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Infantry Tactics Full Mod

  1. #1
    Member RastaRaptor's Avatar
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    Infantry Tactics Full Mod

    logo.jpg

    This is my first mod, taken me about 3 months to complete with the fantastic help of the community here.

    Basically I really wanted to make an infantry mod that did more than simply removing tanks. My main focus was on game-play, textures haven't been changed although I have made a couple and maybe I'll put some in version 2 if it gets that far.

    I've added new units, abilities, 2 commander trees per team, upgrades and ui icons and removed almost all the the armoured vehicles and tanks; but not quite. I've created factions for axis and allies, which both have the same basic unit list with the variation in the commander trees and abilities.
    Commander structure is now more important, I've added sergeants and lieutenants to both teams that give players that use them correctly a big advantage.

    List of units (same for both teams):
    Light infantry
    Regular infantry
    Heavy infantry
    Paratroopers/Fallschirmjagers
    Mg squad
    Mortar squad
    Sniper
    Engineers/Pioneers
    Staff sergeant/Feldwebel (+ Fallschirmjager Feldwebel)
    Lieutenant/Lieutnant
    Medic
    Jeep/Motorcycle
    Halftracks
    Logistics trucks/halftracks
    Sherman/PanzerIV


    Works in Skirmish and multi-player.



    Direct download link (46mb): http://www.mediafire.com/?bh59pc7z269pp09
    Last edited by RastaRaptor; 27th Jun 11 at 4:37 PM.

  2. #2
    Member ChickenNuggets's Avatar
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    Sounds great! Downloading :P

    _______________________

    ingame atm, everything is the same just, instead of writing everything in coh is number number number (xD) no range, mustve done something wrong , will check. I did the install wizard, extracted all files to programfiles(x86)\steam\steamapps\common\company of heroes, then added -mod infantry_tactics -dev to my launch options in the steam tab, but like i said, ingame i get 34325437$norange or whatever...
    Last edited by ChickenNuggets; 23rd Jun 11 at 5:00 PM.

  3. #3
    Member RastaRaptor's Avatar
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    Just installed it in a random folder to check problem it hasnt worked as it should, will update installer tonight. In the mean time find these folders : "Locale", "Data" and "DataAttrib" and put them in a folder called "Infantry_tactics"

  4. #4
    Member ChickenNuggets's Avatar
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    i have a folder called infantry_tactics in my documents/my games/coh/ saves games, i take it that-that folder does not go in there? in it is a folder called campaign...
    Can you tell me what to do to get this mod working exactly? dont wanna mess anything up. That is the only infantry_tactics folder in my comp atm btw, so i'm just guessing its your mod, although, in the installer i told it to put the files in steam root stuff i already posted. If it is a problem on my side, i would like to know, where would i have to put this folder and where are all of the actual files for it located, so i can place them there...
    But if it is a problem on your side, will wait for a fix i guess. Anyways, the mod still sounds great :P
    probably wouldnt try to get it work unless i really wanted it

  5. #5
    Member RastaRaptor's Avatar
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    Thanks man appreciate it
    Already fixed, compiled the script and tested it (really should have tested it the first time :P). Its uploading now and I'll let you know when its up, I'll just replace the current file so the link will be the same.
    For now, if you haven't moved any of the files I'd suggest uninstalling it; unistaller should be in your start menu under infantry tactics.

    And don't worry about the folder in your saved games, it is created automatically when you try and run the game.
    Basically what's happened is that the data has installed directly into your company of heroes directory instead of its own folder, when you've started the game the module files are in the right place so it still ran, but the modifications haven't been applied because the game data isn't in the right place.

    ----------

    Done, same link as before

  6. #6
    Member ChickenNuggets's Avatar
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    Well, when you say start menu, do you mean your actual start menu that has the list of programs you like to go the most and everything, or something im unaware of, and well...i pretty much have absolutely no sign of ever using the inf mod, except for the saved game folder, and the setup ofc, so idk what happened xD will try DL'ing, thnks

    ----------

    Ok! Thanks alot! Just got it working, will try it out now, could we play together some time btw? pm me i suppose if so...again, thanks a lot!

