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"Commanders Mod" v0.6.2 - Last update on 25 Novemeber 2011

  1. #1
    Member LeoPhone's Avatar
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    "Commanders Mod" v0.6.2 - Last update on 25 Novemeber 2011

    Welcome to Commanders Mod v0.6.2. This is a mod for Company of heroes 2.602 (OF/ToV compatible)

    Commanders Mod is a unique Company of heroes modification which takes all the things you loved from company of heroes and throws away all the stuff you didn't like. The result is a game with intensity you have never experienced before. This mod will keep challenging you over and over again. Commanders Mod is great for competitive matches, but also fun to play with friends or against the AI. How is it done?

    1: No more recourse gathering / base building
    -The player has all his recourses at the begin of the match. This is all he can use for the entire game. All structures and units are also available at the begin of the match. Experience the complete company of heroes experience for the entire length of the game!

    2: No more spam!
    -Population is limited, this means that it is no longer possible to have a huge puma blob while still having enough AT plus infantry to capture.
    -Retreating a squad now means you will lose it. No more giant infantry blobs that retreat at the first sign of trouble.
    -Abilities that use special weapons (grenades, atg AP arounds) are limited to amount of uses per squad, abilities that change stats (fireup, rapid fire) are on a long recharge. Your soldiers wont last forever.
    Onmap artillery barrage recharge times are increased too.

    3: Micro!
    -All sectors can now be captured by just standing inside it with infantry, also every sector counts as a single victory point. No more useless clicking needed on all the little points, focus on the fight!
    -Reinforcing your squads is now 50% more expensive than buying a new squad, so take care of them!
    -Same story for tanks, they can no longer be repaired by engineers but can only use a single repair kit. MICRO!
    -Offmap artillery is now delayed by 6 seconds before activating. Pay attention and you will dodge it.
    -Matches tend to be fast paced and quite short. Action is around you all the time thanks to all units being available right away and sectors being the key to victory.

    4: Ultimate balance!
    -I have gathered information from the entire CoH community and used this to balance the game. I will stay connected with this mod and it will receive balance patches as long as there is feedback.
    -All armies now gain veterancy like the Americans. There is also a small veterancy rework since vet in CoH tends to be quite overpowered.
    -Broken/unbalanced units and abilities have been fixed!

    Change List:
    http://www.moddb.com/mods/commanders...thread/credits

    Click here for screenshots



    Latest download links:

    0.6.2 Full Version (Maps Included, slower download speed)

    0.6.2 Full Version (Maps Excluded, fast download speed)
    Alternate mirror for 0.6.2 Full Version (Maps Excluded)

    Old versions:
    0.5.0a Full Version
    Note: only victory point games work in version 0.5.0a
    - victory point amounts in gamelobby changed:
    250 = 50000 (use this for simulating annihilate game mode)
    500 = 2000
    1000 = 4000
    If you want to use any parts of this mod PM me first!


    Features of the mod include:

    · Once a doctrine has been chosen all the abilities become available right away
    · New doctrines build on top of the default ones
    · New units
    · New maps
    · Increased zoom out
    · Custom veterancy icons by Vetriggo
    · Some changes made to the AI to make it work better in the new environment
    · The ToV units no longer need to be switched on/off. They are available all the time
    · Various vCoH bug fixes/tweaks


    Plans for the future:

    · Add a unique commander unit for every doctrine in the game. The commander gives bonuses to your units but if you lose him your army loses morale. The commander unit can be upgraded trough the right bar of the Doctrine screen but also gains special abilities trough veterancy.


    Credits:

    Spoiler



    Other stuff:
    ModDB page: http://www.moddb.com/mods/commanders-mod

    For questions or those who are interested in playing some matches, you can usually find me on the europe in ruins ventrilo channel:
    IP: 76.74.238.52
    Port: 3944

    You can also PM me ofcourse.
    Last edited by LeoPhone; 27th Nov 11 at 6:37 AM.

  2. #2
    Member huetti07's Avatar
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    i give it a try =)
    R.I.P. Rad | R.I.P. Loran | R.I.P. MrScruff

  3. #3
    Member LeoPhone's Avatar
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    cool, note that the AI is kinda fail on easy & medium. hard/expert is probably the best (expert is really difficult though)
    for the best experience you gotta play with others, but i have some plans to improve the AI a bit

  4. #4
    Member PaLLeRo's Avatar
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    Could you show some Pictures / Videos?

    My Computer is very full, so i don't want to download a mod, which i might not play mostly.

  5. #5
    Member LeoPhone's Avatar
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    @ PaLLeRo
    This is just a beta version so far, so there are no custom skins, maps and units yet, not much to show other than awesome gameplay :P
    the download is only 4 mb or something. its not really an issue to install this.
    Last edited by LeoPhone; 15th Oct 10 at 12:14 PM.

