon to call, after some game time. Though this platoon is not better than Infantry's doctrine one.
-6 New Heroe Squads *Commandos. One per doctrine. They have special abilities, and give buff to nearby squads
-Rescripted AI, to ensure Skirmish Battles
-Given lots of attention to Game Balance, tweaked abilities, weapons, platoons, timings, etc
-Added many new abilities and tactical features
-Added more variation in squads (looking, weaponary and even in platoons. For example Heavy Machine Gun for infantry platoons)
-Added new Skins
-Tweaked weaponary
-Lots of Bug Fixes
-Improved Overall's performance. Specially for late games.
-Recoded Fear Factors and Penetration Data
-Added Upkeep and cost tweaks to mantain a tactical game
-Halftracks separated as another platoon (in HQ)
-Infantry Combats tweaked

Other Notes

-Balance, avoiding rush, stablishing choises for all players through all moments and requiring attention to win some combats. This wont be a basic RTS gameplay when the most important factor is build fast, upgrade fast and set the choke points. A Grenade can take out an entire squad, an AT Gun can take down a Tank with one shot, being this one under some bushes

-WW2 Feeling, we're adding a touch to the combats to give them cinematic touches, and realistic battles, by setting realistic ranges and accuracy, random factors and priorities to micromanagament.
Protecting your tanks from AT guns, and taking out the AT guns with infantry, including new features like a recoded Fear Factor

-We did a serious change in the Armoured Doctrine. It was happening that, with some ways of playing, you could easly win your enemy by rushing out in early games.
Now, at the begining you start with 0 Command points if you select the Armoured Doctrine. Also, for early games youll only have the recoinnassance platoon (light armours and jeeps), and it will be separated through phases, phase 1 for light armours, phase 2 for medium and phase 3 for heavy.
This will reduce the overpower in early games by the armoured doctrine

-Tanks are Now slower, as well their turrets movement. Anti-Tank Guns are now underpowered against Infantry, and Infantry can take them very easly from rear sides and grenades.

-Manpower will be differently managed, now you'll have a strong manpower income when you have few platoons in battlefield. This will help when you are being overpowered, so you can retake over a fight youre losing. For those wining, the manpower will be limited so you will prefer to take care of your platoons, instead of waiting for new, or replacements

-Increased a lot the micromanagament factors, a bridge with an MG gun and Snipers is almost impassable, so youll have to use mortars and artillery to break out, leave the tanks with attention for AT guns, and clear buildings before entering a place, you will need a special attention for each combat, and call the correct platoons, instead of wasting your resources

-Mixing of skins will separate Attachment Platoons from Main platoons, Fallmirschaeger and Stormtroopers, Volksgrenadier and Trained Panzergrenadiers, Rangers or Commanders

-The Manpower push, munition and Call Platoons faster abilities will be only enabled after Phase 3, and they will be expensive. Air Strikes will be only 1 plane. Added new upgrades for most squads and abilities

-AI, this is a strong point, because it will set all values of the mod being tested out, and ensure fun when skirmishing.
You will be able to choose the doctrine you want the AI to play with

-Phase upgrades take very important roles now. They enable platoons, increase Manpower income to the level that they now separate the intensity level.

-There are 10 Global Platoons, and 12 Per Battalion you choose. Its a total of 46 Platoons per side and
92 in Total ;)

-Remember this is a mod for teamplay, it is not recommended to play 1vs1 games, since battalions have to teamwork


IMPORTANT NOTE:
In v4 you must choose the Doctrine you want the AI to play with:
Easy: Support Doctrine
Normal: Infantry Doctrine
Hard: Armoured Doctrine
Expert: Infantry Doctrine with manpowe bonus


http://commando.xavt.com


Want to say thanks to these people, for helping, testing and supporting!
-AGameAnx (beta testing and full time reports)
-GMT2001 (beta testing and full time reports. Forum administration)
-Warnstaff (AI Help!)
-Halftrack for Skins
-Blackcat13 for Command Scree Art
-Panzerjager1943 for Gewehr Skin
-Sig21 for the Fw190 Skin!
-All the people who posted reports and feedback
-All the people who posted and sent mails about what they think about the mod
-LoransKorn for this sound pack


DOWNLOAD Main Files (REQUIRED) (http://companyofheroes.filefront.com/file/Commando_Realism_Mod;83488#Download)
Extract inside CoH Folder and Run CRMMod.exe
Play with 1.71 only!

