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"Commanders Mod" v0.6.2 - Last update on 25 November 2011
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Topic: "Commanders Mod" v0.6.2 - Last update on 25 November 2011 (Read 44419 times)
0 Members and 11 Guests are viewing this topic.
LeoPhone
Honoured Member
Posts: 0
"Commanders Mod" v0.6.2 - Last update on 25 November 2011
«
on:
October 21, 2010, 03:54:24 pm »
I Present
Commanders Mod is a mod for Company of heroes 2.602 (OF/ToV compatible)
ModDB Page:
http://www.moddb.com/mods/commanders-mod
Latest download link:
Version 062 (MAPS INCLUDED)
http://www.moddb.com/mods/commanders-mod/downloads/commanders-mod-v062/
Version 062 (MAPS EXCLUDED)
http://www.gamefront.com/files/21025648/Commanders_mod_062+-+Maps+excluded.zip/
Old versions:
Quote
Version 061 (MAPS EXCLUDED)
http://www.gamefront.com/files/20352487/Commanders_mod_061.zip/
Version 061.5 UPDATE (REQUIRES 061)
http://www.gamefront.com/files/20604420/Commanders_061.5_update.zip/
Quote
Version 060 Beta 4 (fix) (MAPS EXCLUDED)
http://www.filefront.com/17832724/Commanders_mod_060_beta4fix.zip/
Version 060 Beta 2 (MAPS INCLUDED)
http://www.filefront.com/17762582/Commanders_mod_060_beta2.zip/
Quote
Version 050a
http://www.filefront.com/17436357/Commanders-mod-050a.7z/
NOTE: Only victory point games work for V 050a
- victory point amounts in gamelobby changed:
250 = 50000 (use this for simulating annihilate game mode)
500 = 2000
1000 = 4000
It is prohibited to use any parts of this mod without my permission!
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.
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. Your micro is protected.
-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-mod/forum/thread/commanders-mod-basic-stats-change-list
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.
«
Last Edit: November 26, 2011, 09:05:44 am by LeoPhone
»
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.4.8 - Last update on 21 October 2010
«
Reply #1 on:
October 21, 2010, 04:42:55 pm »
Credits:
;;
;; LeoPhone
;; - Commanders Mod
;;
;; Corsix
;; - Corsix's Mod Studio
;;
;; Relic, THQ
;; - Company of Heroes
;;
;; Blitzkrieg Mod Team (Leaded by Xalibur)
;; - Custom icons
;;
;; Vertiggo
;; - Custom veterancy icons
;;
;; AGameAnx
;; - ATC Mod
;;
;;
;; --MAPS--
;;
;; Unkn0wn
;; - Nuenen, Road to Carentan, Abbeville
;;
;; LeoPhone
;; - The Dike, Bergen, Carentan, Red Ball Express, St Hilaire, Vieux-Port,
;; - Vire Valley, Arnhem, Goodwood, Roads to and from Carentan, Salentein Castle
;;
;; Credits for remakes go to Relic, Credits for Roads to and from Carentan go to Unkn0wn.
;;
;;
;; --MODELS--
;;
;; eliw00d, DMz, medes
;; - Flak 88 model without shields, M10 misfire animation fix, Sturmpanzer IV
;;
;; TankDestroyer, Halftrack
;; - M26 Pershing, M4(105) Sherman, M36 Jackson, M4 "Jumbo" Sherman
;;
;; Tankdestroyer, Aidas2, Pojarsma, Reichsbahn, Slayerknecht, Georider
;; - Comet, Jagdpanzer IV
;;
;; lorankorn
;; - Pak 36, Sd.Kfz. 251/22 (heavy AT halftrack), M4 "Easy Eight" Sherman, Grille,
;;
;; MrScruff, Tankdestroyer, Slayerknecht
;; - Ju87 Stuka
;;
;; Crasius
;; - Ju87 Stuka Siren Audio
;;
;; MrScruff
;; - Jagdtiger
«
Last Edit: August 25, 2015, 03:37:12 pm by LeoPhone
»
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #2 on:
October 23, 2010, 08:05:23 am »
Version 0.4.9 is released!
Multiplayer is supported again,
Improved AI!
