Made for CoH v2.601.
Alright, so several months ago, I started work on my second edition of YurdleMod. Like my first edition of the mod, it was an ambitious project to give the RelicNews community a chance to test out their balance proposals in action rather than only being able to theorize and discuss.
Things were looking good, until I hit a roadblock and stopped work on the mod completely. My interest in CoH was not only dwindling, but I recently got a new laptop and have been enjoying the heck out of using it, especially now that I've been able to play games like Starcraft 2 and Dawn of War 2.
I am heading off to university soon, and I doubt I will have the time to maintain such a mod. Luckily, I remembered to actually release whatever I could instead of forgetting about it entirely! Sorry I screwed up, but this is definitely better than nothing and will still satisfy some hardcore CoH fans. While this mod will lack a lot of those possible balance ideas, this will contain all the various bug fixes and 'popular demand changes' that lots of CoH players have been clamouring for.
I doubt I will have time to maintain this mod, so unfortunately I probably will not be able to update this.
Enjoy the mod!
Download and Instructions
Frequently Asked Questions
The mod is completely identical to the current CoH game, with the exception of two things:
-CheatMod is integrated
-Various changes listed in the Change Log. Explanations can be found in the Situation Report section.
1) Delete the previous balance test mod if you want to.
2) Extract both the "YurdleMod2" folder and "YurdleMod2.module" to your Company of Heroes folder (Default: Program Files/THQ/Company of Heroes).
3) Extract the "Shortcut to YurdleMod2.exe" shortcut to wherever you like. It is simply a shortcut that allows you to play my mod.
4) Double click/open the "Shortcut to Yurdlemod2.exe" to begin playing the mod.
Note: The shortcut leads to the default folder location. If you installed CoH in a different location, you will have to change the shortcut's path by right clicking and going into properties.
What is YurdleMod v2.00?
YurdleMod v2.00 is the second edition of my Yurdlemod series that originally began on RelicNews forums. Originally, the goal was to allow players to test out their proposed balance ideas. This way, I could allow players to test out their ideas in-game instead of only being able to argue about it in the balance forums. The mod wasnot intended to be an unofficial patch - The focus was solely on letting players test out proposed balance ideas.
Due to time constraints, I had to release this version of YurdleMod. It completely lacks the new balance ideas people wanted to try out, but it contains various bug fixes and some changes that were in popular demand. In other words, this mod now acts like an unofficial patch.
Can this mod be played with other players?
Yes it can. Since the mod does not have thousands of players though, it may be extremely difficult to find a random stranger to play with. It would be best to arrange a game with someone else.
To play, simply have everyone load up the mod, then create/join a game just as you would in the official CoH game. Even the friends list will still work, allowing you to communicate with players who do not have the mod!
The other players who wish to play with you must have this exact same mod. Multiplayer can be played, but if someone uses a CheatMod command, the game will "sync error", essentially ending the current match. So no cheating in multiplayer!
What is CheatMod, and how do I use CheatMod commands?
CheatMod was successfully integrated into my own mod. Basically, this mod, created by BuckyBoy on another website, allows players to use several commands to do things that are not normally possible in regular skirmishes. From summoning abilities, resources, and units out of nowhere to disabling AI or Fog of War, CheatMod is extremely handy for players looking to experiment or test out things without having the restraints of playing through a regular game slowly.
CheatMod will work when playing against computers. However, using a CheatMod command when playing with human players will cause a "sync error".
To use the commands, simply press the desired keyboard combination from the hotkey list below. I recommend using Shift + Control + F1 to display the hotkey list in-game, as it acts sort of like a help command. Remember to press Shift + F2 to toggle the UI taskbar if you can't read all the commands.
Example of how CheatMod can be used:
Say you want to test out two units fighting each other. On one side, summon one of these units on the field. Then, use a command to switch control over a CPU player. Change the army (summon-able list of units), then summon the desired unit and have them fight.
I am not interested in using CheatMod commands. Will gameplay still be normal?
