www.FallofFrancemod.comorder of install:
map pack
current full version
hotfix...
http://www.filefront.com/17261318/FallofFrance009G.rar sept3
hotfix for G version:
http://www.filefront.com/17274387/fofHOTFIX009J.rar sept 4
http://www.filefront.com/17234691/FallofFranceMAPPACK.rarThe map pack gets installed into companyofheroes directory the same as installing the mod, it has the directories in the RAR now..009d Aug 26 (two in one day oh noes)
-any boys that came with 3, now comes with 2.
-US armor bazooka team restricted to 1.
-fixed the requirements for super pershing and chaffe and stuart on restrictions.
-pantherturm has more health.
-removed the unlockable hotchkiss in panzerjagers.
-changed bren carriers incoming accuracy vs shreks and boys.
-boys at guns can not shoot on the move any longer.
-added hotchkiss stuka to panzerjagers as a free unit, was suppose to be there previously.
-added a infantry gun (direct fire pack howitzer) to russian guards, will figure out where.
-fixed the pack howitzers to fire every 25 seconds... the german gun was firing every 8 seconds and the american was firing 35 seconds.. we'll try 25 and see if its worth lowering any further.
-added a super heavy slot item .. all super heavy tanks will only be able to be built once per game, use em smartly! (KT, JAGDT, TIGER APCR, SUPER PERSHING, BLACKPRINCE, CHALLENGER) the super heavys will remove a slot item from heavy tanks as well (TIGER, PERSHING, CUCKOO, JAGDPANTHER, CALLIOPE.. uh not sure what else atm)
-added in a free 121 mm Field gun for the russians, this is a direct fire howitzer type gun, on the same rate of fire as the 88 airburst, which is slower then the pantherturm and normal 88. Range I believe set around 60 for testing.
-added in a free HMG (1 restricted) and Pak36 (2 restricted) to Panzerjagers. Munitions costs, spawns from f1 building as that was only place with space.
-US Armor: brencarriers have a 20% negative to incoming penetration. Which means rifles will kill them faster. which is fine they are an extension of the actual unit, not the full unit.
-panzershreks no longer have a 50% accuracy debuff against brencarriers while on the move (not sure if thats the shrek moving of the bren carrier).. we'll see how it turns out.
.009c aug 26
- Russians can spawn 2 17pounders now
- Pantherturm has double the health, 600 or 700 or something, it was dieing WAY to fast
- M21 has been fixed, vet, repair, troopers.
- Fixed the bren carriers unlocking wrongly, I think.
- US infantry 105 howitzer can now move, and recharges slightly faster
- added in panzerjagers. 100% finished- Bundle nades make an appearance
- no vehicles infiltrate at this time, will test without first.
- APCR and HVAP tanks have had their damage % increased.
- Johnsons are more accurate
- Fg42s are more accurate
- Stens are on par with other smgs now with accuracy, they were a lot lower.
- removed the extra t4 from all infantry doctrines, game wasn't designed to allow more then 1 t4. will have to think on that more.
-reverted all gun priorities to before 009.. oops
.009b aug 25
-Slugger now uses sherman armor as it was suppose to instead of m10 armor
-Increased Slugger health from 400 to 600
-Increased the effectiveness of the Tiger
- removed the airburst 88 creeping barrage for now.
-fixed: Russian building f2 had a wierd unit in it
-Fallschirmjagers 88 will now graphically track its target
-Fixed the requirements for restrictions on a few units
-Kommissars can now use their heroic charge ability
-Russian Bofors changed to fuel from ammo
-Bazooka's that were dropped on the ground were named as riflenades, fixed
-one of the american bren carriers had a flamethrower on it, oops
-super pershing cost increased.
-bren carriers in US ARMOR all increased by 5 resources..
- adding in heavy tank uses for US ARMOR.. will limit its pershings.
-added 2 fixed maps to the install, this way the map pack won't need to be re-downloaded by those who have it already, adding a new map pack as well with the fixed maps in it. (thank you leophone)
-stopped grease guns from dropping, not all units have the animation set for them yet.
-lowered the health on bren carriers in US ARMOR, slightly.
-Changed armor types of russian guards from elite to soldier.
.009a aug 24
-- All weapons have had their target tables tuned. All targets now have 10 priority, emplacements being built have 60. The target you are currently targeting has a priority of 50... all weapons should stay on target the player wants.
-- Pure anti tank weapons have vehicles>tanks priority of 20.
-- anti infantry emplacements (flak36 / bofors) will have infantry priority of 20.
