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[WIP] Fortress Europe | Updated 23 May | Name a Unit, We Post It
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Topic: [WIP] Fortress Europe | Updated 23 May | Name a Unit, We Post It (Read 25760 times)
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eliw00d
EIR Veteran
Posts: 352
[WIP] Fortress Europe | Updated 23 May | Name a Unit, We Post It
«
on:
May 06, 2009, 04:11:56 pm »
Fortress Europe
Realism meets Persistence.
23 May Update | Name a Unit, We Post It
1 May Update | Back in Action
1 April Update | Fortress Defense
26 March Update | Camoflauge and Reconnaissance
Fortress Europe will be the first persistent realism modification for Company of Heroes.
Players will assume the role of a Company Commander for either the Allied or Axis Powers, and will be given a number of points to spend on Platoons. Platoons can come from your Company, Battalion, Brigade, Regiment or Division. A player can have up to 8 Companies per Faction, and each Company can be of a different nationality.
Players will gain experience from battles which can be used to unlock perks, such as rare vehicles or ammunition, for both their Company as a whole or for individual Platoons. Sections within a Platoon gain combat experience, which makes them better soldiers and increases their survivability.
Fortress Europe has been designed from the ground up to work without the need for a launcher, so that you will never have to restart the game for a battle. Players will be able to build their Companies online with our web interface at any time, regardless of whether or not Company of Heroes is running.
Players will be able to use the Relic Online game lobby to find, chat and play with each other. Steam is an added bonus, even if you don't own the game on it you can make a shortcut to the mod and make use of the overlay to bring up a browser and manage your Companies without minimizing the game.
Countless hours of research have been put into our many systems, so that tank and infantry combat are as authentic as a game can get, while still retaining a fun gameplay environment. Real penetration and high explosive data is used for our tanks, and explosions are no longer the only way a vehicle is taken out.
We are currently working towards an internal alpha, and will have more than enough to show off soon. However, we take ideas and suggestions seriously and have set up a forum that allows you to discuss all of them and more. Feel free to make use of it, as we are constantly there in our own internal development forums.
http://forum.medpackstudios.com
«
Last Edit: May 26, 2010, 05:02:50 am by eliw00d
»
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I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the darkness at Tannhäuser Gate. All those moments will be lost in time like tears in rain. Time to die.
Dnicee
EIR Veteran
Posts: 998
Re: Operation Overlord (working title)
«
Reply #1 on:
May 06, 2009, 04:25:32 pm »
Sounds great, but there must be a goal with it? Like eirr, so you can win/lose the war.
Really liked the part with levels btw!
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Two
EIR Veteran
Posts: 2079
Re: Operation Overlord (working title)
«
Reply #2 on:
May 06, 2009, 04:29:12 pm »
I like realism
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eliw00d
EIR Veteran
Posts: 352
Re: Operation Overlord (working title)
«
Reply #3 on:
May 06, 2009, 04:39:27 pm »
Quote from: Dnicee on May 06, 2009, 04:25:32 pm
Sounds great, but there must be a goal with it? Like eirr, so you can win/lose the war.
Really liked the part with levels btw!
Well, that's the only thing I haven't figured out. Any ideas for goals would be appreciated. Again, this is launcher-less, so there won't be a warmap or anything.
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Osprey
Maj. Osprey, Royal Lincolnshire Regiment
Posts: 375
Re: Operation Overlord (working title)
«
Reply #4 on:
May 06, 2009, 04:59:04 pm »
I like the sound of realism, but it has to be genuine, not half hearted. Infantry need to get stomped by tanks, even the drivers gun, but the tanks should become rarer on the field (2-3 per game?) or infantry more plentiful.
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eliw00d
EIR Veteran
Posts: 352
Re: Operation Overlord (working title)
«
Reply #5 on:
May 06, 2009, 05:12:27 pm »
Quote from: Osprey on May 06, 2009, 04:59:04 pm
I like the sound of realism, but it has to be genuine, not half hearted. Infantry need to get stomped by tanks, even the drivers gun, but the tanks should become rarer on the field (2-3 per game?) or infantry more plentiful.
That's what I'll be going for with realism. Infantry are first priority, though. Armor will be added at a later point because it requires more planning.
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Malevolence
Donator
Posts: 1871
Re: Operation Overlord (working title)
«
Reply #6 on:
May 06, 2009, 06:53:13 pm »
May wish to check out a mod called something like "P4 vs Sherman" for tank references et c. and some pre-done work you might be able to scrape up when it comes to tank additions.
Sounds interesting, I'll keep my eye on it myself.
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Guderian
EIR Veteran
Posts: 817
Re: Operation Overlord (working title)
«
Reply #7 on:
May 10, 2009, 02:44:35 pm »
Love it.
Hope for rare (but powerfull) tanks, cover being a huge impacter
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eliw00d
EIR Veteran
Posts: 352
Re: Operation Overlord (working title)
«
Reply #8 on:
May 11, 2009, 02:07:54 pm »
Still contemplating how to implement armor, as I'm going for realism and they would surely dominate Infantry-based battalions. I am thinking of implementing Company Bonuses, so that the Companies themselves also gain experience and bonuses. For instance, a Panzer Battalion could be converted into a Schwere Panzer Battalion, or Fallschirmjägers receiving more FG42s than normal, or Motorized Panzergrenadier Battalions converting to Armoured, etc.
The thing with armor, though, is that a Heavy Panzer Battalion had around 45 tanks, so balancing that will be tough, as I am going for realistic organization.
