Profile of AGameAnx
General Information
Register Time: 10 Jul 2014, 10:29 AM
Broadcast: https://www.twitch.tv/agameanx
Residence: Lithuania
Nationality: Lithuania
Timezone: Europe/Vilnius
Game Name: AGameAnx
Register Time: 10 Jul 2014, 10:29 AM
Broadcast: https://www.twitch.tv/agameanx
Residence: Lithuania
Nationality: Lithuania
Timezone: Europe/Vilnius
Game Name: AGameAnx
Post History of AGameAnx
Thread: [COH3] Advanced AI mod3 Jun 2023, 16:12 PM
Just released a major update with fully custom economy, thought I'd make a post |
Thread: [COH3] Advanced AI mod3 Jun 2023, 16:11 PM
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2942790265 Fully custom script-based AI replacement for a more challenging and human-like AI. List of main features:
Source code available here: https://gitlab.com/AGameAnx/coh3-advanced-ai This mod is based on a long standing COH1 project - Back to Basics mod. Special thanks: Janne252, Quicksilver, YouMoMCallME |
Thread: [CoH1] Back to Basics19 Feb 2016, 19:16 PM
Hey there, We've released a pretty big update for the mod so I'll bump the thread a little. The update focuses on all aspects of the mod, update highlights include: * Improved performance * A plethora of balance tweaks to bring certain units more towards their intended roles * Some changes to core gameplay to further improve the flow of the game * Unit veterancy tweaks * Overhauled casualty clearing station balance * Complete mortar overhaul * Further tank aoe and scatter improvements * Squad handling improvements (CoH2 style squad AI) * A plethora of bug fixes * Updated AI resource bonuses * Reduced AI cheating (now works even more like a human would in regards to seeing into fog of war) * Updated and added brand new AI funcitonality * Campaign bug fixes * Tweaks to Rails and Metal map For the full list of changes you can find full changelog here. Download here: http://www.moddb.com/mods/back-to-basics-battle-of-the-hedges/downloads/back-to-basics-v41 |
Thread: [CoH1] Back to Basics20 Dec 2015, 17:08 PM
Strange that that's your first thought after trying the mod ^^ They aren't that strong, I'd say they're actually very risky to use, and way weaker than coh2 grenades for example. But I guess if you're playing vs the AI, it has the luxury of losing half the squad on approach, throwing the grenade and still coming out ahead in the exchange, even with a half-decent dodge. Had to artificially reduce the chance of AI using grenades, actually. Hopefully it feels ok, but I can tune it further if needed. |
Thread: [CoH1] Back to Basics17 Dec 2015, 22:51 PM
Hi there. We just released a new version of our mod, after more than 2 years of work on it actually, so I decided to finally make a thread about it on these forums. I'll keep the main post somewhat consistent with the other places where we've gotten it posted, hopefully the huge wall of text is not too daunting, heh. Give it a try if you're interested in an merging of increased lethality/realism with decent unit balance, or if you're interested in fighting a pretty advanced AI opponent. Also, if you're too lazy to read the wall of text I posted there, you can ask any questions you like and I'll try to answer. So yeah, give it a shot if you're still into some good old CoH1 and let us know what you think. Thanks! |
Thread: [CoH1] Back to Basics17 Dec 2015, 22:45 PM
Back to Basics is a full conversion mod for Company of Heroes and its expansions. Along with new units, abilities, upgrades and commander trees, the mod adds a balanced but entirely new weapon damage system. The focus is on improving and expanding gameplay while adding additional tactics to both aggressive and defensive play. The damage model is more lethal, adding realism and more consequences to mistakes, but at the same time it is as fair as possible with almost all instances of instant squad wipes removed from the game. Those who take the time to understand the depth of all the units and the entirety of the mod's damage model will find that the battles are quite dynamic with a large spectrum of different play styles being viable, whereas the impact of weaponry feels strong and realistic. Combined arms, support weapons, officers and unit positioning are extremely important. Penetrating vehicle armor can have strong consequences: although vehicles have longer range and strong performance against all targets, there are now more critical hits involved in vehicle combat. No tank can take endless punishment, and taking rear hits is doubly punishing. That said, the element of randomness is made easy to read and play around, there are no one-shot kills, the accuracy of each weapon is redone completely, the penetration values are intuitive. Vehicle role is shifted towards being best when supported by infantry, although some elements of aggressive play styles and timing pushes remain in tact. Heavy vehicles such as Tiger and Pershing are available in the default tech tree and their command tree counterparts are replaced with side grades. Experienced players will have a good understanding of what the outcome of vehicle battles will be and have a large selection of choices available for any situation at hand. Artillery damage