-4 original factions will be drastically changing!
-88 airburst. secondhardpoint was auto targeting, this is bad, fixed!
-russian soldiers will gain smoke grenades
-russian conscripts can now build their bofors and pantherturm correctly.
-russian bofors will share its unlock with the 17 pounder.
-russian 17pounder will move to where the bofors is.
-russians will gain a pantherturm where the 17 pounder (t4 guards)
-all factions gain a second t4 unlock in infantry tree's (conscripts for russians)
-wehr 88 has same % to hit infantry as all other anti tank guns now.
-fallschirmjager infantry tree is correctly showing the luftwaffe special infantry (riflegrenades/flamethrowers etc)
-fixed the guard to soldier command tree bug for russian infantry.
-added smoke grenades to russian soldiers, and some us_infantry specialty riflemen
-fixed emplacements to use the correct build time.
-Wehrmacht assault puma can now carry any infantry.
-more abilities are usable from garison.. was a few missing.
-all commanders have a new aura system in place. All units in AoE will have +5 sight and +10 detection
-all commanders will have the AOE suppression break ability.
-Engineers removed from US INFANTRY
-Riflemen Thompson team removed from US INFANTRY
-Riflemen Captain team moved to where Thompson team had been
-Ranger Thompson team removed from US INFANTRY, replaced by Ranger Johnson team
-Ranger flamethrower team now has Thompsons with the flamethrower
-Ranger Bazooka team now has Thompsons with the Bazooka.
-US INFANTRY, all riflemen can now build the buildings of the faction, as per engineers removed.
-Fallschirmjager: Luftwaffe mp3008 and LMG squads have been removed, Riflegrenade squad moved to t2, command squad created for t3.
-Russian troops now select by troop type: Conscripts/ Soldiers /Guards.. clicking one won't select them all.
-ALLIES have changed to US ARMOR
-ADDED in 4 new models: M20 command Car, M21 Mortar Halftrack, "HVAP" Super Pershing, M36b1 Slugger
-US ARMOR 100% done, command tree, pricing, restrictions. will tweak with tests.
.009 aug 20
=== Will be creating a ModDB page and a release on Relicnews as well as a tutorial and a intro movie.- all 4 original factions now cost 1 cp to unlock each row within a command tree, where before you could select the row for free. (on par with expansion factions)
- Increased the CP price of emplacements
- re-uploading map pack, current one has 4 maps with different bugs in them. added in 4 player StLambert with VPs.
-fixing Point Du Hoc spawns/hq's, and VP positions
-fixing Arnhems VP positions
-Fixing deadbolts VP's, currently uncapturable.
-leophone fixed st hillaire bug.
- fixed 25 pounder cost / bug
- fixed russian art to be on all units
- maintaining current power of russian support weapons, limited to 1 of each type at a time on the field.
- fixed russian conscripts to be able to build bofors and have it crewed.
- removed russian retreat buttons on at guns/ bofors
- fixed panther and panther APC buttons from being the same number
- all emplacements now take 10 to 15 seconds to build, test time frame might change.
- re-added in the creeping barrage, for the priest (240 second recharge) as well as the 88 airburst flak cannon (480 second recharge)
- all russian units now use correct icons in game
- all russian units now spam controlled correctly
- all russian units tied to command tree
- russian command tree's pre-reqs and pricing correct.
- renamed the buildings from test1,2,3,4,5,6 to Infantry, Support and Armor.
-Changed the 4 base factions into the same building style as the expansion factions (f1-f2-f3-f4-f5-f6 with NO submenus)- Changed Allies to same building type as expansion factions, no menus.
-fix jeep mg not showing up .. grr.008C august 12th / august 16th
-added in all russian infantry.
-tweaked a few minor things in weapons.
-- stuh / 105 sherman / howitzer churchill guns all have fall off damage on their AOE shots, previously they had the same percentage to hit aoe damage at 7 radius as 1 radius.. this has been changed.
.008a august 7th
-The four original factions now have updated retreat functionality.
-removed the ability to re-crew for new factions.
-fallschirmjager hotchkiss lowered in price.
-88 airburst howitzer increased in cost
-88 Airburst howitzer has 120 range, and slightly longer reload.
-Pack howitzers are slightly more accurate (less drift) and have a larger AOE radius.
-220mm Nebel now reloads and shoots a second barrage.. Move away!
-fixed sprint, all falls infantry / mg / mortar gain the ability again!
-removed the progress bar from all mines, m8 mines, teller mines, butterfly mines, boobytraps, demolition charges. Animation remains.
