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[v4.1] Back to Basics - new release! (2016-02-19)

  1. Modding Senior Member Company of Heroes Senior Member  #1
    Celéstial | Daydreamer Celution's Avatar
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    [v4.1] Back to Basics - new release! (2016-02-19)

    Back to Basics v4.1

    Back to Basics is a full conversion mod for Company of Heroes and its expansions. Along with new units, abilities, upgrades and commander trees, the mod adds a balanced but entirely new weapon damage system. The focus is on improving and expanding gameplay while adding additional tactics to both aggressive and defensive play.

    The damage model is more lethal, adding realism and more consequences to mistakes, but at the same time it is as fair as possible with almost all instances of instant squad wipes removed from the game. Those who take the time to understand the depth of all the units and the entirety of the mod's damage model will find that the battles are quite dynamic with a large spectrum of different play styles being viable, whereas the impact of weaponry feels strong and realistic. Combined arms, support weapons, officers and unit positioning are extremely important.

    Penetrating vehicle armor can have strong consequences: although vehicles have longer range and strong performance against all targets, there are now more critical hits involved in vehicle combat. No tank can take endless punishment, and taking rear hits is doubly punishing. That said, the element of randomness is made easy to read and play around, there are no one-shot kills, the accuracy of each weapon is redone completely, the penetration values are intuitive. Vehicle role is shifted towards being best when supported by infantry, although some elements of aggressive playstyles and timing pushes remain in tact. Heavy vehicles such as Tiger and Pershing are available in the default tech tree and their command tree counterparts are replaced with sidegrades. Experienced players will have a good understanding of what the outcome of vehicle battles will be and have a large selection of choices available for any situation at hand.

    Artillery damage model is completely redone as well. While it is still perfect for accruing damage over long games and flushing out dug in enemies, the splash of artillery damage works very differently. Each impact has a large area of effect, applying damage to squads in larger radius but the lethal radius of the explosion is reduced, reducing instant squad wipes. Infantry in trenches can be shielded from the blast and the same logic applies to armored vehicles - shells have to hit close-by to be most dangerous. Munitions income is very important for sustained barrages as every barrage has a munitions cost associated with it. Artillery play is a concious choice, and its overall exponential strength growth potential that is present in its vanilla design is reduced.

    The mod includes a slew of aesthetics improvements. Graphics, sound, UI, unit skins, ground textures, physics all have been improved:
    • New weapon and engine sounds
    • New unit skins for every unit in the game
    • Weapon tracer beams have been completely reworked
    • Improved models and model details for some of the more iconic units
    • Additional "fake" ambient occlusion shadows for infantry added
    • Custom made ground textures with additional detail added
    • Improved crater textures with additional specular maps and fixed crater depths
    • More realistic and less floaty physics. Increased ground friction, modified gravity which allows for more realistic look for those massive explosions where sometimes you see a crew member of a tank flying half way across the map
    • Additional minimap icons for specific unit types allowing for quick reading of the battlefeld
    • New high quality unit icons, symbols and portraits
    • Modified camera controls - increased default zoom, showing a larger portion of the battlefield, faster transitions allowing for lower response times and overall more responsive controls and experience.
    • Improved unit descriptions for each unit providing full information about their features


    Back to Basics AI is proudly unique and advanced. All AI systems have been worked on and improved, to the point of creating a completely new AI battle experience. AI oppotents will feel more human-like and cheat less, while the challenge will be greatly increased. AI improvement highlights include:
    • All AI combat behavior is now controlled by a custom script, improving a plethora of its behaviors in combat such as taking cover, ability use, clumping up, getting to optimal engagement distances and quickly assaulting the enemy to overwhelm their positions, retreating, vehicle facing, vehicle repairs
    • A completely new decision making system for units. AI will choose its attack approaches very carefully, flanking constantly and hitting you where you're most vulnerable
    • Improved decision making regarding defensive play. The AI can now make a decision to become defensive, stop attacking and consolidate its forces until it sees a new vulnerability or has enough units to push again. This is also influenced by number of victory points remaining, by the percentage of territory it already has and other factors
    • Vastly improved unit preservation - AI will keep artillery behind the lines, away from harm. The retreat logic is completely redone by a completely custom script that controls it, allowing for proper retreat decisions to be made
    • Improved point capture decisions - AI will try to avoid capturing points under fire, capture key points to break off your territory, capture points in an order which lends to its faster arrival to the frontlines, capture high resource points faster, capture unconnected territory, break enemy supply
    • AI will appear near the frontlines much faster, especially near high resource points, and try to keep the pressure on you from the very start
    • A wide variety of game breaking AI bugs fixed
    • Full support for all the mod's units and abilities
    • Vastly improved logic and targetting of standard game abilities
    • Redone build decisions for all structures
    • A comletely overhauled decision making system for purchasing units. AI should always spend its resources and buy every unit in the game while still trying to counter what you have and make logical decisions in regards to any type of special units
    • Vastly improved defensive structure placement. There are now ~70 markers added to every vanilla map that allow the AI to use additional logic with, including placing defensive structures. AI should always build defensive structures near the front line but not directly in harms way. Decision making for which defensive structures to purchase at which point in the game is vastly improved as well
    • Custom specific script now controls the behavior of mortars, HMGs, snipers and AT guns for AI. This prevents AI from ever running in with these support units into a defensive line of enemy units and instead places them (or attacks moves them on the edge of sight line in the case of snipers) in strategic positions, facing approaches that lead to the enemy
    • Custom script added that controls British HQ placement. The script makes decisions between travel distance, overall danger of the area, whether or not the point is a high resource point and other factors, whereas vanilla HQ behavior was rather broken
    • Officers will now follow and support other units in a logical manner
    • Numerous other improvements such as entering buildings logic, ability avoidance, technology rushes, appropriate callin unit priority calculation, added previously unused abilities, custom barrage unit control, custom engineer control for placing healing stations & repairs and more


