|Commando Realism Mod (v4.0) - File Description
| Description: |
Revolucion09 is back to present to you, the Company of Heroes community, version 4 of the Commando Realism Mod, which, sadly, will be the last in this series...at least until work is done for Opposing Fronts. Work on this version was started approximately a week after version 3.2 was released.
The Commando Realism Mod will have you starting off with an Officer and basic platoons; then you choose a doctrine (Infantry, Armoured or Support), and through the progress of the Game, you will enable new platoons, sent by the commanders, to win the decisive battles of Europe in 1944/45. Each doctrine enables 6 Platoons, unique from each other.
Some changes included in this version are:
- Reduced Platoon sizes. Infantry platoons will be composed by 3 Infantry Squads (added mixing too).
- Normal WW2 Tank Platoons will be composed by 2 tanks. Rare Tank Platoons will be composed by 1 tank
- Reduced Squad sizes. Most infantry squads are now 6 Men Strong, to ensure more tactical movements and abilities. Easier to prepare ambushes.
- 18 New Platoons, called Attachments. They are to support Main Doctrine Platoons. New building for this. For example, Tank platoons will have a Infantry Platoon to call, after some game time. Though this platoon is not better than Infantry's doctrine one.
- Six New Heroe Squads *Commandos. One per doctrine. They have special abilities, and give buff to nearby squads
- Rescripted AI, to ensure Skirmish Battles
- Given lots of attention to Game Balance, tweaked abilities, weapons, platoons, timings, etc
- Added many new abilities and tactical features
- Added more variation in squads (looking, weaponary and even in platoons. For example Heavy Machine Gun for infantry platoons)
- Added new Skins
- Tweaked weaponary
- And more...
In v4 you must choose the Doctrine you want the AI to play with:
- Easy: Support Doctrine
- Normal: Infantry Doctrine
- Hard: Armoured Doctrine
- Expert: Infantry Doctrine with manpower bonus
Refer to the readme for important information and game notes.
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|Commando Realism Mod (v4.0) - Screenshots |
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|Commando Realism Mod (v4.0) - File Download Options
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|Commando Realism Mod (v4.0) - Readme |
| Readme File: |
Commando Realism Mod v4.0
This is being coded since July 10. A week after v3.2 Release
Starting with an Officer and basic platoons. Then, you choose a doctrine (Infantry, Armoured or Support), and through the progress of the Game, you will enable new platoons, sent by the commanders, to win the decisive battles of Europe in 1944/45. Each doctrine enables 6 Platoons, unique from each other. Plus 6 Attachment Platoons (Platoons from other doctrines as a support). This, apart from the global platoons (as for example, rangers, engineers, etc)
Every Call takes between a minute and three minutes to come, the platoons come off-map, and each platoon is composed by between 1 and 3 squads. Being 1 squad those rare platoons, and 3 the Infantry, 2 Medium Tanks, etc.
These abilities cost Trust (Fuel Icon). They will be enabled since Phase 3, and you will be able to use one of them each between 10 and 30 minutes of game, depending on the map you play.
Getting Trust (fuel) through capturing strategic points, you will advance through Phases, which will enable platoons, abilities and increase overall game intensity, since it will increase your manpower income to get the most expensive platoons.
*Around 90 platoons in total, to call-in and fight with. Being all different for each battalion you choose
*Weaponary precission for balance and realism: SMGs are dangerous in short ranges, Rifles give support fire, Well set suppression, explosions, correct weaponary, specific coding each weapon to each possible enemy.
*Infantry Combats: Soldiers not in cover are high vulnerable to be killed in matter of seconds. Heavy cover and Buildings are the most safe places, Vehicles also give Cover.
*Tank Combats: Each tank has correct Gun and Armor thoughness Data. Tank combats work through penetration and deflection, while a deflection is no damage at all, a penetration should destroy the tank, or depending on the gun, damage or critical states.
*Intense Battlefields: The mod is designed for teamplay, this plus the platoon based gameplay, turns the battlefield into Micromanagament specialization, tactics, Resource usage and time managament.
*Included Halftrack's Realistic Skin Pack
*Included LoransKorn Realistic Sound Pack
*Included particular skins from skinners like "Sig21" and "Day of Defeat"
*Many new units, like M4A3 (105), FW190 Strafing German plane, buildable Flak38, new weapons like Gewehr, Fallmrischaeger (German Paratroopers), and more!
Win Condition Rules
NOTE: Destroying HQ DOES NOT cause game end. This enables Officers being able to move and set new HQs through upgrades.
*Commando Victory Points: Win by capturing and maintaining all VPs OR by killing enemy officer
*Commando Annihilation: Win by killing the enemy officer
Differences from 3.x
-Reduced Platoon sizes. Infantry platoons will be composed by 3 Infantry Squads (added mixing too). Normal WW2 Tank Platoons will be composed by 2 tanks. Rare Tank Platoons will be composed by 1 tank
-Reduced Squad sizes. Most infantry squads are now 6 Men Strong, to ensure more tactical movements and abilities. Easier to prepare ambushes.
