Page 3 of 6 FirstFirst 123456 LastLast
Results 101 to 150 of 281

[*ToV*] New Enhanced Combat Leader: Beyond Overlord ver.2.9.4 Released!!

  1. #101
    oh i see our discrepancy but there is actually a model in the game for the M1919 light machinegun and im trying to get it working in game so i am including it in my TO&E reference that is the difference between our orginizational charts. I also want to apologize if there were any discrepencies or ommisions of quotes that would give the impression that i would be using information that belonged to someone else as my own, as i respect sturmhaubitzes work too much to take his contribution to the community for granted.
    Last edited by hnunez; 27th Oct 10 at 1:15 AM.

  2. #102
    Here are some updated screenshots of the first map in production.

    Enjoy






  3. #103
    Member Cpt Otto's Avatar
    Join Date
    Feb 2007
    Location
    U.S.A.
    I'm glad to see progress in this mod.

  4. #104
    US Infantry Rifle Company (ETO: 1944-45)
    • (1) Corps Independent Tank Battalion Headquarters Detachment:
      • 1 M3A1; 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Battalion Service Company Ammunition & Supply Detachment:

      • 1 GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]
    • (1) Corps Independent Tank Battalion Detachment (Assault):

      • 1 M4-POA-CWS 75H2 Sherman (flamethrower) with Mine Flail*[/font]
    • (1) Corps Independent Tank Battalion Reconnaissance Platoon Detachment:

      • 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Battalion (Medium) Company Headquarters:

      • 1 M4A3 (75-mm) “Sherman”
      • 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Battalion (Medium) Company Platoon:

      • 5 M4A3 (75-mm) “Sherman”
    • (1) Corps Independent Tank Battalion (Light) Company Headquarters Detachment:

      • 1 M5A1 Stuart
      • 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Battalion (Light) Company Platoon:

      • 5 M5A1 Stuart
    The player recieves either an independent Tank Company or a Tank Destroyer Company from the Corps not both.



    • (1) Corps Independent Tank Destroyer Battalion Headquarters:
      • 1 M8; 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Destroyer Battalion Headquarters Service & Supply Detachment:

      • 1 GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]
    • (1) Corps Independent Tank Destroyer Battalion Reconnaissance Company Headquarters:

      • 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Destroyer Battalion Reconnaissance Company Pioneer Detachment:

      • 1 Pioneer & Ammunition Squad
      • 1 GMC CCKW 6x6 2-1/2 ton. [Logistics & Supply]
    • (1) Corps Independent Tank Destroyer Battalion Reconnaissance Platoon Headquarters:

      • 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Destroyer Battalion Reconnaissance Platoon:

      • 1 M8 "Greyhound" Armored Car
      • 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Destroyer Battalion Company Headquarters:

      • 1 M8 "Greyhound" Armored Car
      • 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Destroyer Battalion Platoon Headquarters:

      • 2 M8 "Greyhound" Armored Car
      • 1 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Corps Independent Tank Destroyer Battalion Platoon:

      • 4 M10 3" Gun Motor Carriage “Wolverine”
    The player also recieves these additional units as part of their off-board reinforcements from the division to form his core forces.


    • (1) Divisional Combat Engineer Detachment:
      • (1) infantry engineer rifle squad of (12) men;
      • (1) .30-cal. M1917A4 Heavy Machinegun Squad
    • (1) Divisional Calvary Reconnaissance Detachment:

      • 1 M8 “Greyhound”
      • 2 Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Regimental Pioneer Detachment:

      • (1) infantry engineer rifle squad of (9) men
    • (1) Regimental Reconnaissance Detachment:

      • (1) infantry rifle command squad of (6) men
      • (1) Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1)Regimental Anti-Tank Company Detachment Headquarters:

      • (1) infantry rifle command squad of (6) men
      • (1) 57mm M1 Regimental Anti-Tank Company Detachment:
      • (1) infantry weapon crew of (3) men
    • (1) Battalion Headquarters Detachment, with:

      • (1) infantry rifle command squad of (6) men
    • (1) Battalion Pioneer & Ammunition Squad, with:

      • (1) infantry engineer squad of (9) men
    • (1) Battalion Anti-Tank Section Headquarters, with:

      • (1) infantry rifle command squad of (6) men
      • (1) 57mm M1 Battalion Anti-Tank Platoon Detachment, with:
      • (1) infantry weapon crew of (3) men
    • (1) Battalion Communications Platoon Detachment, with:

      • (1) infantry rifle squad of (6) men
    • (1) Battalion Weapons Company Headquarters Detachment, with:

      • (1) infantry rifle command squad of (6) men
      • (1) Heavy Machinegun Section Headquarters:
        • (1) infantry rifle command squad of (6) men
        • (1) .30-cal. M1917A4 Heavy Machinegun Squad:
        • (1) infantry weapon crew of (4) men
      • (1) Heavy Mortar Section Headquarters:
        • (1) infantry rifle command squad of (6) men
        • (2) 81mm M1 Heavy Mortar Squad:
        • (1) infantry weapon crew of (4) men
    • (1) Battalion Battery Forward Observation Detachment, with:

      • (1) infantry rifle team of (2) men
      • (1) Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
    • (1) Infantry Rifle Company Headquarters, with :

      • (2) infantry rifle command squads of (12) men and (2) Medics*
      • (3) Rifle Platoons, each with:
      • (3) Rifle Platoon Headquarters, with:
        • (1) infantry rifle command squad of (5) men and 1 Medic*
        • (3) infantry rifle squads of (12) men
      • (1) Weapons Platoon Headquarters, with:

        • (1) infantry rifle command squad of (6) men
        • (2) Willys MB 1/4 ton. 4x4 Jeep (.30-cal M1919A4)
      • (1) Light Machinegun Section Headquarters, with:

        • (1) infantry weapon crew of (6) men
        • (2).30-cal. M1919A4 Light Machinegun Squad:
        • (2) infantry weapon crew of (2) men
      • (1) Light Mortar Section Headquarters, with:

        • (1) infantry rifle command squad of (6) men
        • (3) 60mm M2 Light Mortar Squad,each with:
        • (1) infantry weapon crew of (2) men
    *medics require player selected research option
    Last edited by hnunez; 12th Mar 08 at 2:33 PM.

  5. #105
    Command Tree branch choices enable historically accurate unit formations that were organic to their Divisional Order of Battle to be summoned through the appropriate building structure. Light Squad Support Weapons are upgradeable research option items, these units can be obtained for squads to enhance their combat firepower and increase their lethality. Certain formations research weapon upgrades that are applied to individual squads based on their historic TO&E while others must gain them through either research or veterancy.

  6. #106
    US Infantry Division, July 15, 1943

    US infantry divisions were organized around a triangular configuration which sub-divided its combat maneuver elements into three Regiments which were further divided into three battalions which were then finally divided into three rifle companies. The infantry command tree would make available additional reinforcements from the higher command of the divisional, regimental, and battalion headquarters which provide supplemental reinforcements in the form of additional units and formations that are available through the pertinent building structure according to the command tree options selected by the player from the divisional command menu. The tables below show the infantry divisions that participated in the Normandy invasion along with their subordinated regiments, artillery battalion assets, and divisional units along with all the historical manpower and equipment that the 1st ID, 29th ID, and 4th ID which assaulted Normandy would have been authorized. The tables are organized by the numerical representation along with their respective organizational component described in detail from the respective tables that follow:

    Division: 1st Inf. Div.
    Regiments: 16th Inf., 18th Inf., 26th Inf.
    Artillery: 5th Bn.(155), 7th Bn.(105), 32nd Bn.(105), 33rd Bn.(105)
    Divisional Units: 1st Eng. Bn., 1st Medical Bn., 1st Recon Troop, 1st QM Bn. (Co.), 1st Signal Co.

    Division: 29th Inf. Div.
    Regiments: 115th Inf., 116th Inf., 175th Inf., 176th Inf.
    Artillery: 110th Bn.(105), 111th Bn.(105), 224th Bn.(105), 227th Bn.(155)
    Divisional Units: 121st Eng. Bn., 104th Medical Bn., 29th Recon Troop, 29th QM Bn. (Co.), 29th Signal Co.

    Division: 4th Inf. Div.
    Regiments: 8th Inf., 12th Inf., 22nd Inf.
    Artillery: 20th Bn.(155), 29th Bn.(105), 42nd Bn.(105), 44th Bn.(105)
    Divisional Units: 4th Eng. Bn., 4th Medical Bn., 4th Recon Troop, 4th QM Bn. (Co.), 4th Signal Co.
    Last edited by hnunez; 20th Mar 08 at 12:46 PM.