Various bugfixes
«
Last Edit: January 22, 2011, 11:44:10 am by LeoPhone
»
Logged
EliteGren
EIR Veteran
Posts: 6106
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #3 on:
October 23, 2010, 08:17:48 am »
Who plays this?
Logged
Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Mysthalin
Tired King of Stats
Posts: 9028
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #4 on:
October 23, 2010, 08:18:47 am »
Leophone and his Leophone monster that he keeps in the closet
.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #5 on:
October 23, 2010, 08:19:57 am »
I sure am, and all the fun is just for me. You could also experience this but instead you choose to be some cool guy.
«
Last Edit: October 23, 2010, 08:57:06 am by LeoPhone
»
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #6 on:
October 23, 2010, 08:37:29 am »
Hehe, I'm sure the mod's great Leo, just teasing
.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #7 on:
October 23, 2010, 10:43:53 am »
Quote from: EliteGren on October 23, 2010, 08:17:48 am
Who plays this?
sometimes the reason for creating something is just to say you could do it , and get the odd enjoyment out of playing it once in a while.
Logged
www.synergiesmod.com
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #8 on:
October 23, 2010, 11:07:11 am »
ehhm no, its actually really fun and everyone who i played it with thinks the same.
the issue is that i am not really popular here i guess. its a pity.
«
Last Edit: October 23, 2010, 11:08:57 am by LeoPhone
»
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #9 on:
October 23, 2010, 11:30:18 am »
We like you leophone, don't be sad!
We're just teasing you a little bit man
.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #10 on:
October 23, 2010, 11:52:14 am »
in that case get here on vent and play!
no more excuses
Logged
AmPM
Community Mapper
Posts: 7978
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #11 on:
October 23, 2010, 11:53:38 am »
I would play, but CoH, no matter the mod, without persistence just doesn't make me interested anymore.
Logged
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LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #12 on:
October 23, 2010, 12:17:39 pm »
that perhaps not, but there is AI! see it as eir offline
Logged
StikUpKid
EIR Veteran
Posts: 51
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #13 on:
October 23, 2010, 04:19:47 pm »
kept getting scar error when i tried to play with brits and personally i cant stand inantry auto seeking cover. just my feedback . still nice job though man
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.4.9 - Last update on 23 October 2010
«
Reply #14 on:
October 23, 2010, 04:35:36 pm »
U get a scar error when you try to play annihalate, set the gamemode to victory point.
I will look into that autosearch cover thing again and see if i can find where to set it off.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #15 on:
October 24, 2010, 08:56:56 pm »
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 Edit: October 26, 2010, 10:31:46 am by LeoPhone
»
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #16 on:
October 24, 2010, 10:11:56 pm »
so how did you remove the auto search? per unit edit?
Logged
rifle87654
EIR Veteran
Posts: 1107
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #17 on:
October 25, 2010, 04:42:27 am »
I still want an op barrage, but with low accuracy.
I want to see some fireworks.
Logged
Quote from: TheIcelandicManiac on July 13, 2011, 09:33:42 am
hahahahahahahahahahahahahahahhahahahaha
hahahahahahahahahahhahahahahahahahahaha
hahahahah
hahahahahahahahahahahahahahahhahahahaha
hahahahahahahahahahhahahahahahahahahaha
hahahahah
Does he have a problem?
Anyway he's hilarious.
LeoPhone
Honoured Member
Posts: 0
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #18 on:
October 25, 2010, 04:48:59 am »
Quote from: salan on October 24, 2010, 10:11:56 pm
so how did you remove the auto search? per unit edit?
nope, in data/squadai/infantry-plan.squadai
(and pe-infantry-plan.squadai and cw-infantry-plan.squadai)
Logged
rifle87654
EIR Veteran
Posts: 1107
Re: "Commanders Mod" v0.5.0 - Last update on 25 October 2010
«
Reply #19 on:
October 25, 2010, 04:57:20 am »
In fact I want to write a doctrine tree for this mod from scratch.
I want to participate.
This is a era of democracy.
No more commies and tyranny.
Before it fails horriblely like Salan's mod.
Run out of ideas.
And Salan your 8 man KCH fails
although v3
Nade and concentrate fire kills it.
Logged
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