    Download Back to Basics v4.1

    Before downloading Back to Basics please make sure that you patched Company of Heroes to v2.700.2.42



    Does not require a previous installation of Back to Basics. Make sure to remove any existing mod version before installing.

    v4.0 Changelog
    v4.1 Changelog


    Screenshots


    Launching the mod

    Standard steam shortcut

    Make a shortcut of the game using steam, go to shortcut's properties and add //-mod BackToBasics to the end of the target line.
    The entire target line should look like this:

    steam://rungameid/228200//-mod BackToBasics

    Alternative method hiding the prompt

    Go to your steam install directory (for example: C:\Program Files\Steam) and make a shortcut of Steam.exe
    Move the shortcut to your desktop, change its icon if you want
    In shortcut properties add -applaunch 228200 -mod BackToBasics to the target line. The result should look something like this:

    "C:\Program Files\Steam\Steam.exe" -applaunch 228200 -mod BackToBasics

    Additional target line parameters

    You can add some additional parameters to the target line which will slightly increase game's performance, unlock all campaign missions without you needing to finish the campaign from the start and skip playing game intro movies

    -novsync -unlock_all_missions -nomovies


    Feedback

    We really appreciate all kinds of feedback. Let us know here on ModDB or on RelicNews what you think about the mod and we are sure to reply

  2. #2
    Member Kyle243's Avatar
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    Sounds good, will there be different tank commander skins?

  3. Modding Senior Member Company of Heroes Senior Member  #3
    Celéstial | Daydreamer Celution's Avatar
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    Well, I'm looking for a skinner, so if I won't get one, then no, otherwise yes.

  4. #4
    Nugiman
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    Does commonwealth and PE have mgs too in this mod? i just cant get used to it that they do not have...

  5. Modding Senior Member Company of Heroes Senior Member  #5
    Celéstial | Daydreamer Celution's Avatar
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    Yeah, I will add then in v1.01, but my priority for today was adding some importent stuff, so I could release v1.00 tonight.

  6. #6
    IRGC
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    Good job I'm downloading it now

  7. Modding Senior Member Company of Heroes Senior Member  #7
    Celéstial | Daydreamer Celution's Avatar
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    thanks, keep looking, I will update it sometimes daily, sometimes weekly.

  8. #8
    cunhaBR
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    Keep the good work

  9. Modding Senior Member Company of Heroes Senior Member  #9
    Celéstial | Daydreamer Celution's Avatar
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    v1.01 released

    Small update, added some things. (download at the first post)

    American:

    Deuce and a half, can do the same as the Axis Opel Blitz.

    Commonwealth:

    The AT-gun works now, it was a spelling in the ebps file error...
    - it has an crew of 4

    I decided to wait adding the MG and mortar teams for the commonwealth, because they have no unit_icon, so it would be a pink box, or a US icon from the mg and mortar team, I'll ask RGB to make me, but thta might take a while. So you have to do it wiht the commando HMG and mortar teams
    Last edited by Celution; 14th Aug 08 at 2:25 AM.

  10. Modding Senior Member Company of Heroes Senior Member  #10
    Celéstial | Daydreamer Celution's Avatar
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    v1.03 released

    Changes:

    American:
    - Set new costs for M26 Pershing.
    - Sergeant, Radio Team are now 1 in a squad.