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Draken
Chess master
EIR Veteran
Posts: 1850
Re: Operation Overlord (working title)
«
Reply #9 on:
May 11, 2009, 02:23:09 pm »
And you wanna do this all alone?
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eliw00d
EIR Veteran
Posts: 352
Re: Operation Overlord (working title)
«
Reply #10 on:
May 11, 2009, 02:30:59 pm »
No, actually. I've been talking to Sturmhaubitze, who is working on Fortress Europe, and we might collaborate. Depending on interest, I could take on additional help. At the moment, it's just me working on everything.
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AmPM
Community Mapper
Posts: 7978
Re: Operation Overlord (working title)
«
Reply #11 on:
May 11, 2009, 02:43:23 pm »
Company based, so an infantry Coy of 100ish men with supporting Company and Battalion elements vs a Schwere Panzer Coy of 5 Tanks....
If its realistic damage, then hidden ATGs should take care of it no problem.
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Malevolence
Donator
Posts: 1871
Re: Operation Overlord (working title)
«
Reply #12 on:
May 11, 2009, 02:53:26 pm »
Quote
The thing with armor, though, is that a Heavy Panzer Battalion had around 45 tanks, so balancing that will be tough, as I am going for realistic organization
And an infantry Battalion has around 1,000 soldiers, so that can balance quite nicely if you don't mind a high attrition rate...
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eliw00d
EIR Veteran
Posts: 352
Re: Operation Overlord (working title)
«
Reply #13 on:
May 11, 2009, 03:02:29 pm »
Well, that's where I'm a bit hazy on. I settled with Battalion as the scale, but in order to have AT guns you will need regimental support, such as the anti-tank company within a Fallschirmjäger Infantry Regiment. I haven't been able to find TOEs for companies like that, it would have to be guess work (not terribly difficult, though).
Guess work going off something like this, anyways:
Quote
Three Parachute Infantry Regiments, each comprised of;
Regimental Headquarters (including one bicycle Reconnaissance Platoon)
Heavy Mortar Company - three Platoons each of three 12-cm mortars (could be replaced on an equivalent basis by 7.5-cm infantry guns).
Anti-tank Company - one Platoon with three towed 7.5-cm guns and three Platoons each with eighteen 8.8-cm Panzerschreck launchers.
Pioneer Company
Regimental Supply Column
Three Parachute Battalions
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Malevolence
Donator
Posts: 1871
Re: Operation Overlord (working title)
«
Reply #14 on:
May 11, 2009, 03:29:23 pm »
Support is the problem, eh? Not much fun playing a force made entirely of infantry only to realize you have no anti-tank weapons because your force is supposed to be integrated with elements of the third armor division for that operation :p
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eliw00d
EIR Veteran
Posts: 352
Re: Operation Overlord (working title)
«
Reply #15 on:
May 11, 2009, 03:35:10 pm »
I didn't mean it quite like that. It's not a problem, it's just a matter of how far up in scale it would need to be. Would you only get the anti-tank company? Or the Heavy Mortar and Pioneer companies as well? And not every battalion is built the same. I dunno, I'm just a little hazy on how to make use of it all the higher up you go.
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EscforrealityTLS
EIR Veteran
Posts: 593
Re: Operation Overlord (working title)
«
Reply #16 on:
May 11, 2009, 05:33:19 pm »
This mod sounds very promising, I was following Fortress Europe for a while and it all seemed to stop. (He had some great ideas.)
I would imagine that there is a significant amount of work involved in what you are attempting to achieve. Have you made much progress yet? What kind of help are you looking for?
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Pwanawan baby!
eliw00d
EIR Veteran
Posts: 352
Re: Operation Overlord (working title)
«
Reply #17 on:
May 11, 2009, 06:02:57 pm »
I've been working on it for the past month or two, progress is going pretty well. There's a ton of work to do, so I would be looking for help.
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AmPM
Community Mapper
Posts: 7978
Re: Operation Overlord (working title)
«
Reply #18 on:
May 11, 2009, 06:41:22 pm »
An infantry company has built in support units (MGs, light mortars, usually light ATGs) as well as having access to Battalion and Divisional support (bigger and heavier stuff)
So a Wehr Panzer Grenadier Company - 1941-43 (all I have available right now)
Command (2 teams, Commander and 2iC with their personel, MP40's)
-Anti Tank Rifles
Panzer grenadier Platoon x3
-Command section (basically, Gren squad with LMG)
-3 8 man squads (Grenadiers w/ LMG, 1 per 4 men)
Heavy Platoon
-Command Section (command team, mp40's)
-4 HMG Sections (MG42)
-4 Mortars (81mm)
Light ATG Platoons (Battalion level support, Battalion has 3-12 guns + lighter AT not available in EIR, by 1944 these are PAK40's)
2-3 PAK38 per platoon
Light Infantry Gun Platoon (Battalion support)
2x 7.5cm leIG18's
Heavy Infantry Gun Platoon (Battalion support)
2x 10.5cm sIG33's
Then toss in some Divisional support (Panzers, AA, Heavy AA, 10.5cm Howi, Pioneers, Armored Cars, etc)
Thats about the standard up through the end of the war, with the addition of schrek teams to the platoon commands and heavier AT guns.
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eliw00d
EIR Veteran
Posts: 352
Re: Operation Overlord (working title)
«
Reply #19 on:
May 11, 2009, 07:03:25 pm »
You say that's all you have available, what do you mean? Do you have TOEs?
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