  6. #6
    When I start to play, I get a fatal scar error.... help?

  7. #7
    Member LeoPhone's Avatar
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    @ ssgstevet
    Set the game mode to victory point. i have not managed yet to get annihalate working...

  8. #8
    Great! Thanks!

  9. #9
    Member LeoPhone's Avatar
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    version updated, change list now fully applies.

    check 1st post!

  10. #10
    Member LeoPhone's Avatar
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    Version 0.4.9 is released!

    Multiplayer is supported again,
    Improved AI!
    Various bugfixes
    Last edited by LeoPhone; 26th Oct 10 at 7:16 AM.

  11. #11
    Member LeoPhone's Avatar
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    Version 0.5.0 released!

    - Infantry auto-search for cover removed!
    - fixed various world objects relating crush type & shoot trough
    - vehicle salvaging can now be canceled if you press the cancel button within the 10 seconds.
    - removed unit occlusion
    - fixed croc +5 range buff on vet 2
    - fixed US infantry offmap howitzer shoot dropping a bombing run too (oops xD)
    - flame weapons now do more damage to buildings as originally intended
    - accuracy of piat vs infantry lowered
    - some improvements to the AI
    - fixed m4 sherman hatch not opening

    - victory point amounts in gamelobby changed:
    250 = 50000 (use this for simulating annihilate game mode)
    500 = 2000
    1000 = 4000
    Last edited by LeoPhone; 26th Oct 10 at 9:19 AM.

  12. #12
    Member Rifle87654's Avatar
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    That mod was fun.
    But AI were sometimes OP.
    And I kept inventing base rush technics.
    But most of them fails.
    Could you show some Pictures / Videos?
    Are you posting that epic omaha beach and Tiger v.s. Pershing screenshots?
    Last edited by Rifle87654; 26th Oct 10 at 5:47 AM. Reason: Check it twice

  13. #13
    Member LeoPhone's Avatar
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    AI is fine man but i think i'll make easy & medium AI a bit weaker again.
    Base rush is indeed a problem, I was thinking to give all HQ buildings much more health to eliminate the base rush problem.

    Pictures added!

  14. #14
    Member LeoPhone's Avatar
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    Version 0.5.0a released

    - Fixed infantry still searching for cover. It is now completely removed.
    - fixed pak 38 & pak 36 making no gun sound
    - All HQ buildings and HQ mg nests now have x4 HP to stop baserushing. british HQs have x2 HP
    - tuned down difficulty level of easy & medium AI a bit

    also, moddb page is now up!
    http://www.moddb.com/mods/commanders-mod

  15. #15
    Member Rifle87654's Avatar
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    Sounds better.

  16. #16
    It's fun.... Short and strong game.

    Fast production...

    Fast battle...

    Fast game over... like an arcade game!





    In my different opinion...

    Infantry retreat = suicide? humm.... hard...

    Vehicle repairing need near HQ.... Think about other way... like repair pioneer in HQ(Bunker)

    Well... this mod need more big map... like EIR...
    vCoH map is small... to commanders mod





    I need your favor... LeoPhone...

    Can I use your veterancy squad mark in commander mod for tactical ai mod?

    It's nice look...




    Anyway... my interest thing list is added one more

  17. #17
    Member LeoPhone's Avatar
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    @Azooma

    Im glad you liked it.
    No more infantry retreat might seem hard, but it really improves gameplay quite a bit.
    If i make repair pioneers tanks can live forever again. the reason why there are repair kits is so tanks can only repair once

    and new maps will be added soon, stay tuned!

    the vet icons are made by vertiggo. send him a pm and ask (http://forums.relicnews.com/member.php?119396-VERTIGGO)
    Last edited by LeoPhone; 12th Nov 10 at 6:51 AM.

  18. #18
    Member revolucion09's Avatar
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    I didn't try this yet, but it sounds amazing if combined with other mods content or big maps, and with time being experience, gameplay tweaking, will try it out later for sure..

    best of lucks

  19. #19
    LeoPhone,

    Tis really a fun mod. Goes against some very basic COH principles. Toward mid-late game you start to regret spending all those resources so quickly. I noticed you have a problem with annihilate games and the ATC mod. I know nothing about the ATC mod, but I think you can trick both ATC and the users by copying over just one file. I did it, and your mod works fine regardless of wether or not annihilate or VP games are chosen.

    In your Commanders mod folder create the following tree:

    Code:
    DATA/
    |
    |-- SCAR/
        |
        |-- WINCONDITIONS/
    Once done with that use the mod studio to extract the files under WINCONDITIONS. Should be 4 of them. Now all you need do is copy over the contents of 'vptickerwin-annihilate.scar' into 'zannihilate.scar'. These two files should be around 50k each. A carbon copy. Do this right and no more fatal scar errors. Yup, pretty cheesy way of doing it, but it *will* work!

