A basic rundown:
I'm working on a SP map for a mod, with it being optimized for slightly longer-range combat, Similar to RO2. Its a early WIP, and I have the whole left side planned. However, i'm having a bit of trouble filling out the right portion of the map. The bits that are there are important points, everything else should just be visual cover stuff and whatnot.
If any pro map-mates are willing to lend a hand, that would be bloody fantastic. If you are, send me a message.
-- A overhead view
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A good idea for an interesting game-mode. This could maybe be achieved through the tactical-map feature. One player as a general that can build units and only see through that map while the other players command the units and report back to the general for what is needed.
I'm not exactly sure how the command lag could work. Maybe instead of using TS or in-game chat, the lieutenants have to use a unit/ability to communicate with the general. |
Maybe you could do it through a target occupants action? Otherwise I dont know if its possible without just giving the squad the upgrade at all times. |
-Back in 2015, playing a game on that winter river map I forgot the name of as soviets. 2v2 and we are getting our asses kicked by mg42 and pz4 spam. Down to last 2 points, hear some tanks in the distance, use a hail-marry SU76 barrage to try and sink a tank. End up sinking 2pz4s, 1 pzgren, and 1 mg42. Enemy starts raging in chat. We managed to capture half the map back because of that, but we still lost.
-Put some pzgrens with panzershrecks in a building near the left victory point on the map with the forest on the right and town on the left. Somehow forgot about them because of a huge clusterfuck in the middle. Enemy makes surprise attack on the left with at least 3 t34s. The pzgrens and a MG bunker were the only defenses there, and the rest of my team was too busy dying in the middle. I think the pzgrens killed most of the enemy army, as they somehow got level 3 vet in around a minute, and they didn't lose a single man. |
Sorry to necro this thread, but I'm desperate. How can you do this without messing up all the file path references?
You just have to change the file references in the .mod file, or something along those lines. I would suggest moving the files to the desired location first, and then doing it manually. The shorter it is to the C drive the less you have to worry about this error. |
Better Squad-AI could be good for this, as all troops could be moved into slightly closer range and then halt for awhile. The flamethrower could also be moved into closer range while the riflemen stay back. |
"After it is more or less clear that the time has come where CoH2 won't get anymore (large) content updates from Relic, we can start looking at the future. How would your personal dream Company of Heroes III look like?"
* = Must haves
Gameplay
-- Slightly longer range of weapons, higher damage.
-- Bigger squads (depending on unit type.)
-- Better Command AI.*
-- Better Squad-AI.*
-- More cover types.
-- More fleshed out armor and penetration system.*
-- More interactive ambient mechanics (Wounded soldiers, environmental features, etc.)*
Content
-- More map objects/details.
-- More maps in general.
-- More maps with special features/objectives (Big capturable gun, Repair depot, etc.)
-- Better unit variety, more units in general.*
-- More lengthy and varied campaign (The good kind of length, not artificial difficulty.)*
-- More voice-lines/chatter (COH1 has nearly double the amount of lines as COH2.)*
-- More Easter Eggs.
-- Better theatre of war, like a mini-campaign for factions that dont get the full spotlight rather than a bunch of fancy AI battles.
Technical stuff / Engine
-- Better rendering.
-- Better FX.
-- Less bugs.*
-- Better optimization.
-- Can still run on Windows 7.*
Community
-- More modding features/support.*
-- Integrated statistics.
Thats my requirements for a good game, and Im guessing most people can agree. If it is set in the Cold-War era, there will have to be some changes to the core gameplay, especially firefights and gunplay, hence the increased range. |
As the title states, does -mod still work? Im guessing not, as if it did I think we would be seeing some big mods with fancy models and other stuff come charging in, but can anyone confirm this? -dev still works, which is also pretty useful, especially when paired with -mod. |
It is possible to make custom SP scenarios, but you can only use existing game assets and such. These have to be launched from the mod browser. Replacing the current campaign is impossible. |
Standardize sounds... It is possible in COH1, however, with the current limitations set on COH2 it is not. I think some of the bigger mods like EAW and Blitzkreig have done it already.
Sounds and fx are linked to action files, which play a sound file, which references the actual sounds. If you wanted, you could make it only have 1 sound file available and remove all randomization. All of this is modifiable in COH1, but COH2 has all file types except the ones listed on the wiki blocked. |