Screenshots (attention: they're many)

http://img225.imageshack.us/img225/3669/relic00000km8.jpg

http://img146.imageshack.us/img146/2590/relic00003zh5.jpg

http://img299.imageshack.us/img299/7545/relic00004iv9.jpg

http://img466.imageshack.us/img466/3002/relic00008zs4.jpg

http://img221.imageshack.us/img221/3503/relic00013jm3.jpg

http://img215.imageshack.us/img215/7941/relic00025te0.jpg

http://img233.imageshack.us/img233/9379/relic00029hw6.jpg

http://img216.imageshack.us/img216/2268/relic00030vp7.jpg

http://img223.imageshack.us/img223/8577/relic00033ya8.jpg

http://img213.imageshack.us/img213/391/relic00036vb1.jpg

http://img179.imageshack.us/img179/4242/relic00043rn2.jpg

http://img230.imageshack.us/img230/8056/relic00044cd5.jpg

http://img488.imageshack.us/img488/7990/relic00047yo6.jpg


Revolucion09

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nicholasneko
21st Sep 07, 5:15 AM
well it seems that i could not run the mod, get a "application cannot start" so when i ran the uninstaller... it uninstalled COH... not your mod.. the game itself.. so thanks guy.

Willsey2007
22nd Sep 07, 2:06 PM
Thats probably your own fault, trying following all the instructions before you start pointing the finger. Oh and I'm sure there's a "cancel" button during the uninstall.

Rev, nice work once again, looking forward to it :D

nicholasneko
24th Sep 07, 4:18 PM
so your telling me i messed up an auto installer....


1) Make sure you removed previous Commando version. To do this, run "Uninstall.bat" or delete manually "Commando" folder in CoH Main folder

had no older version

2) Run "commando_32_final.exe" and proceed with installation

installed

3) [OPTIONAL] Run "custom_maps_for_commando.exe"

installed

4) Run Commando Realism Mod Icon and play

error

uninstalled assuming it would go away, and poof, all the data files for CoH were gone.. please inform me how by READING the readme i could have avoided this?

elfurreto
24th Sep 07, 4:43 PM
i'm only asking this to see thing clear ok...


nicholasneko : do you know what a *.bat is ? did you disable the auto-hiding of knowed files extention on your WinExplorer folder option ?
If not
well... i'm not sure you ran the good thing... but the CoH own uninstaller, could it be ?

*Remember i'm only asking this to make thing clear, i also do error of that kind when i don't 2x check to be sure... we all do sometime ! so no offence.

nicholasneko
24th Sep 07, 6:26 PM
i do not have show file extentions hidden. and i ran the uninstaller that could be found inside the zip that came with this mod. i'm not so bothered i had to reinstall and waste 40 min of my life, but rather i can't seem to play this mod on 2 different computers.

nicholasneko
26th Sep 07, 10:50 AM
ok, darnest thing. reinstalled your mod... ran fine O.o;;;; so now i have my roommate installing the mappack that came with it to see if that causes the error... umm.. sorry about that.

EDIT: ok ya i had him install the pack and its skirmishing just fine.. so apparently i just needed to reinstall the game LOL so ya, seems tonight i'll finally beable to try out your nice sounding mod.

EDIT2: though now that hes playing it he says the zoom seems rather close in for some reason.. is that normal? or is it just hes used to another mod maybe?

revolucion09
26th Sep 07, 2:53 PM
the zoom is default, other mods may have increased it.

good luck with the mod hope you enjoy it

nicholasneko
29th Sep 07, 2:04 PM
ok yes, i played it, i like it ^.^ good job, love the off map reinforcements.

centurie
30th Sep 07, 2:15 PM
i cant download this mod , because filefront does not allow download managers , and im only on dialup......................why is it that you gys always use filefront, by doing this people like me cannot download and use your mods..........

revolucion09
30th Sep 07, 9:27 PM
most public hosts are not allowing download accelerators until you pay to get special accounts.

