I wanted to share it and hopefully get some feedback like what I can improve, some more ideas/suggestions on what to add and also perhaps maybe some help with information about map making and the game modes since I'd like to expand it there as well for those interested in the subject matter.
The HQ hasn't really changed very much, partially because it didn't need to but also because the modding tools didn't really allow for it much in practice. The important thing to note is that T1 or T2 can be constructed right out of the gate, addressing my issue with the linearity.
T1
T1 has now 2 side tiers instead of 1. The first upgrade on the left unlocks the second column and the second upgrade unlocks the third column. After putting my ideas into practice, I swapped the flak halftrack and the Assault Grens in the tech tree. It just made more sense and having played around with it a bit, it plays well.
T2
T2 also has 2 side tiers, the first also unlocking the second column and the second unlocking the third column. The recovery HT is gone and I substituted the Carro Armato for the Puma, as it was the closest alterative for the POC. I also changed the stats of the Carro Armato making it fairly useless against infantry, so it feels basically like the Puma in Coh2 and fits the role I intended for it nicely. Relic would ideally use the real thing though. The other unit that saw changes was...
Panzergrenadiers
They now have the MP40 and MP43 upgrades. MP40s and MG34s were swapped from from original plan, MP40s get unlocked when any T1 side tech is purchased and MG34s come from any T2 side tech. The MP43s come with T3. This upgrade dichotomy adds another interesting dimension to the tech paths.
T3
T3 can be reached when any 2 side techs or any side tech and both T1 and T2 are purchased. This allows for up to 6 different tech paths to T3! Within T3 itself, the entire top row is unlocked immediately. I found in practice, locking the Stug behind the same tech as the Tiger made little sense. The first side tier upgrade unlocks the tiger and the second side tier upgrade unlocks the Stuka and Flak. One nice benefit of this setup is that directly teching Tiger is much cheaper, as you don't need to go through the deployments. Speaking of which...
Deployments
Within the armoury, I moved out all the upgrades to the respective tiers that unlock them, as this made more intuitive sense to me. I kept the grenades and 250 upgrade here, as well as adding an upgrade for base healing. This means you don't have to tech T1 to get heals or use the med truck. As for the deployments, all deployments are locked behind upgrades here, which is what he icons denote. For example, the assault gren icon unlocks the assault gren deployment. Once that is unlocked, you can upgrade the panzer 3 one below it and that will replace that deployment and only that one!
This means you can pick and choose which deployments you want with a lot more granularity. However, the mod tooling currently has a lot of limitations, so I was not able to edit the deployments. This means they still come with the 250, sadly, but presumably we can update this in the future. You're also not able to create new deployments, so the armoury is missing that middle row of deployment upgrades I detailed in my original plan. But for getting the idea across, this works!
Notes
In creating this MOD, I changed the following:
- Assault Grens and Panzerjägers can't repair anymore as I feel this was overkill.
- All upgrades that were in the armoury like grenades etc were reduced in manpower but now have a fuel cost, to balance things out and make teching yet more interesting.
Aside from these changes, I have not touched the balance, as this MOD is purely a POC for the redesign. None of the other factions were changed. Nor were the battlegroups touched.
Conclusion
After having modded my ideas, I'm fairly happy with the result! I addressed 95% of the issues I had with DAK and the remaining ones I couldn't change due to limitations with the MOD tooling. I feel this setup is outright superior to what we have now, it allows for significantly more tech paths, upgrade choices and also makes the Deployment system less of a standalone gimick but something tied into the tech tree nicely. All that remains is to hope Relic takes some inspiration! Give it a go and let me know your thoughts! If anyone has feedback or wants to play with me on it, shoot me a message!
Good work, it's very much commendable that you also put your ideas into practice because I've seen many on paper only.
Another suggestion I would give is to post this on the workshop officially as well to the public, you can gain some more feedback there and if a lot of people like it also maybe the attention of Relic also. Either way good luck with what you're doing, keep us posted.