-fixed german grenades to use their limits.
-fixed fallschirm camo to be same as rest of FOF.
-fixed doubling up of vet on US_INFANTRY tanks.
-fixed boyz penetration = recoiless rifles with a - modifier
-fixed 37mm at gun penetrations = 57 mm at gun with a - modifier
-fixed 75mm atht (fallschirmjager) = panther gun penetration
-modified repair +2 health per second for both regular tanks and heavy tanks. still 60 seconds, and 120 seconds respectfully. for now.
-fixed fallschirm HMG and Mortar Hold_ext. (now garisonable)
.008 august 6th
-new unit: shieldless 88 emplacement, airburst.
-new unit: 220mm nebelwerfer fires like calliope.
-New model added: pak 40 halftrack, with pak36 halftrack variation .
-New model added: German 75mm pack howitzer
-Added in Fallschirmjager vehicles
-fixing infantry and vehicles to be in commander tree unlocks
-finished Fallschirmjager Faction.007 August 3rd
-fallschirmjager's faction introduced.-added in Fallschirmjager infantry, currently all unlocked for testing.-fixed a bug with the bar using the original unedited bar for a weapon.. ug
-added stg 45 for fallschirmjagers, acts closer to a bar then a stg44.
-increased the defense_type aura around US_INFANTRY tanks .. sets standard for new factions
-burning animation added to US_INFANTRY tanks at death. sets standard for new factions
-All accessories now work in holds. Might be odd inside a HT.. hmm will look into excluding them, somehow.
-Pack howitzer has its own model and performs more like the AVRE in fof then normal howitzers
--- Gun autotargets with a mid reload rate, and ground fires through a 1 shot barrage. (AVRE/75mm Pack/75mm Germangun/Grille all will use this style)
-pricing / unit population / doctrine cost changes for US INFANTRY finished.
-us_infantry art work corrected. --- mostly, support has all the airsupport from ALLIES, will update with new icons sooner or later
-37mm has skin
.006 July 31
-lowered the range on the spotters artillery barrage significantly, now you have to get closer to your own shells to get it off..
-fixed a bug where it would subtract 100 manpower/munitions/fuel on high resource games.
-Slowed the speed of the 12 pounder / 76mm AT gun / Pak 40 from 3.5 to 2
-fixed US_infantry mortars to have smoke barrages, nasty requirements hidden in rgd!
-finished US_infantry!-<<<STILL UNABLE TO RECREW WITHOUT SCAR ERROR.. will make faction unable to re-crew>>>-altered retreat on Us_infantry. moves at -2 speed for 5 seconds, with NO buffs. then speeds up to original speed and runs back to base with no buffs.
-changed the johnsons from 2 back to 4 in US_infantry.
-Added the resource points back onto the map for now, testing new settings on the AI personalities to see if they will fight for em. Once they activate I had a NASTY fight on angoville. Activating the AI was a pain though.. hmm
.005 july 28
-Fixed the HQ bug...
-Made the Jagdtiger slightly better (has better tracking then a stug)
-fixing 88 emplacement now.
-fixed 17 pounder bug, doesn't seem to be able to ground fire though now.. grr
-fixed british HQ from not spawning, causing lost game.
-added a .10 hp regeneration aura on all HQs
-added in US_INFANTRY all infantry, half of the support, and all of the tanks! <-- no doctrine work, its all unlocked for testing atm
-cover types added 10% to each for protection, subtracted 10% from red and water.
-fixed m8 mine
-raised cost of kettenrad
-lowered light tank reload timers to make spending money on light vehicles appeasing. 3-4second max on light tanks/vehicles.(not halftracks)
004 july 27
-allies infantry lowered 10 hitpoints due to bigger populations
-all "make casualty" criticals now "kill soldier - low-intensity." Meaning there are no more casualties and the dead bodies should stay around ...
-Flame damage to tanks and light vehicles and infantry increased, 40/30/20 respectfully.
-ADDED IN NEW GAME CHANGING MINI-MOD by cozmo which was released on RelicForums almost half a year ago. LINE OF SIGHT .... its not perfect, if a unit can not shoot, it can not see... so: repairing vehicles / units under hold fire / halftracks with un-manned machineguns. Will not be able to see enemy units.
this has been removed until it works for support weapons not scaring the game.-Heavy tank pool values changed.