Public Beta Released, hope you try and report back ^^
enjoy

Lethal Dosage
1st Oct 07, 3:38 AM
Question, do shermans have around a 80% chance to burst into flames whenever their shot now (from the petrol exploding)?

revolucion09
3rd Oct 07, 9:47 PM
Release

revolucion09
16th Oct 07, 4:20 PM
Updated --> 4.01
-Fixed Allied Forward Observer
-Adjusted SS PanzerPioneers power

revolucion09
20th Oct 07, 5:11 PM
Fixed Links for 4.01

Q77
7th Nov 07, 4:11 AM
Well, I have a fresh CoH install on my new comp, patched up to 1.7 then, the 1.7 - 1.71 patch, did ALL as you said, extracted all 4 files in my CoH folder (thats the program files/THQ/company of heroes - folder right?), ran the install, at the end it says, it couldnt finish install. I deleted all those files, including the folder, redid all again, but still the same problem.
Not saying your mod sucks,lol, I loved the older versions, hences why it was the first thing I installed as a mod.

Any idea?

*Edit* would like to add that, it does work, but there are no textlines in the game, as in descriptions of troops, buildings etc,etc.

revolucion09
7th Nov 07, 9:32 AM
latest version wasnt tested (4.01)
I suggest trying 4.0 its the most stable version!

http://companyofheroes.filefront.com/file/Commando_Realism_Mod;83488#Download

though if you insist on 4.01, you should be able to play it, by extracting the folder on coh folder, then the executor files in the same folder

it should run

Q77
7th Nov 07, 12:33 PM
Well, I did all that, three times, and also deleted all files before re-doing it, but still the same install error in the end. Not saying I am 100% sure it is your mod, but it's a clean CoH install, 1 day old, no other mods etc.
I'll try the 4.0 then , ty.

*Edit* Yuppers, 4.0 works like a charm, thnx!

revolucion09
7th Nov 07, 7:22 PM
hehe good,

I didnt make the 4.01 but a guy on another forum did it for me since i had OF and couldnt do it my self

Q77
28th Nov 07, 2:15 PM
One more thing I noticed, when my AI-(I have no friends)-comrads get killed, my manpower income drops to zero.
I played 3v4 , me and 2 AI against 4 AI.
Not sure if it even is the mod, but since it never happened before with vCoH, I figured there's a big chance. :nervous:

Solja
28th Nov 07, 4:53 PM
The only reason I can come up with is because a unit has a upkeep to high or moded. I ve run into this before.

AGameAnx
29th Nov 07, 4:09 AM
Yeah, the mod is made that way, as you can see there's no popcap (it's 999), so it is essential for income to fall to 0. Otherwise you would be able to build very big army.
By disabling popcap and adding bigger upkeep costs you get much more balanced gameplay - players with more units get some disadvantage, and player with less units can survive longer.

zazas789
30th Jan 08, 9:21 AM
is this mod dead? becouse i really like it and i would like to see an update

AGameAnx
30th Jan 08, 10:36 AM
Yeah. It's dead alright. There was supposed to be an OF mod like this by revolucion09 but it's also dead. And this one's is even less chanse to be continued, couse it's non-OF. Revolucion09 has it's CoH uninstalled

Monkey Soldier
30th Jan 08, 11:19 AM
Some things just come to an end. I know it sucks alot, but its just that way. So, this mod is dead as I know what. (same thing with KMOD)

zazas789
30th Jan 08, 11:35 AM
all good mods come to an end :cry:

churchill rifle
4th Feb 09, 3:16 PM
could someone please put this in a zip file instead of rar because winzip and zzip wont work on my computer

makakai
7th Mar 09, 4:32 PM
Is the ammo icon at the top right hand corner stolen from eve online? Because it is identical