Originally Posted by OnkelSamWe would like to get the core finished first (all models, sounds etc in-game), and then look into smaller details.Originally Posted by Aidas2
"Not a day goes by, that I don't think of the men I served with, who never got to enjoy the world without war." Major Richard Dick Winters.
Also, will you guys have the Medic hummve?
no we will not instead we have the barracks tent buildable anywhere on the map that is in your controlled territory with the ability to heal units in its radius with an ability.
Will the buildings in this mod be totally changed?I haven't seen any building pictures till now.so ,a bit curious......
buildings are not our current priority right now as they do not directly affect gameplay, but we will try to make them unique to each faction.
great to see that you're working on such a great mod!
i'd like to know if you will change the ambient buildings / add new surroundings , like new ammo boxes etc (if it's possible) ?
amazing work so far!! keep on the good work!!!
@black I think the ambient buildings will be changed since the battle happened in modern time.and the battlefield will be moved from France.The most likely place for fight may be in China(including taiwan).
I guess so. could be wrong :P
Welcome to our monthly overview!
It has been only three weeks ago since our last overview, but that does not keep us from producing a lot of work.
Chopin has joined our team as a concept artist, and has a lot of knowledge about the Chinese architecture and culture. He has been busy drawing concept art of the PLA headquarters and the core Tier buildings. We are not going to re-skin the current buildings in Company of Heroes, instead, we will build them completely from scratch, giving the PLA faction characteristic looks. Keep in mind that it is concept art, so it's not the final product, although it certainly is a very important guideline on designing new buildings.
The looks of the buildings are a mixture of both a typical Chinese building style, combined with an industrial look. The first building is the PLA Headquarters, the core building of the PLA faction. The Tier1 and Tier2 building follow a southern chinese style and are focused mostly on infantry training. In contrast the Tier 3 and Tier 4 building are more influenced by industrial looks, designed to produce heavy vehicles like the Type 96 Main Battle Tank. But have a look yourself:
If you didn't do this already, you should have a look at the PLA tier layout on our homepage to get a better idea about the use of these individual buildings. If you want to discuss about our mod or give critique, don't hesitate to drop by on our Forums.
We sincerly hoped you have all enjoyed another of our monthly overviews. Our next overview will be on May the 29th. See you on moderncombat.blacksandstudio.com
and ,if anyone have any critique , just let me know~:-)
The buildings look quite nice, but maybe make them look a bit older? The first thing that came to my head after seeing these was Red Alert 3 and very brightley coloured maps ( Opposite of Coh ). So maybe make the buildigns look more army like, not temple like? Make the others look similiar to the first one? Also some Camo netting or something more Military like would be much Better I Think. Similiar to these, just more Chinese type http://www.moddb.com/mods/cold-war-c...beta2#imagebox
although the buildings are completely awesome i think that there to futuristic for the "modern" age
First, thanks so much and glad to hear the words.
hehe.....many gamers here have the same opinion ...The first thing that came to my head after seeing these was Red Alert 3
but Ive never played the game called Red Alert....
en,noticed that,and I'll have them update.So maybe make the buildigns look more army like, not temple like? Make the others look similiar to the first one? Also some Camo netting or something more Military like would be much Better I Think.
thanks for your good advice!
once more i want to highlight, that these are Concept Arts. It is quite usual to overdraw thing or to have bright colours for concept arts, just to emphasize certain characteristics and details. In the end this is a guidline for our modelers, and they should notice all the details. Chopin did a great job on this!
Of course the final result will not have such bright colours! And we will put in our effort to let them fit into the original setting, no worries!
Yea we know that these are Concept arts and Chopin asked for critic so I told that these don't really fit the Coh looks and if they arent right, then the modeler will make the ones that are in the concept and they wont fit, thats why we have to cricise it first to perfect it...
Also I see that you guys are aiming for Us army not Marine Corps, why is that? Wouldnt it be better if usmc would attack? Like ambiphius attacks from sea, on islands, on mainland? Or maybe do a mix of both through doctrines?
Last edited by Aidas2; 24th Apr 10 at 10:14 AM.
Nice Sketchups , I would personally like to see , brick walls instead of the cement structure , and tin with railings instead of tiles, + some cylinders and exhaust .....The tiled structure along with the heavy metal is not combining well in my opinion .
Have fun, Have seen your sketchups they also look good ...
Ten soldiers wisely led will beat a hundred without a head.
I would say that it's indeed a big problem with my design.and ,honestly,it's the first time for me to design ingame constructions .The tiled structure along with the heavy metal is not combining well
Thanks for your advice!
I love those concepts, reminds me of Generals.
Eastern Front Mod
Eastern Front Mod Artist
Professional-quality concept art, great job.
"To think ill of mankind and not wish ill to them, is perhaps the highest wisdom and virtue."
R.I.P MrScruff-A very talented and valued friend who is sorely missed
....actually I dont feel good to hear the comments like that....cuz it makes others think that I take the Red Alert as a reference.But I even didnt know that game before some one mentioned it.First thing that came to mind with those sketches was Hell March
But,anyhow,now it's true that they're alike...and I just should begin another design with realistic type.
anyway,I have to say thanks ,And I will surely benefit from your thoughts!
Hello Modern Combat fans,
This weekend we come to you with another monthly highlight. Some of you might have seen it already, since it has been published on our homepage two weeks ago already. If you didn't, one more reason for you to keep checking our site more frequently.
I am not exaggerating, when I say our coders are doing an amazing job. The backbone of our mod is shaping up very well. As you know, we only published the non-doctrinal tech tree layout for both factions so far, because we wanted to get a good picture of it before we designed the doctrines. This way we hoped to be able to underline faction characteristics and build up synergy effects. The time has now come, and we are proud to present you the doctrine layout for both of our factions. Of course not everything is set in stone, but this will be our basis unless striking problems appear. Our coders have already made good progress on the implementation of the doctrine's, as are most of the models are done as well, so we are progressing.
You can find a graphical doctrine layouts for both factions on our homepage moderncombat.blacksandstudio.com. This is probably the easiest way to get an overview, but you can also find them listed at the end of this newspost.
However we don't want to present you a plain list of abilities. We will present you the general concept for each faction and go in-depth about the purpose of each doctrine.
The U.S. forces in general are known for their versatility. Soldiers are trained very well to easily adapt to many different situations. The variety of special equipment is helping them in this regard. To underline this characteristic, the player will be able to adapt to certain situations by equipping his riflemen with the needed tools. Each doctrine will unlock a specific riflemen upgrade or ability.
- Armoured warfare
This doctrine is based on the strength of U.S. Armour and will provide the player with powerful vehicles, such as the M1A2 Abrams or the M109 Paladin for Artillery support.
- Air Dominance
If the player chooses this doctrine he will be able to request a large variety of air support to gain momentum at the front. This covers recon abilities as well as air dropped support units or a powerful attack by an A10 Warthog.
- Close Area Combat
When choosing this doctrine, the player will receive the needed tools to survive in Close packed Areas. Vehicles will receive special armour as will the player be able to deploy special forces or provide his existing forces with special training.
Peoples Liberation Army:
The PLA is the defending army against the US invaders. To build up the needed defences, each doctrine will unlock a different type of mine.
- Future is near
This doctrine represents the modern part of the PLA, which tries to bring up their equipment to western standards. The player will get access to modern anti tank weapons and also be able to field a modern battle tank himself, the ZTZ-99.
- Total Mobilization
By choosing this doctrine, the player will be able to take profit of the immense mobilization power of China. He will be able to benefit from faster infantry recruitment, better production etc. Quantity over quality.
- Asymmetric warfare
In the end the PLA still suffers from inferior equipment, but they make up for it with local knowledge. The concept of this doctrine is to prevent the enemy from advancing and denying access to territory.
We would like to remind you all, that our philosophy is to conserve the original gameplay feeling of vanilla Company of Heroes. Our doctrines have been designed in a way to ensure this. Some abilities are similar to those in the original, some are new. We think/hope that this mixture allows new strategies and tactics, but still feels like CoH. If you want to discuss the doctrine layout we would like to invite you to participate in our discussion on the Modern Combat forum.
Thank you all for your interest and feedback. Keep your eyes open for some special release this month. See you on moderncombat.blacksandstudio.com.
PLA DoctrinesArmoured Warfare
Riflement ability - AT 4
Equips your Riflemen with the AT 4, which allows them to shot a guided missile against vehicles/tanks for 50 ammo.
Satelite Observation 2CP
You are able to overview a target area via satelite observation. This removes the fog of war for several seconds within a limited radius. Cloacked units are revealed.
Advanced Repair Tools 2CP
Engineers are able to repair vehicles and tanks faster for a limited duration.
M-109 Paladin 3CP
You are now able to order a M109 self-propellered Artillery system to the battlefield.
Armoured Infantry 2CP
Your riflemen are now able to to be attached to vehicles, which they will follow. They take benefit of additional cover.
Universal sanctions 3CP
The US gouverment exploits its general power and applies pressure on dependent countries. Thereby they insinuate an embargo on its opponents. It will hinder the income of the enemy gravely (manpower, munition, fuel).
M1A2 Abrams 3CP
You are now able to order the powerful M1A2 Abrams main battletank to the battlefield.
Close Area Combat
Riflement upgrade - Underslung grenade launcher
Enables the M203 Grenade Launcher upgrade for Riflemen, similar to rifle grenades of VCoH.
War Cry 2CP
The squad leaders are shouting out a war cry to boost the motivation of the whole squad for a limited time. Squads fire faster and have a higher restistance to suppression during this period. The accuracy suffers though.
Stryker Cage Armour 3CP
Strykers are equiped with cage armour, which improves their resistance against type 69 rocket launchers and indirect artillery hits.
M1A2 Abrams +Urban kit 4CP
Order a powerful M1A2 Abrams main battle tank to the battlefield. This urban version is equipped with better armour and an additional Predator remote gun turret.
Special Forces 2CP
Order a special forces squad to the designated area. It consists of 3 members with silenced MP5 guns and 1 member with a M82 Barrett rifle, which snipes at a very slow rate of fire. Ability: anti material shot - An anti material shot with the M82 disables the tracks or wheels of a light vehicle.
Close Combat training 2CP
Select an infantry squad to receive special close combat training. The veterancy of this squad is boosted by two levels.
Tomahawk Cruise missile 3CP
Order a devastating tomahawk cruise missile to hit the target area.
riflemen abilitie (passive) - Night vision googles
Equip your riflemen units with night vision googles, which will increase their line of sight and detection radius for cloaked units.
riflemen upgrade - M249 SAW
Equip your riflement with the powerful M249 SAW light machine gun.
Eye in the Sky 2CP
A Little Bird light helicopter does a recon run over the map and removes a stripe of fog of war. Cloaked units are revealed.
A-10 Warthog Attack 3CP
Order an A-10 warthog to do a strafing run over the target area. It will fire it‘s gattling gun and two AGM-65 air to ground missiles Maverick.
Apache Longow 3CP
An Apache Longbow will cover a designated sector against incoming enemies.
Sholder protection 2CP
Issue your troops with shoulder protection. This will reduce the damage of indirect hits by explosive weapons, like artillery.
Advanced USAF cargo support 2CP
The USAF increases the number of cargo planes to transport supply to the front. This allows for a quicker field appearance of tanks and light vehicles. The production time of them is decreased.
Air-dropped Combat-group 3CP
An off map combat group will be deployed at a player designated spot. An airbourne squad will be dropped by a Blackhawk (4 men, armed with M4 + AT-4 ability) and a Stryker MGS will be dropped by a parachute.
Future is near
AT mines: builder squads are now able to plant anti tank mines, which are triggered only by vehicles.
Accurate Aiming 2CP
Soldiers take their time to aim very precisely for a limited duration. This results in a better accuracy, but at a lower rate of fire.
Quality production 3CP
The production lines are equiped with higher quality inspection technologies. This increases the survivability of vehicles and tanks, by giving them slightly more health.
Order a powerful ZTZ-99 main battle tank to the battlefield.
Type 63 substitution 1CP
Militia squads receive an upgrade option to Type 63 rifles. This results in an improvement at long range, while suffering at short range.
PF-98 AT weapon 3CP
Unlock an upgrade to PF-98 for your Type-69 rocket launcher team. The PF-98 is a formidable weapon against armoured vehicles, including modern main battle tanks. However, it has to be set up before firing and it‘s weight will slow down it‘s operators.
PHL-03 300mm Rocket Barrage 3CP
Order a barrage of four 300 mm rockets to hit the designated position and cause devastation.
AI mines: Allows the builder and militia squad to built anti personel mines. Those are small mines that do regular damage to infantry, but do not effect vehicles.
For the motherland 2CP
Infantry breaks suppression and fires at a higher rate of fire, but with lower accuracy.
Type 89 Tank Destroyer 3CP
The player is now able to order a Type 89 Tank Destroyer to the battlefield. It is a self propellered Antitank gun with a 120 mm smoothbore gun and medium armour.
Resource Mobilization 3CP
The whole industry is getting mobilized to the limit. The income of manpower, ammo and fuel is significantly increased over a period of one minute.
Advanced Recruitment 2CP
The recruitment time for infantry is reduced
Allows builder squads to salvage wrecks and Militia squads to throw Molotov cocktails. Molotov cocktails are good to burn down emplacements or clear buildings.
Last push 3CP
Order a wave of reinforcementsto the battlefield that shall overwhelm the enemy. This force consists of one Type 96 MBT, one Type 69 rocket launcher team and one Soldier squad.
booby trap: builder and militia squads are now able to booby trap control points and buildings.
Builder squads are now able to plant demolition charges to blow up buildings and obstacles.
Hack Attack 2CP
The chinese hack the central servers, that are responsible for the coordination of production lines. This decreases the recruitment and reinforcement speed of all opponents for 2 minutes.
PGZ-95 AA gun system 2CP
Call in an PGZ-95 self propellerd anti aircraft gun system to the battlefield. It is armed with 2x2 25mm auto-cannons with high firing-rate and 2x2 QW-2 MANDPAD-SAMs anti air missiles.
PLA Infantry takes profit of their local knowledge and can now camoflague when in cover.
ZZC-02 Armoured Reconnaissance vehicle 2CP
The ZZC-02 is an unarmed, armoured reconnaissance vehicle. It can be set up and raise it‘s radar mast to dramatically widen the detection and sight range. In addition it marks enemy tanks and vehicles on the minimap within a certain radius around the vehicle, even in the fog of war.
Squad infiltration 2CP
Hidden reinforcements can be deployed to the battlefield. This allows you to spawn a group of one builder and one militia squad out of a neutral building on the map.
Last edited by OnkelSam; 29th May 10 at 1:40 AM.
Great Doctrines there, the links don't work
With every update I get more and more excited about this mod. Keep it up!
Thank you.Off topic posts deleted
I have a question; will a radar building be implemented into this? Like let’s say build a radar station that expands the sight package of each unit and building?
The ZZC-02 of the PLA Doctrine "Asymmetrical Warfare" comes close to what you are asking.
It can be set up, lift a small radar and thereby increases line of sight around it and detects vehicles in the FoW.
Hello CoH: Modern Combat fans
These are exciting weeks indeed. On the last weekend we presented our doctrines to you. This has been a huge amount of work already. And today, just one week later, we come to you again with another exciting update.
I am proud to present our second ingame trailer movie. It showcases a lot of units from the tech trees, which you already know from screenshots. The following units are featured.
PLA: Builders, Militia, Soldiers, Type 69 Rocket Launcher team, All Terrain Mobility Platform, Type 82 Multi Rocket Launcher System.
USA: Riflemen, Humvee, Bradley (incl. TOW ability)
>>> TRAILER No 2 <<<
Discuss this trailer on our forums. We appreciate all feedback!
See you on moderncombat.blacksandstudio.com
Very nice! I hope you guys do somethings baout the Humvee windows, they just don't look quite right. Other than that it was an excellent trailer!
Welcome to our monthly overview!
It is two weeks ago we showed you our latest in-game trailer, in which we showed off many new in-game units. Since our last overview we have progressed a lot with implanting models in-game, but also realizing our doctrine's more and more in-game. The mod is coming along in a steady progress, and we are pleased to show you our progress on a monthly base.
Further more we have some real U.S. firepower to show. The Stryker!
The Stryker ICV (Infantry Carrier Vehicle) is the most versatile vehicle of the U.S. Army. It comes standard equipped with a manned M240 machine-gun. Unlike the Bradley, the Stryker can carry infantry around the battlefield and provide fire support with it's armament.
The Stryker can be upgraded to the Stryker FSV (Fire Support Vehicle), which results in the manned machine-gun being replaced by a remotely operated M2 .50 cal machine-gun. The upgrade provides more firepower to the Stryker, but also removes the possibility of having it's gunner killed.
The Stryker MGS (Mobile Gun System) provides the U.S. forces with a powerful anti-tank unit on the battlefield. Equipped with a 105mm gun, it packs a good punch against armoured PLA units.
Don't forget to check out our Forums to discuss anything regarding our mod. Thank you all for your interest and your feedback!
See you on moderncombat.blacksandstudio.com
This mod will be great when it is done.
Just discovered this mod. Looking great! I can't wait for the mod to finish. Keep up the good work guys!
BTW, I'm Chinese too. Hi Chopin!
oh hi ! glad you like the mod and thanks for your interest!
Are you guys going to include a campaign for the mod? It would be really nice if we had two new campaigns as well as two new armies.
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It depends .......... on the mod leaders' answer ~
We will probably not include complete campaigns. But we are aiming to provide you with scripted single missions. If this will already be the case at the release date is not sure yet.
Hello CoH: Modern Combat fans,
This month we are back with an exclusive preview of one big ass gun, the M-109 Paladin. The Paladin self-propelled artillery fires 155 mm shells to clear out stationary targets. It will be available for the US Forces as part of the Armoured Warfare Doctrine. In a short video we want to show you how the Paladin does it's job ingame, we hope you like it!
For those of you, who want to have a closer look at this beast, we have prepared a set of high quality ingame screenshots.
As always you're welcome to post feedback on our forums. Watch out for future content and see you on moderncombat.blacksandstudio.com
Didnt notice the reply at moddb. Keep up the good work.
Very cool! BTW, do you guys have an estimated release date? Also, is a specific version of CoH required to use this mod?
"Heavy Armor approaching!!"
The development of CoH: Modern Combat is already quite advanced, but you didn't get to see what some people would call "the face of the US Army", yet. One of the most modern main battle tanks of the world, the M1A2 Abrams! Of course it is not missing in our Mod, and today we will show you the first renders of the basic variant, which will be available at the end of the right Armoured Warfare tree.
On the other side, the People's Liberation Army does not hit the battlefield without a competitor. They field the ZTZ-99, the most advanced chinese main battle tank. With it's fully-stabilised 125 mm/50-calibre ZPT98 smoothbore gun it is going to be a real threat even for the most modern western tanks.
Last but not least, we want to give you an update to the currently shown layout of the PLA tech tree. The Type 96 MBT is going to be replaced by the Type 59d. Even though it is a quite old tank, it is still fielded in very high numbers, which made us think that it may fullfill the role of the work horse in a better way than the Type 96. The Type 96 will still be available as a part of the Last Push doctrine ability.
As always, we appreciate feedback in our forums. Watch out for future releases on moderncombat.blacksandstudio.com
Last edited by OnkelSam; 8th Aug 10 at 10:14 AM.
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