I have this feature in Wikinger mod. I took the vanilla ability and do some extra modding work with it. The ability to convert buildings is a target ability and you could add it to any squad. But if you want this thing work properly you need to do extra modding work.
What I did ?
a. I cloned every single building in vanilla content to work with them in the best way
b. I modded in each buidling the repair extension. In there I added medics instead repair pioneers (for all factions). Also added my own medics and tweak the number of them and repair raidous
c. Also I added a retreat point ability on them using the conversion ability itself
d. You could add buildable units in those FHQ. There is two ways to do it:
1. Adding reinforce abilities in the ability itself
2. In the army ext you have an option "field support production style. In there you could add spawn items for your FHQ.
I am also experiment with the FHQ because they can be reverted doing right click on them for certain time, but I have not time to finish this feature. My idea is to do something like Coh1.
I hope this info could help you.
Regards
Olhausen
Excuse the necro but this is what I'm trying to do as well, but in CoH3.
But looking at it now in the EA it turns out it's actually an ability.
Problem is I can't seem to be able to enable it again and there are only versions for the US and Brits, not the Wehrmacht or DAK. I'm also trying to bring back trenches and I'd appreciate any ideas for that also.
So after a few hours of banging my head against the wall I finally managed to figure out how to get the Obice 210 (coastal gun model from the Italian campaign) into the normal matches but the buildable version remains unable to fire, for now at least -
Other units that I found and managed to bring back were the Indian Infantry Section which seem to be rifle equipped indian artillery crew, they even use the same voices but have voice lines for building stuff from what I've noticed, British officer, British sniper, SAS models were broken so I had to replace them with the Commando ones, German officer, Fallschirmjäger sniper for the Wehrmacht and I also found and tried to make the Ranger models work but they come out as pink boxes so nothing for now on that front unfortunately. There's also a few others that I'm probably missing but these are most from the top of my head.
|
Still, it is 100 fuel unit. Why it has shorter range than 88mm ?. Yes, USF had no Arty. which unit take that role in USF ?.
We all know Rocket arty is the past, Still Whizzbang need better range or as least cheaper price unless it can fire MAIN GUN.
The USF has the M1 105mm howitzer emplacement in it's files so they technically do have other types of artillery as well.
It's just not implemented in the live game, yet. However it is available through mods if you feel like trying it out.
I’ll have a play round with it and see how it goes.
Good luck and keep us updated if you wish.
Don't be afraid to ask if you have any questions as well, I've also been modding the previous 2 games so I have some prior knowledge and experience as to how it sort of works.
Will it have MOD tooling like that? I'm a programmer so I'd have no issue doing that.
Re the Puma, I thought maybe the Italian Medium tank would also work but the Puma to me seems like the perfect fit.
If you right click on Company of Heroes 3 in your Steam games library and then go to Manage, Browse local files it will send you to the game's main directory. There you can find the EssenceEditor.exe which from what I understand are both the new modding tools from CoH2 combined with the WorldBuilder, which creates maps but don't quote me on that because I am not fully aware of all of it's capabilities just yet.
I'm modding the game as we speak to showcase some of my ideas for balance and design as well, and also for fun of course.
What we have in the game is the Sd. Kfz. 231, it's a bit of an older design heavy armored car that they used and was mostly used for reconnaissance.
The Puma's designation is the Sd. Kfz. 234/2 which was a bit of an updated design with a different engine and a few other changes but the base chassis had a few more variants with different guns compared to our 8 Rad, namely the Puma and the Sd. Kfz. 234/4 which had a Pak 40 mounted in a fixed superstructure similar to the Marder series of Panzerjägers.
I think some of your ideas have merit, however I'm not sure how much of it is possible considering there is no Puma in the game and I don't believe you can upgrade the individual deployment options like that.
So it might be best to try and mod your ideas in and see how they work out, that usually is the best solution because you can see both how well it bodes and also prove your point to the rest of the community. That's also what I'm going to be doing as well.