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War on AI MOD (1.1v)
Filename: war_on_aiv1.1.zip

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2.07 MB

Average User Rating: 8.9
Number of Votes: 10
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War on AI MOD (1.1v) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

This mod is made for who play COH mostly skirmish against AI, and dislike infantile things. In addition some things that Ai handle stupidly was removed and some stuff changed in order to AI will not hadle stupidly anymore.

v1.1 Changes:
- compatible with COH 1.3 patch
- added tranktrap bug fix
- added field repair ability to both sides
vehicle repair available only in occupied territory, during the process movement and weapons are disabled.
- added medical kit to both sides
use of medical kit available only in cover, during the process movement and usage of weapons are reduced.
- added buiding autorepair ability to both sides (due to poor AI repair activity)
only available for manufacturer buldings (one action cost 10 fuel, 50 manpower, 5 munition)
- jeep and motorcycle are retreating if they pinned
- vehicles with damaged engine are forced to retreat
- vehicles with destroyed gun are forced to retreat
- vehicles with destroyed engine are no more move
- destroyed AT guns no more explode
- tanks more accurate against At guns
- ballistic weapons make much more damage against armors.
- range of mortars increased to 120 m
- axis defensive bombardment with modified artillery weapon enabled on capture points (requires 1 command points)
- rangers can be build in barrack
- two types (stuka, flamethrower) of axis halftracks can be build separately
- armorskirt upgrade now requires fuel instead of ammo
- speed of infantry are reduced in some cases
- added popcap changer for human player at HQ. You can reduce your max popcap to 66% for bigger challange.

v1.0 Changes:
- occlusion of units removed
- tracers removed from rifles and smgs
- projectile smoke removed from none missile weapons
- projectile speed of tankguns/atguns increased significantly
- small arms weapons range increased to 40-55 meters
- tankgun/atgun weapons range increased to 65-95 meters
- tankgun/atgun reload time increased and randomized
- atgun movement speed reduced
- damage of infantry antitank weapons increased
- only one antitank weapons per squad allowed
- strategic/fuel/munitions point capture time raised to 60 seconds
- strategic/fuel/munitions point revert time raised to 180 seconds
- (other) buildings can be build only in command territory
- command tree disabled
granted abilities to axis
~ Off map artillery (requires 3 command points)
~ Off map mortar barrage
~ Off map Stormtrooper reinforcements
~ Off map Volksgrenadier reinforcements with Stug (requires 2 command points)
~ Inspired assault
granted abilities to allies
~ Off map artillery (requires 3 command points)
~ Bomber run (requires 3 command points)
~ Strafing run
~ Off map Paradrop reinforcements
~ Off map Rifleinfantry reinforcements with armored vehicle (requires 2 command points)
- to build units requires manpower and munition costs
- to build vehicles requires manpower, munition and fuel costs
- some tanks can be upgraded with armorskirt and/or top Mgun
- population cap doubled
- all units have limited number to build (1-4)
- squad loadout increased (5-7-9 persons depend on squad types)
- added buildible vehicles to axis
~ transport truck
~ Tiger
~ flak88
- added buildible vehicles to allies
~ transport truck
~ M26 Pershing
~ Sherman Calliope
- allies motorpool, 2nd_motorpool working as repair station
(equipped with 2 repair_engineer who automaticly find and repairs damaged vehicles in 75 m radius)
- axis company_support_building, batallion_support_building working as repair station
(equipped with 2 repair_pioneers who automaticly find and repairs damaged vehicles in 75 m radius)
- changed AI behaviour
~ increased cover search radius
~ buildorder reworked
~ modified fallback and retreat values
~ increased aggressiveness
~ engagement distance of units doubled to 70 meters
~ Ai allways builds medic station
~ no more engineer/tank spam
- added retreat ability (and button) for vehicles

First make a backup of RelicCOH.English.ucs file (find it EngineLocalEnglish folder) then copy all files into your COH directory.
Create a new shortcut to run this mod like
"Cstick out tonguerogram FilesTHQCompany of HeroesRelicCOH.exe" -nomovies -modname mytest -dev

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

War on AI MOD (1.1v) - File Download Options  

Primary Download Locations:
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Download from Worldwide Mirror by FileFront Download War on AI MOD!

War on AI MOD (1.1v) - User Comments  
The following comments are owned by the user that posted them. Company of Heroes Files is not responsible for their content.

Total comments: 3 | Last comment: 01-05-2007 at 10:01

 #1 - 12-14-2006 at 12:48
Joined: January 12th, 2006
Posts: 63
Egy szimpla köszönöm is elég lesz.

 #2 - Noticed some discrepancies - 01-04-2007 at 19:19
Joined: January 4th, 2007
Posts: 3
I played one skirmish match as allies and one as axis with this mod and I noticed the following things.

Airdrop infantry and offmap battlegroup seem to be free? Was this intentional? Seems rather unbalanced.

Did you take away bazookas from the rangers? Seems odd that they have no AT capability at all.

My infantry seemed highly ineffective against opposing infantry, blasting away at them in the open for almost no effect.

Artillary strikes always said I dont have enough resources.

Enemy and my own tanks forced to retreat by damaging it's engine, but when they did, it's health bar dissapeared and it drove off faster than it would normally have been capable of moving, even though the engine was on fire.

Pioneers cant build OP's, says it's not in my territory even when it is. German AI can build medic huts, but for some reason when I played germans, it wasn't in my build tree anywhere.

 #3 - 01-05-2007 at 10:01
Joined: January 12th, 2006
Posts: 63

1. offmap battlegroup is cost 2 command points for both side, allied airborne and axis stormtrop is free, no unbalances i think

2. I only want one type of squad (airborne) with AT capability but I will give bazookas to rangers at certain veterancy rank

3. no infatry weapon's damage and infatry'health was modified for both side

4. artillery strikes requires 3 command points and 100 munitions (see readme)

5. You do not see the healthbar of retreating vehicle (such as infantry), crew repairs damaged engine during retreat, so you

can see speed increase if engine fire is out, until then speed is decreased.

6. first build axis bunker then upgrade it to medicbunker, I did not chenge it.

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