- Shift + Control + F1 = Display Hotkey list
- Shift + Control + F2 = Squad Hotkey List (of selected army)
- Shift + Control + F3 = Ability Hotkey List (of selected army)
- Shift + Control + F4 = Entity Hotkey List (of selected army)
- Shift + Control + F5 = Revert chosen Commander Tree
- Shift + F1 = Toggle FoW (fog of war)
- Shift + F2 = Toggle Taskbar
- Shift + F3 = Spawn all units of selected army
- Shift + F4 = Toggle Instant Production
- Shift + F5 = Toggle Instant Build
- Shift + F6 = Toggle Instant Ability Recharge
- Shift + F7 = Toggle AI
- Shift + F8 = Toggle Selected AI
- Shift + F9 = Change Atmosphere / Weather
- Shift + F10 = Add Resources
- Shift + F11 = Toggle Screensaver (cinematic mode)
- Shift + F12 = Reload scripts (for developers)
- Shift + Numpad0 = game speed x 0.125
- Shift + Numpad1 = game speed x 0.25
- Shift + Numpad2 = game speed x 0.5
- Shift + Numpad3 = game speed x 0.75
- Shift + Numpad4 = normal game speed
- Shift + Numpad5 = game speed x 1.25
- Shift + Numpad6 = game speed x 1.5
- Shift + Numpad7 = game speed x 2
- Shift + Numpad8 = game speed x 4
- Shift + Numpad9 = game speed x 8
- Shift + Spacebar = Change Selected Army
- Shift + / = Switch Control to other player
- Shift + Insert = Change owner of selected units (middle insert button only)
- Shift + Delete = Delete selection (middle delete button only)
- Shift + \ = Toggle Weapon Auto Targeting of selected units or buildings
- Shift + . = Toggle AI Lock selection
- Shift + ; = Increase Veterancy selection
- Shift + ~ = Print Blueprint of selected unit
- Shift + [ = Copy (store selected squads or entity)
- Shift + - = Special Copy (store entity at mouse cursor)
- Shift + ] = Paste (spawn stored squads or entity)
- Shift + [0-9], [A-Z] = Spawn Units of selected army
- Shift + Control + [1-9], [A-Z] = Spawn Abilities of selected army
- Shift + Alt + [0-9], [A-Z] = Spawn Entities of selected army
Yes, simply avoid using any CheatMod commands and the game plays just as it would in official CoH. Remember that players cannot use CheatMod commands when playing with other players or else it causes a sync error.
I do not own one of the CoH games (vanilla, OF, or ToV). Will I still be able to use factions/units previously unavailable to me through this mod?
Yes, as long as you're patched up to 2.601, you will be able to use CheatMod commands to summon any unit, even if you normally cannot use them because you lack one of the CoH games.
General / Multiple Factions:
-Wehrmacht/PE Artillery: The Stuka, Nebelwerfer, and Hummel's damage vs bridges has been reduced from x1 to x0.125.
-U.S/British/Wehrmacht Medics: Health reduced from 120 to 70.
-Wehrmacht/PE Goliath Remote Controlled Bomb: Munitions cost reduced from 125 to 100. Goliaths are also no longer undetectable (Revert time on detection changed from 0 to 1). Note units have to move rather close to the Goliath in order to detect.
-Vehicle Cover: Granted Vehicle Cover to M4 Sherman, Sherman Crocodile, and Sherman Calliope.
-M3 Halftrack: The Quad .50 Cal weapon's penetration vs air targets has been changed from x0 to x0.5. It's critical tables has also been fixed so it can now destroy air targets.
-M18 Hellcat: Hellcats are no longer undetectable; revert time on detection changed from 0 to 1, and detected radius increased from 0 to 8.
Reduced veterancy requirements from 12/24/36 to 8/16/32. Also fixed its level 2 veterancy range modifier bonus from an addition of +1.15 to a multiplication of x1.15 (+15%).
-Engineers: Suppressed Activate Threshold changed from 0.02 to 0.12, and Suppressed Recover Threshold changed from 0.01 to 0.105. These values are 60% of an average infantry squad's thresholds.
-Vehicle Cover: Granted Vehicle Cover to all British vehicles (excluding Command Trucks).
-Tommy Recon Squads: Fixed British recon teams (Infantry Section with Recon Element upgrade) not being able to detect camouflaged units while moving. It now works as intended, where the recon team must stand still in order to detect mines.
-Sappers: Fixed Sappers with the Disposal and Detection upgrade being slowed down by the Lt's aura bonus when outside friendly territory.
-Commandos: They will now benefit from the Lt's aura bonuses (excluding speed bonus). Previously the cosmetic icon would show up, but they did not actually receive the benefits.
-PIAT: Reduced the weapon's damage multiplier against infantry soldier targets (PE/British infantry) from x1 to x0.5.