    Looks great ingame as i just play-tested it, the medic with carbine is sexy btw :P
    I would love to see new skins in, though that is not important whatsoever if youre in MP where youre more focused on the actual fighting :P
    Axis MG team has an mg42 but the crew doesnt have any weapons, invisible ones actually,..
    Last edited by ChickenNuggets; 23rd Jun 11 at 6:56 PM.

  7. #7
    Member PaLLeRo's Avatar
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    Can you show some pictures, please?

  8. #8
    Member RastaRaptor's Avatar
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    I didn't think the screens were overly important considering the lack of any texture or model modifications, but I'll try get some up as soon as I can.

  9. #9
    Right, this mod has promise. So I guess I'll get the possible mean stuff out of the way.

    Why is it modders think an executable installer is the way to go? Wouldn't a simple archive file like zip/rar/7zip be enough? What part of this mod is so complex it needs an installer?. While I'm at it, show me at least three user created mods that truly needs an executable installer. Executables are a liability cuz they can be hacked and can carry a payload of virus or other malware code. And lets not forget that the programmer of said installers can screw up and splatter all kinds of sh*t on someones machine.

    Why is your executable installer set to overwrite some original game module files? Big freakin no-no-no-no!!! If you were going to waste time creating an installer, at least make sure you get it right or don't bother doing it. You could've easily put this mod into a zip/rar/7zip archive, given instructions on where it needs to go, and left it up to the end user to do the job. Had you done that, I wouldn't be wasting time typing this. And no, just warning people that the installer might screw things up is un-acceptable. Do it right, or just don't do it.

    --

    Now there are some slick ideas in this mod. I like the idea of having an officer be the one to toss a smoke 'nade on nearby troops. At only ten munitions, a single AI tactic could be created to make this almost as effective as when a human player would choose to use the ability. I'm inclined to add this to my personal mod. Also, a buildable medic that can run around the battle field healing the most damaged squads that happen to be closest is also something the AI can be made to do.

    Unfortunately, your mod just isn't going to get by using only the relic supplied AI files. Why would you want an infantry only type of mod to have some sort of pre-set demand increase for vehicles? Might want to fix the AI reinforcement code cuz one sqaud at a time just don't work. While I'm at it, what about AI timing? Do you really think the AI needs to wait 5+ seconds between each purchase? Really? Do ya? When you play your mod do you wait five seconds before each new unit or reinforcement purchase?

    One other question... Is this 2.601 or 2.602?

  10. #10
    Member RastaRaptor's Avatar
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    The installer makes it very easy for people to install, most people do not know how to edit their module files. Those that do I didn't think would have a problem with installing it into a different directory and copying it in; installing it into a folder of its own would be the same as unpacking a zip wouldn't it?

    The AI I realise is completely rubbish, I've made a post on this topic to try and get some help but this honestly is my first attempt at modding of any kind and I have no idea what I'm doing with the AI files, I've enjoyed playing it online with my irl friends but yeah it would be nice if the skirmish worked properly. I'm really not attempting to compete with the likes of Blitzkrieg or EiR. I really would like to know how to fix these problems though if you you want to show me?

    I was pretty much finished with it when the 2.602 update was released so some of the new map names are no key errors but other than that I haven't found any problems running it on 2.602

  11. #11
    Member ChickenNuggets's Avatar
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    Erm, when I'm in normal CoH, there's a couple errors your mod must've created as I haven't done anything with CoH since these errors have occurred.
    #1 I cannot host games, if I try something goes wrong and crashes my game.
    #2 The TOV units are now without a picture in the rewards tab, just big blank pink screens.
    #3 The TOV Tiger 205 is now locked as are my TOV missions.
    Do you know how to fix? Aside from reinstalling, which would be ok for me to do BTW.

  12. #12
    Member RastaRaptor's Avatar
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    I honestly have no idea. This hasn't ever been a problem for me when playing vanilla CoH and I'm certain that we have the exact same files in every way, including the module files. I'll PM you with a detailed solution.

