Size: Version: Developer: Homepage: Downloads: Date Added: Requirements: Type / Category:
528.87 MB v1.60 Xalibur http://forums.relicnews.com... 12055 09-29-2009 Company of Heroes v2.600 (OF or ToV not needed) Company Of Heroes > Modifications
Quote:The central point of my mod is the introduction of tank crews who gain experience that is used for tank enhancements like new features etc. So the crews gets VET and not the tank. If a crew survives a tank kill and you get them home you can simply reassign it to a new tank, so no gained combat experience is lost. There are many other features that I added, for expample a realistic wapon damage system I made. It´s the same system that is used in the actual BotB mod with my permission (Greetings to Halftrack). Here are the summarised main features of my mod:
New features:
- techtrees enhanced from 6 to 16 upgrades using 30 command points for more tactical diversity.
- many new abilities from the new techtrees, specialised to give each tree a unique character
- tanks now have to be unlocked via techtrees depending on the players gained experience. The previous tank tech up system was removed!
Techtree independent changes:
- PE flakvierling now build in emplacement
- Allied howitzer now build in emplacement
- Kingtiger no more buildable and limited to axis terror and pe tankdestroyer trees
- in exchange to the new KT limitations the KT's KwK 43 main gun range was increased
- new lFH18 modell from ToV axis SP campaign for axis defensive tree
- increased ranges for all AT-guns to give them more importance
- all AT-guns now have the ability “camouflage”
- AT-guns no longer have to be in cover to use “camouflage”, it takes 10 seconds to cloak, it gets visible after thesecond shoot in a row and camouflages again after ceasing fire
- haystack now holds a sniper
- US, PE and WM AT-squads now have the ability “ambush”
- “Ambush” now usable in buildings
- CW officers got binoculars ability
- costs of Sappers decreased to 360 MP
- costs of Tommies decreased to 480 MP
- costs of WM Pioneers raised to 150 MP
- “Camouflage” doesn’t works on streets, in addition there is no movement possible while camouflaged
- PE now has a reworked Weapon-SS-Team available as Call–In at the Hauptsturmführer
- PE has a new building with all the infantry upgrades in it, buildable for 100 MP and some fuel
- PE Scorched Earth Infantry abilities rearranged
- PE Assault infantry and anti tank infantry now comes as a six men squad right out of the building, costs and upgrades reworked
- PE Airforce Krad lost “Camouflage”, instead automatically cloaks while standing still in cover
- PE Krad got “Binoculars”
- Tiger no longer buildable for all WM factions (depends on doctrine)
- Pz IV variant F no longer buildable for all WM and PE factions (depends on doctrine)
- M10 no longer buildable for all US factions (depends on company)
- M18 no longer buildable for all US factions (depends on company)
- WM 120 mm mortar moved to Terror doctrine only
- Churchill Avre moved from CW Royal Engineers to CW Artillery faction
- general PE Panther Call-In moved to PE Tankhunter doctrine
- general PE Tiger Call-In moved to PE Airforce doctrine
- general CW Sherman Call-In moved to CW Royal Engineer company
- no more upgrade necessary to unlock Stuka
- CP gathering rate decreased
- ability “Scorched Earth” moved from PE-Infantry to their light vehicles
- V1 and Calliope now actually do damage to units in trenches
- a much more realistic Weapon damage system (particularly the damage & penetration powers of tank guns)
- many new skins for infantry and tanks (and wrecks) also including many of my own made tank skins
- many new units for all factions
- modified Commander Trees
- new abilities
- new sounds
- recommended new maps included
more features:
- historical correct vehicle speeds
- more detailed tank descriptions (armament & armour)
- increased line of sight & weapon ranges
- increased zoom out
- removed team colours
- removed transparency effects
Changes & bugfixes in v1.60
- Rangers can now throw their grenades in enemy territory
- Mortar Bunker of PE Scorched Earth Doctrine now has a 120 mm mortar instead of a 80 mm one
- Infantry is now better protected against small arms fire when in buildings
- The chance of hitting retreating infantry is reduced to 50%
- PE AT-Halftrack onyl availible for Tank-Hunter Doctrine
- Pak 38 new for Scorched Earth Doctrine
- Hellcat has no Deflection Damage anymore