-Medic Bunkers: Changed to 5 bodies required for a Grenadier squad.
-Pioneers: Suppressed Activate Threshold changed from 0.2 to 0.12, and Suppressed Recover Threshold changed from 0.15 to 0.105. These values are 60% of an average infantry squad's thresholds.
-Schwimmwagen Type 166: Build time reduced from 45 to 30 seconds.
-PaK38 AT Gun: Reduced first strike bonus from 3 shots to 1 shot before reveal, reduced penetration bonus from x10 to x5, and reduced accuracy bonus from x1.5 to x1.25.
-Geschutzwagen Wreck: These can now be salvaged by Pioneers for munitions (Changed from 0 to 60 munitions). Also, the wrecks have been fixed so they break apart like normal when crushed, rather than exploding.
-King Tiger: The King Tiger's "cost" (Not call-in cost) has been changed from 980 to 1200. It now properly provides the correct amount of Command experience when killed. Previously: Killed = 53.9 XP, Lost = 26.95 XP. Now: Killed = 66 XP, Lost = 33 XP.
-Fallschrimjäger: Their default weapons of PE Kar98ks has been changed to elite Kar98k rifles.
-Kettenkrad: The Kettenkrad's bugged pathfinding has been fixed; it will no longer be pushed around when approached by vehicles.
In addition, movement speed over water has been increased from x0.3 to x0.8. It can also now repair disabled (scorched) points when the Scorched Earth doctrine is chosen.
-222 Armoured Car: The AC's detection range has been reduced from 9 to 0.
-Hotchkiss Light Tank: Veterancy has been fixed. It is now capable of sharing and receiving shared veterancy experience with/from nearby PE units. Requirements have been changed from 12/34/48 to 12/29/51. Each veterancy level also grants -10 seconds to cooldown for the Stuka rocket barrage.
-Henschel Hs 129: The Henschel now has correct critical tables, allowing it to be destroyed.
-251 Munitions Halftrack: Veterancy requirements has been reduced from 12/29/51 to 8/22/38.
-Hetzer Tank: Veterancy requirements has been reduced from 24/58/102 to 12/29/51.
-Fixed the Anti Tank Halftrack weapon's area of effect. It is now the same as its APCR version. Changed area from 0.1 to 0.5 radius, and area distance from 0.1/0.1/0.1 to 0.5/0.25/0.1 (long/medium/short range)
-Fixed the Hetzer's APCR weapon area of effect. It is now the same as its regular weapon. Changed area from 0.1 to 0.5 radius, and distance from 0.1/0.1/0.1 to 0.5/0.25/0.1.
-Fixed the Marder III's APCR weapon area of effect. It is now the same as its regular weapon. Changed area from 0.25 to 0.5, and distance from 0.25/0.1/0.1 to 0.5/0.25/0.1. Also fixed the Marder's regular weapons area of effect distance at short range from 0 to 0.1.
-Fixed the Jagdpanther' s APCR weapon area of effect. It is now the same as its regular weapon. Changed area distance from 1/0.5/0.25 to 3/1.5/0.25.
-The Jagdpanther "cost" (Not call-in cost) has been changed from 300 to 1200. It now properly provides the correct amount of Command experience when killed. Previously: Killed = 16.5 XP, Lost = 8.25 XP. Now: Killed = 66 XP, Lost = 33 XP.
-The PE Kar98k rifles now have tracers that are identical to Wehrmacht Kar98k tracers.
This is the section where I post explanations/clarifications behind balance changes and bug fixes.
Previously, the mod was supposed to contain balance changes proposed by the community. The purpose was to give people the ability to test out their theoretical ideas in-game, and not to act like an unofficial balance patch.
However, due to time constraints, this mod only contains bug fixes and popular demand changes. Below are the explanations on why several things were changed or fixed.
General / Multiple Factions
-All Allied artillery had 1/8th damage vs bridges for a long time. For some reason however, some Axis artillery had no penalties vs bridges at all, allowing them to destroy bridges much more easily.
-The Medic's have had their health reduced to the same amount as Pioneers, based on discussion with the majority agreeing they were just too hard to kill. Fun fact: Medics have the 2nd most health out of all infantry units in the game; only the Wehrmacht Officer beats them with 140 health.
-Wehrmacht/PE Goliaths are now detectable, but their munitions cost has been reduced by 25. This is a change from the previous version. Keep in mind I did not adjust its other detected stats, so by default units need to get quite close to the Goliath before detecting it.