  13. #13
    @ChickenNuggets
    Are you sure you are running CoH? Everything you described makes me think you are not running vCoH. Are you sure you run the correct shorcut?

  14. #14
    Member RastaRaptor's Avatar
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    I've PM'd him I think its the module files Nurbisco is right about overwriting them I'm gonna change that now so that they are separate. I modified the relic module files instead of making separate ones, I'm gonna fix that so it doesnt mess up peoples game

    ----------

    Updated file to Zip with updated module files.

    ----------

    Updated file to Zip with updated module files.

  15. #15
    RastaRaptor,

    The installer makes it very easy for people to install, most people do not know how to edit their module files. Those that do I didn't think would have a problem with installing it into a different directory and copying it in; installing it into a folder of its own would be the same as unpacking a zip wouldn't it?
    True enough, but had you actually known how to create proper custom module files yourself, none of this would have been a problem to begin with. Your executable installer would have been just fine. Off the top of my head, you should have included a series of module files similar to this:

    Infantry_tactics.module
    Infantry_tacticsDLC1.module
    Infantry_tacticsDLC2.module
    Infantry_tacticsDLC3.module
    Infantry_tacticsOps.module

    [pipeline.ini shouldn't be there, and you can put the mods readme file inside the mod folder.]

    Hmmm... Doesn't the "Grand How-to" have info regarding this (unless it still has bugs). Point is that your installer would only *add* new files, not potentially overwrite something important. If you get the module files fixed up right, you can use an executable installer all you want. I can understand wanting to release a new mod, but don't get in such a hurry when it comes to executables. See? Mind you, your mod works just fine with TOV, cuz thats the only thing I've got.

    [QUOTE]I'm really not attempting to compete with the likes of Blitzkrieg or EiR. I really would like to know how to fix these problems though if you you want to show me?[QUOTE]

    I'm not suggesting you compete with any mod. I'm just suggesting some basic changes to the skirmish AI that suits a "mostly" infantry type of mod. Not only that, there is a way to make sure every player can only choose the ally/axis factions. I forgot how to set this up, but the brits and PE wouldn't even be in the list of faction choices.

    Ive a nice long holiday weekend so I'll see what I can come up with. I'll put some AI files in a nice 7zip package you can try out for yourself. However, these files will be from the default files in 2.602. Hopefully, you'll notice the skirmish AI gets a bit better. Yup.

    BTW - I know writing documentation really sucks, but a proper readme file would be a nice touch.

  16. #16
    Member RastaRaptor's Avatar
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    I've realised recently that is the proper way to name your module files, the grand how to says that the originals need editing and that is how I've been working for the past month. I have now changed it to a .zip file with the corrected module files and some installation instructions.

    Thats for that, it would be really helpful, and I am working on a proper readme I dont think the description here does it justice.

  17. #17
    RastaRaptor,

    Seems to me you've a number of mistakes/bugs. I'm saying this from the skirmish AI point of view. Also, I've seen some odd behaviour I've never seen myself before. Don't know what the deal is, unless there truly is some sort of incompatibility between 601 and 602.

    Off the top of my head and in no order:

    - Allied AI engineers are unable to build proper base structures (except the barracks). The axis seem fine. The same tech purchase rules I used for the axis were used with the allies. Somethings wrong.

    - The axis AI can build a motorcycle, but for some reason, I (human player) didn't see a motorcyle icon anywhere (saw an empty slot though). I got trashed by allied snipers.

    - Build orders need to be fixed and trimmed down. IMHO, ya don't really need that many.

    - Stuff missing from lauconts.scar. Like addons/upgrades. Hard to control what the AI should do when the constants are pointing to the wrong items.

    - Of course, the doctrines are screwed up, but you knew that. This might actually be somewhat tough to fix so that the AI uses its stuff properly. Some of it will probably require rgd changes.