- All low ressource points now increase popcap by 6 instead of 5
- All medium ressource points now increase popcap by 9 instead of 7
- All high ressource points now increase popcap by 11 instead of 9
- Control points increase popcap always by 9 (before it was between 5 to 9)
- Control point production rate increased from 4 to 8 Manpower
- Manpower Ressource limit changed from 3000 to 3600
- Low fuel ressource points now only give 4 instead of 5 fuel per minute
- Medium fuel ressource points now only give 9 instead of 11 fuel per minute
- High fuel ressource points now only give 14 instead of 16 fuel per minute
- All tanks, emplacements, AT guns (Paks) and a lot of vehicles now cost ca. 20-25% more Manpwoer and Popcap
- MGs and mortars (incl. emplacements and vehicles) cost ca. 40-60% more Manpower, also they cost between 15-25 ammo when built or upgraded (vehicles still only cost fuel)
- All MGs and mortars (incl. empalcements and vehicles) nearly cost twice as much popcap as before (for most of them: from 3 to 6 popcap)
- Bofors and Flakvierling manpower and popcap costs changed similar to MG emplacements
(still only cost additional fuel when build, no ammo)
- Tank commander popcap changed to 4 for all factions
- Call-In tanks now show the correct popcap values in the tooltip, this means an additional tank commander or Stosstrupp is now also calculated to the popcap
- Old "throw MK2-Grenade" ability of Commandos removed because the tree upgrade was changed and hence that ability could never be used
- SAS Paratroopers now also have the Gammon Bomb
- „Destroy point“ of SAS Paratroopers was overlapped by retreat to Glider, now fixed
- SAS Paratroopers and SS-Fallschirmjaegers now can reinforce by parachuting soldiers everywhere
- WM and US Sniper Buddy removed because those stupid bastards always tried to get into his weapons range (obviously this wasn't good for the Sniper)
- Snipers (all factions) Health drastically increased, manpower costs reduced from 340 to 300 and popcap reduced from 8 to 6. The Sniper should now be more attractive
- WM and US Scout manpower costs reduced from 200 to 160, popcap from 4 to 2
- Commando PIATs 2 soldiers team health drastically increased, costs increased from 150 to 200 MP, popcap increased from 2 to 4
- Starting resources changed. Now they fit the advantages of the factions. For example the PE get's less ammo, but more fuel, so they can build T2 directly, but loose the ability to get the G43 from the start with their 50 ammo
- Glider FHQ Call-In ability moved to another position so it isn't overlapped by the sprint ability anymore. Also the ability now can REALLY (we mean it this time!) only be used when inside a neutral building.
- Teamsize of Rifleman Call-In from the Ranger-Captain increased to 7 soldiers, costs increased from 250 to 300 Manpower
- Opel Blitz and GMC Truck costs slightly reduced
- Starting MG-emplacements, Bunkers and Flakvierlings now need 6 popcap each for all factions
- Popcap starting value changed from 30 to 50
- US Engineer received Supression corrected (they had got a x10 Supression multiplier, ouch!)
- WM Pionier and US Engineer Capture Rate decreased from x1 to x0,4
- WM Pioneer and US Engineer received Supression doubled (factor x2)
- WM Pioneer and US Engineer Health decreased from 50 to 45
- WM Pioneer and US Engineer Flame thrower upgrade costs decreased from 60 ammo to 45 ammo
- Panzerelite now can either build a sanitary HQ or a forward HQ in neutral buildings
- Jagdpanzer IV 48 now has a upgrade for sideskirts
- Wrong button of the 76 mm emplacement removed
- WM/US AT-Team now have K98k/Garand like the Pios/Engis (= no suicide melee attacks anymore)
- CW PIAT-Team has a Riflegrenade (with low accuracy) as standard weapon. With this weapon they should stay in cover.
- Track breaker should now work against ALL german tanks
- WM Panzerjaeger team now has voice samples
- Rifle Boys now have a stationary fire position, only in this position they still have their range of 80 but also a higher accuracy
- Virtory Ticker changed to: 600/1000/1400
Readme File: Before installing Blitzkrieg, make sure you have a clean installation of CoH (v2.600 is recommended). Ensure that your CoH files haven't been altered by other mods or BK may not work. BK will usually work with all mods that don't touch the original CoH files.
Installation:
- simply double klick and the Installer will search for your CoH folder. All older versions of Blitzkrieg, that may be already installed, will be replaced!