    Of course, fixing the ATC code? would be the best option. Don't know how this might work with MP although.

  20. #20
    Member LeoPhone's Avatar
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    Great idea Nurbsico, I looked at the win condition files and I think i'll try to go even further by removing the UI in annihilate mode and set the start VPs to some huge number per default.

  21. #21
    Very unique mod. I love not base building and the massive resources, but a few things bug me.

    1: Grenades for inf. I found it a bit problem matic that grenades are a 1 time use( Except for PE) and It's very hard when your assulting troops in a building and realize that you have grenades(because they have been on the field for soo long) and you traded in Mortors for a tank to get rid of those pesky vech's that were trying to rape them

    2: Tank repairs. I would love for that ability to not go away after one yes.(personal oppion) I am getting stuck agasint odd's were my tank flanks AT gun and other tanks and then goes to repair and comes back. just to fight more AT guns and what not? As a tank general this is very painful because realing on a team mate to do anti-inf

    3: Supression. After my troops get threw one battle. Throwing grenades and flanking. I'm out of grenades there all low on HP and some of them are even dead. Could increase the supression so that I dont have the bot running at them?

    4: Spam? Is it encouraging it or de-couraging it. I often times my units are getting killed because of the fact that the old units die and the new units rush back to kill them.

    5: recharge over getting rid of the ability. Could you just set the ability's that normal get rid of to a high CoolDown? I know the off map arty is only 3 shots, but I guess it's to ask for more battles and longer games.


    and lasty a question for you.

    if everything is Non-tech why have everything cost resources and not free? That way longer games and building counter units?

    -PS thank you for the mod it was really fun to play agasint the bots

    D2 Comp stomper

  22. #22
    Member LeoPhone's Avatar
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    Hey D2v0n. I'm Glad you enjoyed the mod and thanks a lot for the feedback. I will write some small replies to your points

    1: Grenades are multiple use but after using the ability do not give any other orders (or ordering to throw the grenade again) until the grenade is actually thrown. This is a bug and sadly unfixable.

    2: A big element in this mod is the fact that units do not keep coming back. at some point the unit will be spent and you will have to buy a new one. Teamplay is also a huge selling point of this mod. This sometimes makes it hard to play with the AI, but the great gameplay during multiplayer makes up for it.

    3: Sorry I didn't get this part. After one battle your units are weakened and then when the enemy counterattacks right away you expect to win by suppressing him? no. Send reinforcements to your weak units or even fall back.

    4: Fighting a huge blob of the same type of unit is still hard, but the ability of you to instantly build the correct counter to the spam and the fact that the spammer can not retreat allows you to kill every single one of them once you bring your counter at them.

    5: You are talking about: Ability recharge, offmap arty and longer games. I do not see the link between these subjects.
    If you want longer games play on high resources and don't be so agressive. also, when fighting the AI battles will never take so long since the AI always attacks.


    6: The units cost resources because if they weren't the player didn't have to try get the most out of the unit. just rush in and build more. For infinity.
    The next version will add some sort of cost to doctrine units though.

    Leo

  23. #23
    Member LeoPhone's Avatar
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    "Commanders Mod" v0.6.2 Released!

    After over a year of waiting Commanders Mod has finally received a new update. I apologize for the wait but it will be well worth it. Version 0.6.2 is full of new content, improvements and bug fixes! The main reason for the holdup was that AI controlled CPU was bugging out. They will stop constructing & commanding their units. I really didn't want to release the mod like this because a functioning CPU was such a huge selling point of Commanders Mod. Anyway, the CPU plays a bit smoother now. For the best result select to fight Medium Difficulty CPU. I recommend not to select Expert CPU at all since it seems they break the most.


    There are too many changes to list all of them, but here are the key new features:

    New Features
    · 3 New unlockable doctrine upgrades for each doctrine (click here for a preview)
    · New Units
    · Custom Maps
    · First iteration of Commander units for Luftwaffe Doctrine

    Major Changes
    · Annihilate game mode is now properly supported
    · HQ Structures no longer need to be constructed
    · Tweaks to ATC Territory capture
    · Higher difficulty CPU now has more resources rather than more HP on their units
    · Special units & Abilities now cost Command Points to use
    · Tons of balance changes, bug fixes & tweaks

    Download:
    http://forums.relicnews.com/showthread.php?254272

    ModDB Page:
    http://www.moddb.com/mods/commanders-mod
    Last edited by LeoPhone; 27th Nov 11 at 6:35 AM.

  24. #24
    Member Niftyeye's Avatar
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    Interesting, Im certainly gonna give this a try

  25. #25
    I like this mod ,it's small but it's the best one which i have been played ,hope the new update coming

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