    - You've lots of single solider types (lieutenants/medic). COH doesn't handle single solider squads all that well. They won't retreat correctly and fail to use the follow command with any intelligence. SCAR may be the only way to get this all working. In the mean time, you could have the AI build a medic and have it automatically retreat to the HQ so that it can act like a triage center for both factions.

    One other thing, can any of the factions build things like bunkers or mg nests?

  18. #18
    Member RastaRaptor's Avatar
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    Yeah, I knew all of that but as I said I wouldn't know the first thing about fixing them. I have been working on it though, I've been changing the luaconts files instead of the buildorders, the idea is I could just get the AI to treat for example the lieutenant in the same way the AI would treat an axis officer or British major, that way I don't need to learn too much scar. But even that wont really fix it.

    I can build a motorcycle when I play the game, perhaps you have dlc units on and its trying to give you a schwimmenwagen? and no neither side should be able to build mg nests or bunkers but they should spawn in their base area.

  19. #19
    RastaRaptor,

    Yeah, I knew all of that but as I said I wouldn't know the first thing about fixing them. I have been working on it though, I've been changing the luaconts files instead of the buildorders, the idea is I could just get the AI to treat for example the lieutenant in the same way the AI would treat an axis officer or British major, that way I don't need to learn too much scar. But even that wont really fix it.
    I'm not sure I understand totally, but if all you want is to make officers follow squads then just make sure all the single solider types use the same follow ability, have 'ai_special_unit_leader' in the sbps, and that the AI file that divies out that task is set to call *your* follow command instead. If you want officers to run around like the axis officer, make sure the sbps has att/def priorities and get rid of any special AI directives. But then, it won't matter much if your AI doesn't actually build those units.

    I can build a motorcycle when I play the game, perhaps you have dlc units on and its trying to give you a schwimmenwagen?
    In the process of Dl'ing the zip version. If your module files are correct, this problem should go away (pink screens too). Unless you really wanted the axis to use only a motorcycle?. If so, get rid of that requirement in the sbps. Even if a tov user chooses the reward, they won't get it.

    and no neither side should be able to build mg nests or bunkers but they should spawn in their base area.
    I wondered about that cuz I saw changes in the rgd files, but didn't really notice the engineer types could build those defenses like they normally would. Nice to know, cuz I was going to disable the AI from purchasing those structures.

    --

    Suggestions: Put a minor fuel cost on jeeps and mopeds. Also, try and increase the recharge time for tanks (doctrine call-ins) to at least several minutes between use. May not make sense now, but if you really want to fix your mod, I'll show you how to get the doctrine stuff working for the AI. If you're really serious, try and tune those tanks to be down right dangerous to infantry. Tank mgs should flatten infantry bout as fast as any HMG. When a tank shows up, time to worry a bit. Even the AT gun crews need to worry a bit. On the flip side, you could lower the tanks total LOS to be smaller then infantry LOS. Infantry will see the tank and react before the tank sees them. But once the tank knows about them, things ought to get *really* bad for the infantry. Hopefully, you get the idea.

  20. #20
    Hello
    First off, this is my first ever post on this website, so forgive me if i have in anyway broken a rule of some kind..
    Second, really great mod mate, ive been looking for an up to date infantry only mod for a while now and had debated on making one myself. But thanks to your efforts i can put that idea on a backburner.

    I really like how everything plays, and im sure you are aware of where your mod is atm but i thought id throw in my 2 cents if thats ok. feel free to ignore me

    1.OK, so just wondering if you intend to include the brits and panzer elite at any point.. as on my game the doctrines are messed up for some reason and i would love to have the brits in on the infantry action.
    2. The voices that the units have for move orders and such are gone, i dont know if this is just my game or done on purpose ? obviously there are new units but they could just have the same voices.
    3. What do you think of implementing light or heavy cover for infantry standing near to the few vehicles in the game ? give a new tactical way to play..
    4. Would you think about having light armour vehicles but limiting them to 1 or 2 per team ? I like the light armour as it is effective against infantry.. most of your units have anti tank weapons but no real reason to use until later in the game..
    5. Since there is no longer any mg nests , maybe you could have trenches for both sides ?
    6. I agree with the guy above in regards to the tanks.. make them rarer, but more deadly.. maybe put a fuel cost in the call out ? Is there anyway to limit the amount you can have on the field at once ?