After this release I will try to otimize the AI a bit more. Further updates with bugfixes will be made surely but for now I will cut down a bit...
Further updates:
Small updates can always be found at the Relic-Forum (http://forums.relicnews.com/showthread.php?t=209582&page=1&pp=50) so check the Forum from time to time to stay updated. ;-)
for a mod this size, the impression i am left with after reading the description and looking at the screen shots is that the population capacity other than being raised to 50 it is still based on the original CoH size 30-125? or has that been raised also?
#2 - 09-30-2009 at 05:15
CWC_SHADOW From: Joined: September 30th, 2009 Posts: 1
@EirwinRommal: The maximum population cap was also raised from vanilla CoH's 125 to 175.
Overall there are a bunch of (not listed) changes in BK so it plays totally different then vanilla CoH.
I had a problem where the mod would crash at start-up. Un-installing the mod RC Realism fixed this.
#9 - hmm.. - 10-07-2009 at 06:34
3of5unimatrix01 From: (preston) Joined: August 20th, 2008 Posts: 33
i has company of heroes and downloaded this mod, but wen i start the game its still using the normal CoH (no change) (and yes i am clicking the blitzkreig beta startup shortcut) but the game is still exactly the same :S
#10 - ok now im confuzed - 10-07-2009 at 13:26
3of5unimatrix01 From: (preston) Joined: August 20th, 2008 Posts: 33
i jus searched the v2.600 patch on the net as i cnt find it on here, but it says the patch is for ToV, but at the top of this patch it says ToV not needed, and so now im lost.
There is a separate version of this patch as well, you won't get a full v. 2600 patch though, you will have to upgrade from 2.50x
#12 - problem - 10-07-2009 at 16:31
abdomina From: (batavia illonois) Joined: October 7th, 2009 Posts: 2
hey i tried to start it but it gave me something that said crash report so some help would be nice, please.
#13 - 10-07-2009 at 16:33
abdomina From: (batavia illonois) Joined: October 7th, 2009 Posts: 2
also i have 2.600
#14 - @#11 From Pille - 10-08-2009 at 09:36
3of5unimatrix01 From: (preston) Joined: August 20th, 2008 Posts: 33
thanks pille, thats been sorted, but now i need to sort out Why it says i have no CoH installed and i must install it first, but i assure you, i do have it, played it bout an hour ago. and so, im still lost.
#15 - 10-11-2009 at 05:21
frostphantom From: (Kuala Lumpur) Joined: July 20th, 2009 Posts: 38
very nice mod indeed with free maps =)..u guys done a very good job /clap
is there an alternative download address im getting 20 kbps for a 500mb file ,
this is the kind of thing that will kill your mod from being on general release
tyson277: I don't know where your problem is coming from as I am right now downloading things with 257 kb/sec, however, "that will kill your mod from being on general release", quite honestly, why would they care if you get it just because you don't like something that is offered to you for free? Reading the feedback above would quite clearly show it obviously is out to the general, so if you have a problem, don't blame the mod.
got it from another link i think its my isp playing up again ,
i was trying to point out there are a lot of people who will give up if the download speed is low ,thankfully i got it ok in the end, have to say its an awesome mod well worth the long dl time ,love the way it plays I'm giving it a go on campaign mode only found one glitch so far in campaign apart from that great guys thnx
Well , the mod is fantastic
But something may be wrong,I think. The flag on the strategic point (The Commonwealth) turned out to be a white cloth. How it can be? Well I played v.1.5 before, the problem existed,too.
Can you please tell me how to deal with it?I'm looking forward to your advice.
It's really a wonderful mod,thanks.
#21 - Crash - 10-17-2009 at 19:29
Ltmontoya From: (Ontario) Joined: October 17th, 2009 Posts: 10
COH crashes when I fire her up. "Send error report" screen. Uber gay, I installed like instructed and I really want to play this. Help!
I have been unable to run the BK mod. There seems to be a conflict between BK and my Norton Internet Security.
Any recommendations as to how I solve this.
The game always crashes and I get a crash report from Norton, which would seem to indicate to me that the conflict is with either my Norton Internet Security or Norton Systemworks.
Any help would be greatly appreciated. Looks like a great mod.
I just downloaded the mod, and I'm really looking forward to playing it, but it keeps crashing on the startup. I double click the shortcut, and a few seconds later, the relic crash report pops up. I will try re-installing iot to see if that works, but could someone please help me?