    Wehrmacht:
    - Set new costs for the Tiger.

    And small things that are not worth typing
    Last edited by Celution; 15th Aug 08 at 6:57 AM.

  11. #11
    Great mod, I'll try it out as soon as i can. I assume you need a modeller to help add new vehicles and weapons with the OE?

    EDIT: Just thought i'd say the radio man is a awesome idea....
    Last edited by raizan; 17th Aug 08 at 6:28 AM.
    wazzup wizard?

  12. Modding Senior Member Company of Heroes Senior Member  #12
    Celéstial | Daydreamer Celution's Avatar
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    Yes, i need. But when you will make new models, we'll wait for the OE . But you can already use the OE, and ask in the Main armoury, there's a thread about it, how it works....

    Introducing new Team member: Raizan

    Thank for the Radio guy, I thought it's unrealistic, jsut calling in Artillery without a spotter. I didn't add the Straffing and Bombing Runs because, then the airborne tree would be half gone...
    But I'm planning to make new comany commander trees. But not yet.
    Last edited by Celution; 17th Aug 08 at 12:04 PM.

  13. #13
    We're going to be adding some more vehicles to this mod, think popular stuff in WW2 that never made CoH. I'll let celestial announce them since what we've talked about isn't concrete.

  14. Modding Senior Member Company of Heroes Senior Member  #14
    Celéstial | Daydreamer Celution's Avatar
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    Yep what Raizan said, we'll add some vehicles in this mod.

    This was the idea:

    Wehrmacht.
    - Pz.Kpfw. II ausf. F.
    - Pz.Kpfw. III.
    - Jagdtiger.

    Panzer Elite.
    - 105mm lefH18
    - StuG III ausf. B

    American.
    - M18 Hellcat.
    - M24 Chaffee.

    Any ideas of vehicles that were used and that are usefull in CoH, please tell us on this thread.
    Last edited by Celution; 14th Jan 10 at 4:03 AM.

  15. #15
    Member tyler4171's Avatar
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    Wehrmacht.
    - Pz.Kpfw. II ausf. F.
    - Pz.Kpfw. III.
    - Jagdtiger.
    can u add a kubelwagen too that can cary 3 ppl? I have always loved the kubel...

    Back To Basics Forum: http://www.btbmod.com/

  16. Modding Senior Member Company of Heroes Senior Member  #16
    Celéstial | Daydreamer Celution's Avatar
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    Yeah, that will be possible. I like the kubel too .
    Also the schwimmwagen will be in the game, maby we place that one and make it possible that it can carry 3 guys. It will save lots of time. But if you hate the schwimm... I will discuss with Raizan.

  17. #17
    Member Gossamer's Avatar
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    celestial you need to add me on xfire:
    GossamerSolid

    and then I'll give you my ventrilo server info and we are gonna talk tonight at 9:00 EST. My entire mod team will be there. Failure to show up will mean you aren't serious about your proposal and it'll be off. See you there.

  18. #18
    Member tyler4171's Avatar
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    i dont hate the schwimmwagen, though if the kubel is added i do know i would build that one way more than the schwimm(it cant even go over water )

  19. Modding Senior Member Company of Heroes Senior Member  #19
    Celéstial | Daydreamer Celution's Avatar
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    Yeah, that's true, it can't cross water We'll see if we add the kubel.

  20. Company of Heroes Senior Member  #20
    Moderator Lethal Dosage's Avatar
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    I'm so stealing the M3 Grant if/when it makes it ingame, same goes for some of those other vehicles!

    This all looks pretty interesting, but don't get to indepth, as when the next patch comes out you'll have to remake about 80% of the mod! Yes, yes, i'm dreading it too, i'm just hoping i can squeeze another release out before that patch.

  21. Modding Senior Member Company of Heroes Senior Member  #21
    Celéstial | Daydreamer Celution's Avatar
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    Yeah I know... But making a plan is fun And LD, IF the M3 will make it into the game, you may "steal" it but give the Back to Basics team the credits for it XD

  22. #22
    Member tyler4171's Avatar
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    credit to back to basics mod and, the creator of the model (raizan correct?)

  23. Modding Senior Member Company of Heroes Senior Member  #23
    Celéstial | Daydreamer Celution's Avatar
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    Yeah Raizan will make the models (and make them working) and I will place them into the game.

  24. #24
    So We're going ahead with the jagdtiger? Awesome

    Anywho, I have been quite busy with the M18 hellcat, i suppose i had to start with my favorite. The tank is coming along nicely, but i am currently securing a place/preparing for university, i haven't had too much time on my hands.

    Don't forget we still need a skinner to bring these tanks to life. It would be much better to release images of the mod with the skinned vehicles, I believe the use of 'invisible textures' etc is the secret to getting decent looking models to run on its game engine

    EDIT: I was previously working on the mod 'vehicle pack', it makes sense to merge with this mod

  25. Modding Senior Member Company of Heroes Senior Member  #25
    Celéstial | Daydreamer Celution's Avatar
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    Yes I knew I forgot the Jagtiger in the post... I want it so bad.
    Also, yes merge the two mods together to this one. I PM you back.
    Also, I'm searching for skinners. Not much luck yet.

  26. #26
    Hawkes66
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    Would be nice to see a Matilda II in game

  27. Modding Senior Member Company of Heroes Senior Member  #27
    Celéstial | Daydreamer Celution's Avatar
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    Well the problem is, this mod is for the stuff in Normandy (except the M3 though). And the Matilda was used in Afrika. We'll see, we'll finish the others first. Also, if you're a skinner, we need one.

  28. #28
    Bunkerbua
    Guest
    Wow this mod sounds awesome! Im going to play now a testround Yeah im interested to skin for your mod, but you got to know that i havent got much experience in skinning

  29. Modding Senior Member Company of Heroes Senior Member  #29
    Celéstial | Daydreamer Celution's Avatar
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    Well as far I daw the Henschel, it looked awesome. Everyone has to start once. We need a vehicle skinner, because Tyler does the Infantry. You can start when I uploaded the new update today.
    We'll discuss what skins we want. Also if you're working in this team, don't make other mods yourself.... kk?

  30. Modding Senior Member Company of Heroes Senior Member  #30
    Celéstial | Daydreamer Celution's Avatar
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    v1.04 Released (download at first post)

    This are the updates:

    General.
    All Artillery damage greatly increased.


    American.
    - The Captain gained the skin from Capt. Mckay
    - The Sergeant gained the skin from Sgt. Conti.
    - Some things added/changed/removed.

    Commonwealth.
    - The Canadian Infantry require the Canadian Artillery tech tree to be trained.
    - Some things added/changed/removed.

    Wehrmacht.
    - The Hauptmann gained the skin from Major-General Voss.
    - Some things added/changed/removed.

    Panzer Elite.
    - New unit: Logistic Pioneers.
    ---- 3 man squad
    ---- They have Lufwaffe ground forces skins
    ---- Can build the Pantherturm and Mortar Bunker.
    ---- Buildable from the Brute Force Center.
    ---- Require the Scorched Earth Tactics to train.
    ---- New unit icon/symbol/portrait.
    - Buildable Patherturm (by the Logistic Pioneers).
    - Buildable Mortar Bunker (by the Logistic Pioneers).
    ---- Can train Panzer Grenadiers.
    ---- Can heal, reinforce and resupply nearby squads (if upgraded at HQ).
    - The forward HQ can train Panzer Grenadiers, MG- and Mortar Teams.

  31. #31
    cunhaBR
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    Hey celéstial. USC files is missing man

  32. Modding Senior Member Company of Heroes Senior Member  #32
    Celéstial | Daydreamer Celution's Avatar
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    Ups I forgot to add it will upload it now.

    Edit: Uploaded it, just use the downlaod link.

  33. Company of Heroes Senior Member  #33
    Moderator Lethal Dosage's Avatar
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    You know the Matilda MkI and MkII were boht used in Normandy... in 1940!

    A lot were captured by the germans after Dunkirk(sp?), so you could always skin them in in the hands of one or the other.

  34. Modding Senior Member Company of Heroes Senior Member  #34
    Celéstial | Daydreamer Celution's Avatar
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    Hey, I didn't know that! We'll see if we add it, first we make the others ingame. I want the Jagdtiger, M3 Grand/Lee and the m18 Hellcat so bad .

  35. #35
    Member tyler4171's Avatar
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    m18 hellcat was an awsome tank and a favorite of mine(personal favorite....but not over the Panzer IV for me)

  36. Modding Senior Member Company of Heroes Senior Member  #36
    Celéstial | Daydreamer Celution's Avatar
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    Yeah, it looks awesome, and if was a very effective tank hunter. The crew liked it too .

  37. #37
    Dive! Dive! Dive! Mannerheim's Avatar
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    hmm m18 hellcat (beta already has unskinned model) will probably included in future patches as part of dlc i think

  38. #38
    *edit* scratch that question if you read it, about the vehicles you where working on, any screenies?
    Last edited by Sad_eyed_Irony; 25th Aug 08 at 7:07 AM.
    AKA Sad_eyed_Irony!!

  39. Modding Senior Member Company of Heroes Senior Member  #39
    Celéstial | Daydreamer Celution's Avatar
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    @ Sad Eyed Irony: No screens yet, but the model from the toirtoise is done, but ask Raizan to post them. He's this week on holiday, so he won't be online untill friday or saturday... So, when he'll comes online ask him, adn I'll do too.

    @ Mannerheim: Yeah, I saw that in the main Company of Heroes section. We maby could sue that. But Raizan already started on the M18. But we'll see.

    Both, did you tried the mod?

  40. #40
    sorry my questions was answered
    Last edited by happygharry; 25th Aug 08 at 12:15 PM.

  41. Modding Senior Member Company of Heroes Senior Member  #41
    Celéstial | Daydreamer Celution's Avatar
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    Well, raizan makes the models, I don't know what program he uses... sorry, he comes back from holiday saturday, so ask him them .

  42. #42
    Member tyler4171's Avatar
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    well i havent showed a wip skin for grenadier,(if u bitch bout it ill kill u its still a WIP) but yea heres a preview,celestial ive been on vacation too got back yesterday so this is why no work or progress has been made. SUPPORTIVE criticism is accepted.

    Spoiler

    Last edited by tyler4171; 28th Aug 08 at 4:13 AM.

  43. #43
    looks good, I dont know what with the helmet though. If your gonna do something for the German soldiers thts grey, may I recommend what most people think germans looked like: Dark greysh blue with dark boots and a shiny dark helm.

  44. Company of Heroes Senior Member  #44
    Moderator Lethal Dosage's Avatar
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    I don't recognise the camo pattern on the helmet, what is it meant to be?

  45. #45
    Member tyler4171's Avatar
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    like i said it is a WIP, I trying to experiment making oak leaf it didnt work though, so im redoing the helm.

  46. #46
    Hmm, the hellcat is in the beta? We don't need 2 do we? :P

    For now, i'll focus on getting the tortoise out of blender and into max (thats the program i use, 3DS-max). Since we now have a skinner, it would be best to skin it first..... Next up, the jagdtiger.

  47. Modding Senior Member Company of Heroes Senior Member  #47
    Celéstial | Daydreamer Celution's Avatar
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    Good to hear you're back mate. Can't wait untill we've got screen form the Jagdtiger, and others!

  48. #48
    Member Mr.Mind's Avatar
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    I got some ideas to allies armor, i hope it isnt too late . First of all your mod sound soo avesome. But my ideas: Could you give some mobile arty support to allies like this, remove allies infantry howizer and replace it whit M12 GMC aka "Long tom" ( http://en.wikipedia.org/wiki/M12_Gun_Motor_Carriage ) or late war maps M40 GMC. And if you plannin to give Jagdtiger to axis so please give T29 heavy tank to american armor company like limited 1 or 2 per time, so that would be gread balance to allies players. And yes i know that tank didnt saw combat at ww2, but that Tortoise didnt saw combat neither, but that tortoise is still so cool idea and dont remove it to your plans

  49. Modding Senior Member Company of Heroes Senior Member  #49
    Celéstial | Daydreamer Celution's Avatar
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    Nah, we won't remove teh tortoise. We added it because the Brits needed a big gun:P. That gun you gave tehe link of, I like it! I totally forgot that1.. But look the T29, no, just no... The Jagdtiger, will be added in the same doctrine as the KT, and you will be able to choose (when you unlock the KT) between the KT OR the Jagdtiger. And only once in the battle. The M18 Hellcat, and all other Allied tanks (exepct the M26) won't be limited. Also 3 Hellcat's can jsut flank the Jagtiger (Because it has not turret) etc.
    But when ANY allied tank faces the 128mm PaK from the Jagdtiger...

    Anyway, thanks for ideas, I really appriciate that!

  50. #50
    Damn, look at the size of that artillery cannon :O

    This mod is still fairly new, not much is concrete right now....the tortoise is necessary because not online does it reflect the brits slower, more defensive style of play, but it really is providing some heavy they lack compared to the axis. For the americans, there armour right now tends to be quantitive, fast and hard hitting. A big slow tank wouldn't go well with a pack off 55MPH hellcat's would it?

    I wouldn't rule anything out mind, we could still add vehicles after the intial release.

    EDIT: One thing i would like to do if i was good enough with the mod studio was replace the normal commando sqaud (with the red berets) to the commando's with helmets as standard (on the first level of the market garden campaign)...they just look much cooler IMO.
    Last edited by raizan; 29th Aug 08 at 5:47 PM.

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