model is completely redone as well. While it is still perfect for accruing damage over long games and flushing out dug in enemies, the splash of artillery damage works very differently. Each impact has a large area of effect, applying damage to squads in larger radius but the lethal radius of the explosion is reduced, reducing instant squad wipes. Infantry in trenches can be shielded from the blast and the same logic applies to armored vehicles - shells have to hit close-by to be most dangerous. Munitions income is very important for sustained barrages as every barrage has a munitions cost associated with it. Artillery play is a conscious choice, and its overall exponential strength growth potential that is present in its vanilla design is reduced. The mod includes a slew of aesthetics improvements. Graphics, sound, UI, unit skins, ground textures, physics all have been improved:
Back to Basics AI is proudly unique and advanced. All AI systems have been worked on and improved, to the point of creating a completely new AI battle experience. AI opponents will feel more human-like and cheat less, while the challenge will be greatly increased. AI improvement highlights include:
Download Back to Basics v4.1 Before downloading Back to Basics please make sure that you patched Company of Heroes to v2.700.2.42 Does not require a previous installation of Back to Basics. Make sure to remove any existing mod version before installing. v4.0 changelog v4.1 changelog Screenshots Launching the mod Standard steam shortcut Make a shortcut of the game using steam, go to shortcut's properties and add //-mod BackToBasics to the end of the target line. The entire target line should look like this: steam://rungameid/228200//-mod BackToBasics Alternative method hiding the prompt Go to your steam install directory (for example: C:\Program Files\Steam) and make a shortcut of Steam.exe Move the shortcut to your desktop, change its icon if you want In shortcut properties add -applaunch 228200 -mod BackToBasics to the target line. The result should look something like this: "C:\Program Files\Steam\Steam.exe" -applaunch 228200 -mod BackToBasics Additional target line parameters You can add some additional parameters to the target line which will slightly increase game's performance, unlock all campaign missions without you needing to finish the campaign from the start and skip playing game intro movies -novsync -unlock_all_missions -nomovies Feedback The mod is developed by me and Celution, the first mod iteration have been out over 5 years ago. The mod is a bit of a love project of ours that continued to grow and we're pretty happy with where we ended up. Nevertheless, this is a huge project and we are just two guys, there's always a chance we overlooked something. If you have any kind of feedback, we'd be more than happy to hear it. Let us know what you think about the mod and we are sure to read the feedback and reply |
Thread: Jagdtiger, IS-2, Tiger and arty slugfest17 Aug 2014, 13:08 PM
Fun and pretty close. Top 68 allies (15 axis) vs top 79 axis (29 allies) 2v2 arranged teams. A weak allied start quickly turned around and developed into a drawn out frantic game. Lots of armor action and strong Tiger with infantry support play. Despite losing a lot of equipment early, Axis managed a very strong stand and pushed the frontline back multiple times. 2 Jagdtigers, even more Tigers and IS-2s, endless flow and terrible use of M36 Jacksons from me A few missed opportunities but overall a really strong performance from our opponents. gg wp In: Replays |
Thread: (6) Blazing Lowland10 Jul 2014, 20:58 PM
Hello all, I've got an old one to share with you today. The map comes all the way from Company of Heroes 1 Opposing Fronts times, converted and highly updated for Company of Heroes 2. The map has been featured in mods, had an average 9/10 rating on the websites it has been posted to. Countless hours have been poured into this one, it's my first and pretty much the only loved map of my making that I've continued polishing for years after its initial release. In the past few weeks I've spent 40+ hours just to polish it up after the original release of its conversion from the CoH1 version by xxCOMPANY OF COWARDSxx. The map features good visuals and focused, highly asymmetrical but balanced map layout. Allied side is behind a water crossing which can slow down armor and expose the troops while the Axis has a somewhat more complicated and distant access to the middle of the map to compensate. Territory layout, cover layout and the access points to different areas allow for dynamic gameplay with many play styles and tactics being viable. The frontline is streamlined but flanking is still very rewarding. Video preview: Screenshots: Get it at the steam workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=284055558 A modded version of the map with increased popcap and income is available here: http://steamcommunity.com/sharedfiles/filedetails/?id=285534374 Thanks to anybody played this in CoH1 and considers giving the new version a go. Any and all feedback is appreciated. Cheers! In: Map Sharing |
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