  7. #107
    The divisional Artillery battalions provide organic artillery support to the regiments of the division, these divisional assets provide player controlled artillery designation units the ability to request a wide variety of specialized artillery fire missions (Creeping Barrage, Victor Target, Counter Battery Fire, ect.) that players can coordinate during battle against enemy combat forces.

    US Infantry Rifle Regiment, July 15, 1943

    the regiment is makes available a wide range of abilities and units which improve the combat effectiveness of the battalion reinforcements assets that rifle companies receive, through the command tree selection process new units become available for purchase and additional abilities become unlocked for use by player controlled units automatically headquarter command units begin projecting radius of effect auras that provide enhanced morale, rate-of-fire, cool down/reloading, and accuracy bonuses to artillery, infantry, and vehicles.

  8. #108
    US Infantry Rifle Battalion, July 15, 1943

    The battalion is the higher echelon of command for the rifle companies of a regiment this organizational structure provides the unique set of assets that contribute supplemental platoon size elements to the reinforce the company sized forces deployed on the battlefield.

    US Rifle Company, July 15, 1943

    The structure of these companies includes the amendment issued in the Feb. 26, 1944 for all infantry divisional organizational chart references Since the plan called for the respective regiments to land on the beaches in battalion strength during their participation in the allied landings at Omaha beach and Utah beaches, the configuration for the company of heroes game will follow a company size formation with reinforcement from the battalion and regimental/divisional command. The tables below represent those elements that would make up the company size formation of infantry which are controlled by the player(s):
    • Company Headquarters Platoon (2-22)
      • Co. CO cmnd. Sqd.(1 Cpt. (Commanding Officer), 1 Sgt. (Comm.), 2 messengers, 8 basic)
      • Co. XO cmnd. Sqd.(1 Lt. (executive officer), 1 1stSgt., 1 messengers, 9 basic)

  9. #109
    *Indicates that these weapons were distributed to the three rifle platoons of the company from the unassigned weapons pool in the following order 2 BAR's per platoon, 2 SMG per platoon, and 2 bazookas per platoon. Each platoon also received either a bolt action M1903A4 (with scope) or the M1C to be issued by the platoon leader to one rifleman in the platoon.

    • Company weapons Platoon (1-34)
      • Headquarters team:(1 Lt. (Pltn. Cmndr.), 1 SSgt. (Pltn. Sgt.), 4 Pvts. (messengers))
      • Mortar Section - Headquarters Team: (1 Lt. (Pltn. Cmndr.), 1 SSgt. (Pltn. Sgt.), 4 Pvts. (messengers)
      • Mortar Squad (3): 1 Cpl. (asst sqd. Leader), 4 Pvts. (1 auto rifleman, 1 asst auto rifleman,1 ammo bearer, 7 riflemen)
      • Light Machine Gun Section - Headquarters Team: 1 Sgt. (Pltn. Sgt.), 1 Pvts. (messengers)
      • Light Machine Gun Squad (2): 1 Cpl. (asst sqd. Leader), 4 Pvts. (1 auto rifleman, 1 asst auto rifleman,1 ammo bearer, 7 riflemen)
    The company weapons platoon provides the base of fire for heavy support weapons issued to each company and supplemented the firepower of the rifle platoons by providing indirect and automatic weapons fire support for the company. Their HQ team provides a radius of effect modifier to artillery weapon accuracy and rate-of-fire which bonuses to any units within their command radius its organization is listed in the tables below:
    Last edited by hnunez; 20th Mar 08 at 12:46 PM.

  10. #110
    My...mind...is...BLOWN! Can not wait to see you finish man. Never seen so mch work put in, truly awsam-O.
    AKA Sad_eyed_Irony!!

  11. #111
    Member
    Join Date
    Aug 2007
    Location
    Meadowvale Village

    Enhanced Combat Leader: Beyond Overlord,

    Nunez,

    It sounds like you have an excellent mod in the making. Is there going to be a release sometime soon and are you going to pack it in SGA or not - i.e., 2.3 patch and -dev being disabled?

    Cheers
    Zardoz4

  12. #112
    Currently work on the mod is still continuing i have been able to use the corsix fix as a work around to the 2.3 –dev bug. I’m still making slow progress to finish the mod beta I will however be waiting till they make the next retail patch before I release the alpha version of the mod. The reason for this is that I want players to have easy access to the game and be able to get straight into game play without hassles. right now the work around has caused a glitch that will cause the mod to CTD. until relic amends the code to allow -dev to run custom content modules properly without crashes; debugging efforts to find out why my engineers cant throw satchel charges properly in the campaign game will severely impared. However progress will continue till the game is finished.
    Last edited by hnunez; 9th Apr 08 at 6:27 PM.