-Added 1 heavy tank slot to each faction at creation. Now they start with 3 heavy tank slot items. the following are required and removed when building the following tanks:
American
Pershing, 2
Calliope, 2
Jumbo, 1
Easy Eight, 1
British
Churchill Blackprince, 2
Churchill VII, 1
Cruiser MkVII Challenger, 1
Cuckoo, 2
PanzerElite
Tiger, 2
Jagdpanther, 1
Jagdtiger, 2
Panther, 1
Wehrmacht
Tiger, 2
KingTiger, 2
Panther, 1
APCR Panther, 1
003 july 23rd
-All specific anti tank weapons have 15% chance to hit infantry.
-units falling into this are:
-Added 1 CP to starting resource pool.
-added in high resource game control:
adds 200 manpower
adds 200 ammo
adds 200 fuel
adds 4 cps
adds 10 base population
-All infantry armor changed except vs mortars which maintain full dmg for all armor types.
infantry Armor = no bonus
Soldier Armor = 25% less damage
Airborne Armor = 25% less accuracy
Elite Armor = 25% less accuracy and 25% less damage
Heroic Armor = 25% less accuracy and 25% less damage, crit change, 25% suppression resistant
-Infantry health changed same health to reflect armor changes, will update armor types shortly.
-mini map symbols almost erased (small box now instead of AMMO pnts etc..)
-FOR ALL FACTIONS: base buildings build on at start of game, are currently a pile of flowers.. kinda funny but it works.
-ADDING NEW FUNCTION FOR ANNIHILATION... HQ buildings will be destroyable, If a players HQ is destroyed they will be knocked out of the game.
-Dead bodies will now not be deleted. does not count for wounded.
-tanks are now damaged by flame weapons at 20 dmg a second, and light vehicles are dmg'd at 12 dmg a second for testing purposes.
================
Ultimately the original and continuing development decision is simple:
-remove VCOH global abilities (firestorm / field repair).
-the only offmap is handled through spotters and tries to mimic real life artillery fire more then gamey coh artillery.
-remove VCOH unit upgrades, units come as is from start to finish. once a player knows his targets, he knows what to expect.
-remove VCOH abilities (suppression fire, button, tread breaker, canistershot , slow, etc etc) weapons and weapon systems only have their stock damage out put.
-remove all benificial aura's except the command squads bonus to LOS and stealth detection.
-change VCOH stealth system to a more realistic re-stealthing mode, and stationary ambush system.
-remove VCOH ingame economy for a EIR limited resource feel.
-remove capturing through the action of capturing, auto capture, auto build bases.
-remove static defenses other then emplacements or trenches. They only slow the game down.
-limit spam, units can only be fielded in limited numbers at a time. (new version will be set at 2 for all units)
-Mimic EIR's out of game launcher through breaking the doctrine trees and CP gains through territory control, as well as tiered restrictions on progression. ie: 3 tier 1s, 1 tier 4 per section, limits on overall heavy tank purchases.
-do not change weapon ranges beyond the current maxes, shooting across the map is out.
(weapon reload and accuracy is where FOF is a total conversion from VCOH).
-Units will die, quicker then Vcoh.
-Units will progress in vet, quicker then Vcoh.
-No Global buffs in doctrines as in the old version of EIR. (HE rounds: 25% damage to all tanks)
-all doctrine choices are a unit type unlock. this simulates progression of the war, from early 1930 to the end of the war. If you don't own territory to naturally progress CPs you must fight to gain them and learn by your successes and losses. Mimicking real life research progression. The models and types of unlocks will be altered as units become available. US_Infantry right now is suppose to have early war units, although the only tanks available are shermans until someone gets the grants out.
-Factions (not doctrines) will have a thread of simularity within themselves. IE: Volksturm plays on its strengths and leaves it with a weakness. Us_Infantry removes the US's airborne and the armor's heavy tanks.. again, a thread of organization. To do this correctly each side will need many different types of factions, some will mimic each other in different ways, but that is ultimately what I am going for.
your choices of faction will be followed by choices in unlocking infantry / support or armor and when and how to use them in combination. Each player can essentially make a completely different play style out of each type of faction as they see fit to their desires or situation.
My personal desires for fall of france's future:
--A autoupdater that will help with distribution and patching, I do not believe in a long patch cycle, I like fast constant updating and I think most people would appreciate this in a smaller file size if available such as an updater.
--A website that tracked games played, and the real potential of a "last stand" campaign due to faction choices.
--A website that showed what each unit type is and what to expect from it, a wiki of sorts, even though I hate wiki's.
--Moar models... Moar factions. There is no reason not to model any force we can have a set of models for under these ideals.