    Anyway, great mod so far, looking forward to slightly better AI aswell... well done !

    ----------

    Oh and also.. is there any way you could have the snipers wear ghillie suits ? that would be awesome !

  21. #21
    Well, I have a very crude set of AI files ready, but I can't go any further unless the mod is fixed. This mod needs a good bit of rgd editing as well as getting proper constants set up for skirmish AI. So far, I've had some good games against the axis AI -> this faction is closer to being ready to work with. I took the liberty to base the axis AI army on regular infantry with simple percentages used to determine the light and heavy infantry compositions since nothing has been said from RastaRaptor. Have no idea how he wants this mod to play.

    BardSchmidt,

    2. The voices that the units have for move orders and such are gone, i dont know if this is just my game or done on purpose ? obviously there are new units but they could just have the same voices.
    In the *.module files look for SpeechManagerBtB.cache and change to SpeechManagerCoH.cache?. Check whats in 'RelicCoh.module' to make sure.

    4. Would you think about having light armour vehicles but limiting them to 1 or 2 per team ? I like the light armour as it is effective against infantry.. most of your units have anti tank weapons but no real reason to use until later in the game..
    Yep, another important reason to get stuff set up for the AI. The AI can be programmed to hold back on AT upgrades and squad addons until needed or it has a surplus of resources.

    6. I agree with the guy above in regards to the tanks.. make them rarer, but more deadly.. maybe put a fuel cost in the call out ? Is there anyway to limit the amount you can have on the field at once ?
    Thats actually a much better idea. Hard cap the tank(s) to one at a time for all players.

  22. #22
    Member RastaRaptor's Avatar
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    Hey, yeah guys I've been absent from my modding recently due to my summer job, I'm on lunch atm. It's full time so this project is on the backburner for me now, although I do have some time on the weekends for tweaking; I realise it requires alot more work before its a polished off mod.

    Thanks alot Nurbisco, its a real help doing the AI files as thats not something I'm great with as you've probably guessed; if you finish it make sure you put your name in the creds and send me the files so I can update the link and authors at the top.

    With the light armor that BardSchmidt suggested I'd kinda like to keep it to a minum, your right about the general lack of armor units for the anti-tank weapons though. Perhaps adding armored cars to each team and adding a cap of 2 would work.
    Another idea that adresses your point I want to implement at some point: Increasing the power of mg's on jeeps/motorcycles and halftracks and giving the halftrack a bit more armor; this would make them far more important than they currently are and give something for the AT weapons to fire at.

    Capping tanks at 2 per team was what I had planned for a future update but we'll see, perhaps it could change depending on the size of the map? wouldn't know how to do the latter but could easily make a simple hard cap.

    As far as my vision for gameplay is concerned, there are a couple of key things I want to keep prominent;

    1. Command structure (ie leiutenants and sergeants)

    2. I always wanted this mod to reward good tactics rather than power plays etc. having a massive group of heavy infantry with all the upgrades shouldn't let you just plough through the other player (like airborne spam in vCoH); a well positioned and supported Mg position should be a real problem that a player must overcome with clever use of specialised units and tactics.
    -With regard to the above I've already exaggerated negative and postive cover bounuses and also want to try and decrease accuracy when troops are moving to further increase the importance of cover. I also want to make Mg's far more leathal to large groups of infantry.



    Let me know how you want to proceed with a collaberation? on this Nurbisco. Messaging may be infrequent but I definately still want to be the main part of this mod's future.

  23. #23
    Hallo RastaRaptor
    when using the mod i cannot read the labels
    all labels are like $70998 no range
    i tried to change language to english (i suppose) ingame (options) or with editing locale.ini
    but cannot manage.
    can your mod only be used when using the english language?
    if yes - how can i change

    thanks beforehand

    101jaeger

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