  13. #113
    CDT crash issue is curretly being worked on, i posted some of the bug details in a special thread so i can continue to work on the game modules single player campaign.

    http://forums.relicnews.com/showthread.php?t=188879

  14. #114
    im probably gonna sound dumb...but i dont see a download link...where do i download it??

  15. #115
    mrbojangles
    Guest
    its not out yet. as far as i know..

  16. #116
    Member Cpt Otto's Avatar
    Join Date
    Feb 2007
    Location
    U.S.A.
    Bump.

  17. #117
    Member IndigoSpyder's Avatar
    Join Date
    Dec 2007
    Location
    Operating Room
    Hnunez, pls make a release when 2.301 comes out.



    Copy my image code if you want Japan in a CoH expansion!

    BTW, fuck balancing. Give us the Japanese, Russians, Italians and French in CoH, pls awesome Relic team.

  18. #118
    Nihilanth
    Guest
    Hello. Is this mod still alive? Sorry to ask such a blunt question.

    Also, if it is, I have a few questions.

    1) Will weapons be much more deadly and accurate? I think infantry out in the open should be easily killed. So cover is emphasized.

    2) Are weapon ranges increased? The biggest thing that got me about vcoh are the silly weapon ranges. I think I read it before on your blogs, but can u confirm that as u get further the weapons become less accurate?

    3) small arms fire doesnt harm tanks, right? I hope so.

    4) And off map platoon requisition?!? Please confirm. Thanks.

    This mod looks great and I hope it's still alive. I'm waiting for the beta!

  19. #119
    @Nihilanth yes the mod is still alive.

    there will be better ranges for weapons much more realistic damage and increased squad sizes as well and no small arms fire wont do damage to tanks but anti tank weapons will get a buff on damage

  20. #120
    Dlimpintraficon
    Guest
    dont bump me ofr asking but when is a rough date for the beta release?

  21. #121

    New alpha release soon

    The early alpha release for player testing is going to be released from this week on for player participated matches and general-testing. I have made a chat community for the game at file front.

    http://hosted.filefront.com/wolff69/

    Enhanced Combat Leader: Beyond Overlord



    Enhanced Combat Leader: Beyond Overlord Is a multiplayer game modification for Company of Heroes: Opposing Fronts that emphasizes tactical combat, realism, and historical accuracy by allowing players to command and deploy company size forces throughout the Normandy Overlord Campaign, players get to create and command authentic WW II Battalion Level formations. Through the advantages of the Relic essence engine players can enjoy a new game experience with many dynamic features that emphasize tactical command and control and exploits the dynamic elements of the living soldiers system by providing player squads many new ability enhancements which allow players to execute advanced tactical combat strategies, players can also execute squad level tactical orders and unit abilities in a smoother more intuitive way.



    Release Date: Early Beta to Be Announced



    For more information and further updates please visit the Enhanced Combat Leader forums @ http://ecl.netforums.us/



    To chat and connect to other multiplayer game opponents for Enhanced Combat Leader online please visit the online chat server @ http://client11.addonchat.com/sc.php?id=282031



    You will need hamachi to play online multiplayer games against other opponents which is available for download @ http://hamachi.en.softonic.com/



    Readme File:
    CoH: Enhanced Combat Leader: 0.0.1 build 1038

    Installation:

    Copy all folders and the .module file into your Company of Heroes folder.
    Create a new shortcut (copy your old one) and start the game with these parameters:
    "-dev -mod crossofiron" e.g. it could look like this > "X:\Program Files\Company of Heroes\RelicCOH.exe" -dev -mod ECL"

    Last edited by hnunez; 18th May 13 at 8:03 PM.

  22. #122
    Member Cpt Otto's Avatar
    Join Date
    Feb 2007
    Location
    U.S.A.
    This is going to be a fun game! (I mean mod ^_^)

  23. #123
    Whys the mod called Crossofiron I didnt realise it was Enhanced combat leader for like 2 hours

  24. #124

    module name

    ill fix it in the next release.

  25. #125
    Member Cpt Otto's Avatar
    Join Date
    Feb 2007
    Location
    U.S.A.
    I'm feeling really stupid right now.

    Has it been released?

  26. #126
    Hnunez I dont understand, the cross of Iron mod I donwloaded only has a few new skins and some soldiers in differnet places on the build ui, where are all the changes youve been posting. Where are the compnies e.t.c , its exactly the same as Vanilla CoH?

    i dont understand.?