-Vehicle Cover was given to vehicles who were lacking it. Recall in 2.400 that Relic intended to give vehicle cover to the 3 Shermans, but apparently forgot to do so. As for British vehicles, all of them had been missing Vehicle Cover since the beginning. While there is a possibility that this was done on purpose, it seems quite unlikely as it seems to be intended that every vehicle for every faction have this. Even airplanes, Flak36, and Flakvirelings have this.
Vehicle Cover grants x0.75 (-25%) received accuracy when the vehicle is in cover. Vehicles do not benefit from cover the same way infantry do, so this ability is required to give them something.
-The Hellcat's requirements have been reduced to that of the M10 Wolverine's, seeing as there does not seem to be a reason why it should be higher. It has also been made detectable, as it previously was impossible to detect.
-The Quad .50 Cal had absolutely no penetration against air targets at all, which contributed to why it could not shoot down Henschels. Various changes have been made so it can finally shoot down these planes. Testing has shown the Quad is way too strong against the Henschel right now since there was no time for balance testing. Fortunately it's not a huge deal.
-Engineers have had gimped suppression thresholds for a long time, for what appears to be no good reason. Based on discussion it seems people like the 60% value (also applies to Pioneers), but more feedback is welcome. Most agree the original value of 10x worse thresholds compared to most infantry squads was unnecessary.
-PIATs had x0.5 damage modifier against all infantry types except snipers and soldier armour, whom they have x1 against. This is probably one of the biggest reason why PIATs (and probably contributes to Kangaroo problems) were so powerful against the Panzer Elite - It was even a useful weapon against PE infantry! It has now been reduced down to x0.5 vs Soldier armour.
-Commandos have never received Lt bonuses since possibly the beginning of the OF age. Perhaps this was done on purpose, perhaps not. Originally I wanted to allow players to test this out and see if it's too strong. Since I won't have time to maintain the mod series anymore, I decided to just keep this in.
-Pioneers also received the same treatment as Engineers in regards to suppression threshold changes. For Pioneers, it's a nerf, but this does not hurt them too much. This may also help reduce Pioneer spam's effectiveness.
-Medic Bunkers have always been a hot topic issue. Previously we tried Volksgrenadiers for 5 bodies; discussion showed many were disappointed. This time we're doing Grenadiers for 5 bodies. This, combined with weaker Medics, may help make "zombie" Grenadiers fairer or more manageable for the Allies.
-Wehrmacht Scwhimmwagens are rarely used. They are more expensive than their Motorcycle counterparts and take an incredibly long time to build, despite being a low tier unit. This was a change from the previous version but there was little feedback so I brought it back.
-PaK38: Still keeping the changes from v1.01. Based on discussion it seems debatable so far on how far the changes went.
-King Tiger provided less Command XP than the Tiger, which makes little sense. They are now equal.
-Fallschrimjägers always started out with the PE Kar98k rifles. These rifles are quite weak, and an un-upgraded Fallschrimjäger squad actually had less damage output than an un-upgraded Volksgrenadier squad! They have been changed to carry the elite version (used by Grenadiers and Stormtroopers) of the Kar98k now. This is essentially a buff and while the plan was to let the community test it out, I decided to keep this in anyways.
-PE Schwimmwagen/Kettenkrad have been made identical, but in the opposite direction this time - The Kettenkrad is now boosted up to the Schwimmwagen's level. This will be interesting to test out as this is essentially a buff for Kettenkrad users.
-The Armoured Car has had its detection range removed. Recall in 2.400 that the buff to this range was intended only for the Scout Car. Now, there is debate on whether or not the AC should still keep its detection range anyways. However, for the sake of testing, I've kept this removal in again.
-Henschel Hs 129: Not only did the Quad have no penetration against air targets, but the Henschel was also using incorrect critical tables, which made it impossible to destroy them. This has been fixed and they can now be shot down.
-251 Munitions Halftrack: Not really a bug but an overlooked balance issue. I did not see any reason why its requirements should be higher than that of other PE light vehicles.
-Various fixes to area of effect on PE APCR weapons: It seems someone may have forgotten about these. There is a possibility that they were done on purpose, but most of them did not make sense (Ex. the Hetzer having pretty much nil area of effect).
-The Jagdpanther gave just a little more than a killed Jeep for Command XP! It now gives the same amount as a Tiger/King Tiger.