I have ToV and I don't have any other mods installed.
The mod is great rock: but why the british rifle Lee enfield recharge animation was removed ? ::
#27 - tank crew survival - 10-24-2009 at 20:11
Robustbean From: Joined: September 29th, 2009 Posts: 5
so if your tank get destroyed your crew might get out of the destroyed tank and you can get them to safety? like the campaign in TOV?
#28 - 10-26-2009 at 07:11
frostphantom From: (Kuala Lumpur) Joined: July 20th, 2009 Posts: 38
is it possible to remove the camera zooming thing?
#29 - Still crashing - 10-27-2009 at 10:17
ssgstevet From: (Findlay) Joined: September 26th, 2007 Posts: 7
I uninstalled RC_Realism, but BK still crashes. Are there any other mods I might need to uninstall?
#30 - 10-28-2009 at 03:16
frostphantom From: (Kuala Lumpur) Joined: July 20th, 2009 Posts: 38
make sure ur company of heroes directory is untouched by any other mods
#31 - GREAT! - 10-29-2009 at 10:23
MajorStahl From: Joined: November 27th, 2007 Posts: 10
Amazing Mod! Works direct fine on my TOV 2.502! Only CheatMod is installed (No RC, Afrika or Joint Ops Mods) with my Inspiron C2D P8600 2,4, Radeon4330 HD and 4 GB RAM.
I Update the BK Mod to 1.602.
Its even works with trainer
Its a hole new COH!! THANX!!!
#32 - 10-31-2009 at 02:53
abm1 From: (carrickfergus,co.antrim) Joined: February 26th, 2009 Posts: 25
whats the target
#33 - 10-31-2009 at 02:54
abm1 From: (carrickfergus,co.antrim) Joined: February 26th, 2009 Posts: 25
becasue i deleted mine by mistake
#34 - 11-03-2009 at 12:21
Spectre84 From: (Lancashire) Joined: October 29th, 2006 Posts: 14
You do not need to actually uninstall RC realism just remove the RCrealism.english.ucs file from the coh/engine/locale/english folder from your COH directory, in fact make sure there is only the reliccoh.english.ucs in that folder and Blitzkrieg should be good to go.
#35 - 11-04-2009 at 01:57
frostphantom From: (Kuala Lumpur) Joined: July 20th, 2009 Posts: 38
btw can u use cheat mod with blitzkrieg? if yes how?
#36 - CRASH ON START - 11-07-2009 at 05:54
killer903201 From: (Lisse) Joined: April 7th, 2009 Posts: 24
when i want to start it says error from thhe relic no other mods in the game so i dont know what i did wrong and i have three strange maps in my COH folder called; DLC1 DLC2 DLC3
#37 - 11-07-2009 at 05:58
killer903201 From: (Lisse) Joined: April 7th, 2009 Posts: 24
i got it to work i found another file of bloody brithisch stuff in the folder that spectre84 said so if you read this ty ty ty ty ty ty ty ty ty ty you!!!!
#38 - Multiplayer - 11-28-2009 at 23:11
Robustbean From: Joined: September 29th, 2009 Posts: 5
This is most likely the best mod I've ever downloaded for CoH. Absolutely amazing. Keep up the good work!
Some contructive criticism however:
...some of the things for the U.S. have german names.
Besides that, I found no other problems.
Thanks for making CoH an ever better game!
#40 - huhu XD - 03-01-2010 at 22:13
darmar From: (scarborough) Joined: February 27th, 2010 Posts: 8
Is there anyway this BK mod will be able to work on 2.601 coz' that's the one I have right now T_T or are you guys gonna update this game soon I can't seem to make it work help anyone??!!
#41 - please increase population cap limit or take it away! - 05-03-2010 at 12:55
drew1431 From: (ct) Joined: April 24th, 2010 Posts: 7
i love the mods that take away pop cap increase the total pop cap you can have or decrease the cost of pop cap per unit
#42 - 05-04-2010 at 13:40
drew1431 From: (ct) Joined: April 24th, 2010 Posts: 7
Whenever i trying to play on maps when its loading it makes error sound and ses sumtin like this
Not enough space in temp folder or something like that and it does this almost every time i loading map please help the relic realism isnt in the folder so that aint problem
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