  27. #127
    im currently working on those new features now this is just something so i can get input from players that will help me enhance the game. i will be working on making new changes to the game but since it takes time i released the first alpha that i started on.

  28. #128

  29. #129
    Member Mr.Mind's Avatar
    Join Date
    Jul 2008
    Location
    In your liquor cabinet.
    So is there any news about that M1919 machine gun?

  30. #130
    Member bwc153's Avatar
    Join Date
    Aug 2007
    Location
    Shawnee, Kansas, United States
    nice bump... lol

  31. #131
    Member Cpt Otto's Avatar
    Join Date
    Feb 2007
    Location
    U.S.A.
    Is it dead?

  32. #132
    no not dead currently under development.

  33. #133
    Member Cpt Otto's Avatar
    Join Date
    Feb 2007
    Location
    U.S.A.
    Do you have a release date yet?

  34. #134

  35. #135
    new beta release check first post for details on how to download.

  36. #136
    Member
    Join Date
    Mar 2008
    Location
    Upstate NY, USA
    Since I am a sucker for realism mods, I will try this out tonight.
    Never confuse a single defeat with a final defeat!

  37. #137
    Wunderbar!

    congrats Hnunez! Its been a long road.

    Been waiting and watching for the release..dl'ing now..and will test when time allows this week!

  38. #138
    Svhmidtty
    Guest
    So how do you get this thing to work? I tried the -dev way and no joy. Any suggestions?

  39. #139
    Member
    Join Date
    Mar 2008
    Location
    Upstate NY, USA
    I used the COH launcher and chose the module. I also told it to run in -dev mode.

    I like the large unit sizes. I really do! I like the proper formations also. I think some of the vehicles are too cheap but that is alright because of the caps placed on units etc.

    Very nice start!!!

  40. #140
    Member bwc153's Avatar
    Join Date
    Aug 2007
    Location
    Shawnee, Kansas, United States
    umm... i know this is a beta, and its gonna be buggy... but i have a list of fixes/changes for ya ..

    1. no UCS file (we get $1XXXX key error, for a majority of new units)
    2. Allies AI likes to spam the squad that has 5 guys in it (has a zooka, a sniper, and 3 rifleman) they will kill virtually all the Axis with those guys alone... i suggest removing the sniper from it... since the allies already have a sniper
    3. flamethrowers.... i suggest lowering the flamethrower range slightly... as it looks wierd when the flame drops into the ground 5-10ft. in front of target, but the target still gets hit.
    4. remove the upgrade button for BARs at barracks... and remove the requirements for the "suppression fire" ability, so allies can use it, withought making thier troops OP (4 BARs... lol)

    these are the things i could think of right off the top of my head, from the game i played lastnight...

  41. #141
    Member
    Join Date
    Mar 2008
    Location
    Upstate NY, USA
    I would also get rid of bunkers alltogether. They build very, very fast now. And... the auto-turrent MG is dumb.

  42. #142
    thank you for your comments i will work on getting them into the next release.

  43. #143
    Fishy
    Guest
    Im gonna have to try this one out. I will be back with my impressions.

  44. #144
    Member bwc153's Avatar
    Join Date
    Aug 2007
    Location
    Shawnee, Kansas, United States
    dont remove the bunkers... just make them take about 1-2 minutes to build... i dont see how they are uber anyways... my ranger squad 1 volleys it and moves on... if you keep them, add more health... as they are weak

  45. #145

  46. #146
    which line do i need to add to play this mod?

  47. #147
    Member
    Join Date
    Mar 2008
    Location
    Upstate NY, USA
    Is it me... or does the infantry have a bit of a mind of its own?

  48. #148
    dont worry the next release will fix alot of bugs and will be a greatly improved in all respects.

  49. #149
    I’ve released another new beta, this takes the advise I received a from players and attempts to address some bugs. Please feel free to try it out and a give your input. It attempts to correct the missing key entries address glaring balance issues and introduce some new squads. please feel free to download the latest version and try it out and remember to leave your feedback.
    Last edited by hnunez; 22nd Sep 08 at 9:28 AM.

  50. #150
    Member IndigoSpyder's Avatar
    Join Date
    Dec 2007
    Location
    Operating Room
    Am I the only one getting this before I try to donwload?



    Mediafire mirrors?

Page 3 of 6 FirstFirst 123456 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •