Normandy 1944: European Theater is the Sequel Remake of one of the most exciting mods available for Company of Heroes: Tales of Valor. The mod focuses on realism and is a Total Conversion of the game, Including lots of new abilities, units, models, skins, strategies, and much more
The tradition continues!
N44 Home Page
N44 XFire Community
We want to dedicate the mod to Christian "MrScruff" and Loran Korn - talented team members and wonderful friends who we lost too soon. They left they're work as their legacy - they will always be remembered.
Main Features:The N44 Dev Team
SIG21_Surgeon (mod founder, CEO)
2D and 3D Skinners
MrScruff - May he rest in peace
Loran Korn - May he rest in peace
Loran Korn - May he rest in peace
Gamerisin (Sounds, Forums Assistant)
CitizenSoldier (Head Tester, Historian, Forums Assistant, Coding Consultant)
Dartborne (Coding Assistant, Advisor)
Therewasatime (Webmaster, ModDB leader, Historian)
Twitchy (Text editor/creator, Video)
Revolucion09 (Public Relations/Promotions, Video)
XFire Community Host
The following provided assistance, advice, or code for the AI
Also, additional things brought over from the Blitzkrieg mod and Battle of the Bulge Mod - so thanks to Xalibur and Halftrack
Thanks to all my closed beta testers, the community for support, and Relic for the game!
AND I CAN'T FORGET THE EASTERN FRONT MOD TEAM FOR ALLOWING US TO USE THEIR MODELS/SKINS AND GAVE US THE OPPORTUNITY TO ADD THE SOVIETS!!
And a HUGE thank you to Men of War (and all it's developers), especially 1C, the members of the German Soldiers Mod, and the members of the Dynamic Campaign Generator Mod, for allowing us to use some of their models and textures!!! They made a great game and great mods (pick up those mods is have MoW, guys) and were VERY kind to allow us the use of their models!!!
Some specific artists from the MoW mods (GSM and DCG mods) used :
Zeke Wolff (3D models) and ngvede (textures) - Both proud members of the Dynamic Generator Mod
The BTRH Team
-Command Trees revamped Based on historical categories, based on real divisions of Normandy phase at World War II. Each Division now enables 16 command choices instead of the classic 6 the game offers!
-Sub-Divisions: After you chose your main division/doctrine, you must chose one sub-division, which will enable specialized buildings with unique units based on the real Command you chosen, these units differ from each division/subdivision!
-Realistic combat: As the game focuses less on building strategy, you will have to take care of more units, and of the battle it self *Infantry will act as infantry, will have a realistic fear factor, and will move depending of the survival of their leader, and much more. *Vehicles will suffer hard consequences if not taken care of. They can lose visibility, mobility, lose ANY of their gunners (including the Gunner) and more
-Weaponry works based on realistic information and a balance for great gameplay, this will make you focus in the safety of each unit. Explosions cause coherent suppression, SMGs dangerous in short ranges, rifles working as they should (bolt-action, autmatic, etc), grenades with no 100% accurate throws and much more
-All the game's Graphics changed, all units with historically modified Skins, being different even between Sub-doctrines, Plus lots of new units, improved sound quality, and UI modified for better gameplay
Why the mod and why this way? -
Of course I'm a gamer and a fan of historically accurate content in games. BUT, there is a bigger reason why we spend so much time being both historical and historically accurate. The men and women who served in WWII were both brave and bold, on all sides. And none have ever asked for a thing in return. This is my tribute and thanks to them - to represent what they did and what they went through as accurately as possible. Unfortunately, there are too few of them left to tell their stories, and many are too proud to do so. To all our vets - THANKS!
Also, I want to note something. As some know and some don't, my wife suffers from Multiple Sclerosis. It is not a life threatening disease, but it is life altering and incurable at the moment.
I will personally donate $1 to the MS Foundation for every 100 downloads of the mod. I'm asking for nothing from the community or my team - but know that by trying the mod (and hopefully enjoying the experience and maybe even learning something about WWII ) you will also be giving to a greater cause.
Click to see $ dontated so farMoney Raised So Far - $271.00
Detailed FeaturesDetailed Features:
The simplest way of putting it would be...everything is changed to be more realistic!!
- All weapon stats have been adjusted to better match their real life counterparts
- New command tree and squad abilites - squad abilties include several new thrown weapons, and call ins for air strikes/arty
- Fully revamped AI GREATLY improved over vanilla AI - very challenging!
- Full sized squads and Orders of Battle to match real life counterparts during the time frame
- Real life divisions, regiments, etc... that played a major role in the European Theater from D-Day to the late fall in 1944 - each unit is broken down to the regiment which is included in the description
- Vehicle and Infantry skins to match their real life counterparts (85% complete)
- Unique higher upkeep system replacing pop-caps - each unit draws more on certain resources, lowering income based on the needs of the unit
- Completely different way of units becoming available based on a main doctrine and 3 "subdoctrines" to choose from (see below for description).
- Command trees are completely redone and based on not only doctrine, but sub-doctrine chosen
Like I said - everything is different and more realistic. If you're familiar with the mod, it's everything it always was and more!
Sub-Doctrine System Description and Lists
As soon as you start the game YOU MUST choose a doctrine to start building (starting units cannot capture). After you choose a doctrine, your builders will be able to build a basic "barracks" and "light motorpool" for that division. In the case of the British, you will unlock a specific infantry unit based on the doctrine from HQ, as well as an Infantry Truck based on the doctrine. Choosing a doctrine will also unlock one column of the Command Tree. After choosing a doctrine, 3 "sub-doctrines" will become available from your HQ. Choosing one of the three sub-doctrines will unlock one more building (or in the case of the British, the Armour truck) based on the sub-doctrine. It will also unlock the corresponding Command Tree column for that sub-doctrine. Each sub-doctrine is unique and has it's own strengths and weaknesses. Details of the doctrine and subdoctrines (as well as some history) is also included at the doctrine selection screen. There are also details of the sub-doctrine at their selection section. Once you choose a sub-doctrine, that's it - there's no going back! The sub-doctrines were chosen as either a specific part of the chosen division (doctrine), or an additional division(s) that worked with the main division in the summer/fall of 1944.
Here is a list of the different doctrine/sub-doctrine combos, and a little history as to how they were related (there is also a list of divisions/regiments included in the mod folder) :
US 29th Infantry Division "Blue and Grey" (also has some armor units from the 747th Tank Battalion and 821st Tank Destroyer Battalion, both attached to 29th ID, spread through sub-docs)
~~ 1st Infantry Division "The Big Red 1" : landed on Omaha Beach with the 29th ID, and continued to fight alongside them into St.Lo and beyond
~~ 2nd Ranger Battalion : landed on Omaha Beach with the 29th.
~~ 30th Infantry "Old Hickory"/113th Calvary Group "Red Horse" : these two frequently found themselves fighting together and often working with the 29th ID, especially in and around St. Lo
US 101st Airborne Division "Screaming Eagles"
~~ 82nd Airborne Division "All American" : landed behind enemy lines with the 101st just prior to D-Day, and frequently "dropped" together with them as part of the 1st Allied AB Army (899 Tank Destroyers also included as they were at times attached to the 82nd)
~~ 327th Glider regiment - glider regiment of the 101st (also includes units from the 70th Light Tank Battalion who were attached to the 101st)
~~ UK 6th Airborne Division "The Red Devils" - also landed just prior to D-Day
US 2nd Armored Division "Hell on Wheels"
~~ 82nd Reconnaissance Battalion - they were described as the "Eyes and Ears" of the 2nd AD.
~~ 702 Tank Destroyers - the anti-tank wing of the 2nd AD
~~ 2nd Free French Armoured Division (2e Division Blindée) - at times fought alongside 2nd AD when it got up to strength
XXX Corps (many of the divisions included spent time in the XXX Corps, and all fought at least alongside - the 50th (Northumbrian) ID is the starting infantry division with some light motorized help from the 7th AD)
~~ 7th Armoured Division "Desert Rats" - the main and consistent armor component of the XXX corps
~~ VIII Corps - often worked with and helped XXX Corps. It's main armor component was the 11th AD "The Black Bull". Also included the 15th Scottish Infantry Division, the Guards Armoured Division, and the independent 6th Guards Tank Brigade.
~~ 51st (Highland) Infantry Division - part of XXX corps. Also includes the attached 33rd Armoured Brigade.
6th Airborne Division "Red Devils" (gliders from the 6th Air Landing Brigade are included in main tree column)
~~ 6th Airborne Armoured Reconnaissance Regiment/1st Canadian Parachute Battalion - both fought as part of the 6th ABD
~~ 1st Airborne Division/1st Independent Parachute Brigade (Polish) - part of the 1st Allied AB Army with 6th ABD
~~ 4th Special Service Brigade - landed on d-day (also includes 4th Free French SAS)
3rd Canadian Infantry Division "The water rats"
~~ 2nd Armored Brigade - supported the 3rd ID on D-Day and part of II Canadian Corps with the 3rd ID
~~ 1st Polish Armoured Division/79th Armoured Division - the 1st polish AD was also part of II Canadian Corps, and the 79th assisted the Candians, including D-Day (also includes the Divisional Royal Canadian Engineers - 6th Field Coy regiment of the 3rd ID)
~~ 2nd Canadian ID and 4th Canadian Armor Division - also fought as part of II Canadian Corps, and often alongside the 3rd ID
~~ 795.Osttruppen Battalion - Georgian volunteers, they fought as part of the 709.ID at Utah Beach and fought with them in the Cotentin Peninsula
~~ 352.Infanterie Division - also fought along the beaches in Normandy at Utah beach and the following battles
~~ 243.Infanterie Division - also fought in Normandy in the Cotentin Peninsula and near Cherbourg
~~ 38.Panzerjäger Battalion - the anti-tank battalion of the 2.PzD. Also includes units from Panzerjäger Abteilung 559 who were attached inside XLVII Panzer Corps with the 2.PzD in the fall of 1944
~~ 2.Aufklärungs-Abteilung - the recon battalion of the 2.PzD and was known, like the 82nd Recon of the 2nd AD, as the "eyes and ears" of the division. Also includes units of the 26.Volksgrenadier Division who fought as part of XLVII Panzer Corps with the 2.PzD in the fall of 1944
~~ 9.Panzer Division - the "sister" division of 2.PzD, and fought as part of XLVII Panzer Corps with the 2.PzD in the fall of 1944
12.SS Panzer Division
~~ Schwere SS-Panzer Abteilung 501/Schwere Panzerjäger Abteilung 560 - fought as part of I SS Panzer Corps with the Schwere Panzerjäger Abteilung 560 attached to the 12.SS PzD (also includes further 12.SS vehicles)
~~ 3. Fallschirmjägerdivision/12th Volksgrenadier Division - both were also attached to I SS Panzer Corps in the fall of 1944
~~ 2.SS Panzer Division - though part of II SS Panzer Corps, fought alongside the 12.SS near Caen and St Lo
~~ KGr Oppeln - the armor side of the division (with mobile arty)
~~ KGr Oppeln - the more mobile, recon side of the division. Also includes 200.Panzerjäger-Abteilung for anti-armor support
~~ 15.Panzer Grenadier Division - fought as part of XXXXVII Panzerkorps with 21st PzD
~~ 16.Luftwaffe Feld Division - fought with 91.LID on the Cotentin Peninsula
~~ 6.Fallschirmjäger-Regiment - was attached to 91.LID on the Cotentin Peninsula
~~ 77.Infanterie-Division - together in cotenin peninsula as part of II Fallschirmjägerkorps with 91. LID
17.SS Panzer-Grenadier Division
~~ 1.SS Panzer Division - fought as part of I SS Panzer Corps with 17.SS PzGren (some units are also included as part of one of 17.SS PzGren buildings). Also includes Schwere Panzerjäger Abteilung 560 (attached to I SS Panzer Corps) and Schwere SS-Panzer Abteilung 501 (who were specifically attached to 1.SS)
~~ Panzer Lehr Division - fought at times during summer and fall of 1944 as part of I SS Panzer Corps
~~ 9.SS Panzer Division - part of the divisions who assisted in Falaise Pocket to help the 17.SS PzGren Div. and other trapped divisions
Installation Instructions and technical InformationInstructions for Installation :Known Issues0) Delete any previous EuropeanTheater1944 folder
1) Download all 3 of the zipped files.
2) Unzip zip1 to your desktop
3) Place THE CONTENTS of zip1 into your main CoH directory
4) Do the same for zip2, and zip3 (they will merge into the main EuropeanTheater1944 folder)
5) Open up the main folder and read the readme (also includes installation instructions)
6) Right click on your CoH Shortcut, and choose "create shortcut"
7) Right click on the new shortcut and select "properties" - set the target line to read as the following :8) Rename the new shortcut whatever you'd likeCode:"C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -dev -mod EuropeanTheater1944
9) Click on "Change Icon" inside properties, and "browse" to find the icon included in the mod folder - choose it
10) Then you're good to go!!
- As stated, the icons are still a WIP (but will be stunning when finished) and the matching skins are not complete. Most units that do not have a skin to match the division are using unmarked skins. Unfortunately I cannot skin, and have no team members that can skin, so I have to count on the generosity of the community for help.
Thread is still a WIP as is the mod!!!
IMPORTANT - SUGGESTED GRAPHICS SETTINGS!!!!
Due to the size of the mod and all the added content, there is a dropoff in performance. In the mod's last thread I did a poll asking whether or not people would like to see more things (skins, units, abilities, etc...) at the cost of some perfromance. The answer was an overwhelming "yes". So, you may have to lower graphics settings from what you normally play CoH or other mods. A simple rule of thumb is making sure the "memory usage" bar on the graphics settings page does not go above 1/3. A basic "minimum requirement" for RAM memory appears to be about 3GB of RAM. You will need about 4GB of USABLE RAM (which would mean the need for a x64 bit OS) to play on high settings, and about 6GB of RAM to start playing bigger games on high or Ultra.
For those with less than 4 GB of RAM, a x32 bit operating system, or who are having graphical crash issues - keep ALL the settings other than 1) Shader Quality, 2) Model Quality, and 3) Texture Detail on low or off ALL the time. They're just about useless in the big picture (that comes from thousands of games watched and played, so I have to STRONGLY suggest doing that at least for the mod if you are having crash issues). Keep Shader Quality and Model Quality on "high" all the time. Also, keep the model detail slider bar in the middle (though that seems to make no difference). The only thing to adjust is the Texture Detail. "Medium" texture detail is pretty much the default setting for just under 4GB RAM, although you can try high and see if it works for you. If you're using Wehr on a 3v3 or higher and already having issues, I suggest low. If you are going to mix factions, I STRONGLY recommend low if you are already having issues- maybe medium for a 2v2 where it's PE vs. a US and Brit mix - but never high for a mixed faction game with less than 4-5 GB of USABLE RAM. Obviously if your having issues, dropping one of the 3 main things (texture detail first) may be necessary.
My old CPU specs : Intel Core 2 Quad Core Q8200 @ 2.33 GHz x32 bit Vista 4 GB Ram NVidea GeForce 250 GS 1024 MB. The above suggestions both worked and were needed with those specs
I thEN installed Windows 7 x64 bit (no other changes). Basically meaning I was able to use my full memory due to the x64 bit OS (x32 bit OS's are only able to use about 3.5 GB's of RAM mimus your graphics card memory). I then was able to play mixed faction games on Ultra and High settings. So, the mod is VERY dependent on RAM memory, and for better performance you need more memory.
My newest rig has much higher specs and there are no issues at all (9GB RAM)
BASICALLY - LOOK AT THE ABOVE GUIDELINES, JUDGE YOUR COMPUTER SPECS AGAINST THEM, AND FIND THE "SWEET SPOT" WHERE YOUR RIG CAN PLAY THE MOD WITHOUT ISSUES
Media (Many things inside)Videos
Intro video from Revolucion09 : http://www.youtube.com/watch?v=OWKukpvlKLI
US Intro from Rev : http://www.youtube.com/watch?v=qHICBYXzxDk
Some gameplay video from Rev : http://www.youtube.com/watch?v=xOF4dYOEoqs
More gameplay video from Rev : http://www.youtube.com/watch?v=3RUVTfjVu9U
Gameplay video from DeepCore : http://www.youtube.com/watch?v=l08v_RkUC_0
Download Links -
You can get zips 1 and 2 for the version 2.0 Alpha here : http://www.moddb.com/mods/normandy-1...ter1/downloads
FULL VERSION 1.7
N44 : ET V1.7 Full Auto-Installer
Alternate Download Source for 1.7 Auto-Install : http://companyofheroes.filefront.com...Theater;109139
And here is a link to a pdf guide that can help with installation and gameplay - N44 : ET Guide
Also, a lot of the skins we use can be found here - Waffen Mod