-18 New Platoons, called Attachments. They are to support Main Doctrine Platoons. New building for this. For example, Tank platoons will have a Infantry Platoon to call, after some game time. Though this platoon is not better than Infantry's doctrine one.
-6 New Heroe Squads *Commandos. One per doctrine. They have special abilities, and give buff to nearby squads
-Rescripted AI, to ensure Skirmish Battles
-Given lots of attention to Game Balance, tweaked abilities, weapons, platoons, timings, etc
-Added many new abilities and tactical features
-Added more variation in squads (looking, weaponary and even in platoons. For example Heavy Machine Gun for infantry platoons)
-Added new Skins
-Lots of Bug Fixes
-Improved Overall's performance. Specially for late games.
-Recoded Fear Factors and Penetration Data
-Added Upkeep and cost tweaks to mantain a tactical game
-Halftracks separated as another platoon (in HQ)
-Infantry Combats tweaked
-Balance, avoiding rush, stablishing choises for all players through all moments and requiring attention to win some combats. This wont be a basic RTS gameplay when the most important factor is build fast, upgrade fast and set the choke points. A Grenade can take out an entire squad, an AT Gun can take down a Tank with one shot, being this one under some bushes
-WW2 Feeling, we're adding a touch to the combats to give them cinematic touches, and realistic battles, by setting realistic ranges and accuracy, random factors and priorities to micromanagament.
Protecting your tanks from AT guns, and taking out the AT guns with infantry, including new features like a recoded Fear Factor
-We did a serious change in the Armoured Doctrine. It was happening that, with some ways of playing, you could easly win your enemy by rushing out in early games.
Now, at the begining you start with 0 Command points if you select the Armoured Doctrine. Also, for early games youll only have the recoinnassance platoon (light armours and jeeps), and it will be separated through phases, phase 1 for light armours, phase 2 for medium and phase 3 for heavy.
This will reduce the overpower in early games by the armoured doctrine
-Tanks are Now slower, as well their turrets movement. Anti-Tank Guns are now underpowered against Infantry, and Infantry can take them very easly from rear sides and grenades.
-Manpower will be differently managed, now you'll have a strong manpower income when you have few platoons in battlefield. This will help when you are being overpowered, so you can retake over a fight youre losing. For those wining, the manpower will be limited so you will prefer to take care of your platoons, instead of waiting for new, or replacements
-Increased a lot the micromanagament factors, a bridge with an MG gun and Snipers is almost impassable, so youll have to use mortars and artillery to break out, leave the tanks with attention for AT guns, and clear buildings before entering a place, you will need a special attention for each combat, and call the correct platoons, instead of wasting your resources
-Mixing of skins will separate Attachment Platoons from Main platoons, Fallmirschaeger and Stormtroopers, Volksgrenadier and Trained Panzergrenadiers, Rangers or Commanders
-The Manpower push, munition and Call Platoons faster abilities will be only enabled after Phase 3, and they will be expensive. Air Strikes will be only 1 plane. Added new upgrades for most squads and abilities
-AI, this is a strong point, because it will set all values of the mod being tested out, and ensure fun when skirmishing.
You will be able to choose the doctrine you want the AI to play with
-Phase upgrades take very important roles now. They enable platoons, increase Manpower income to the level that they now separate the intensity level.
-There are 10 Global Platoons, and 12 Per Battalion you choose. Its a total of 46 Platoons per side and
92 in Total
-Remember this is a mod for teamplay, it is not recommended to play 1vs1 games, since battalions have to teamwork
In v4 you must choose the Doctrine you want the AI to play with:
Easy: Support Doctrine
Normal: Infantry Doctrine
Hard: Armoured Doctrine
Expert: Infantry Doctrine with manpowe bonus
- A user reported a wrong text for the Wurfhamen 40 platoon
- A user reported a wrong platoon call for American Forward Observers. If you have this bug please refer to our forums and ill give you a fix ASAP
This is the latest version for Company of Heroes, Im working on another mod for Opposing Fronts. For more information check our forums
Want to say thanks to these people, for helping, testing and supporting!
-AGameAnx (beta testing and full time reports)
-GMT2001 (beta testing and full time reports. Forum administration)
-Warnstaff (AI Help!)
-Halftrack for Skins
-Blackcat13 for Command Scree Art
-Panzerjager1943 for Gewehr Skin
-Sig21 for the Fw190 Skin!
-All the people who posted reports and feedback
-All the people who posted and sent mails about what they think about the mod
-LoransKorn for this sound pack
To install extract all files inside CoH Main folder, and run CRMMod.exe to play (create a shortcut if you want, but do not add -dev -modname)
Play with 1.71 only!
|Commando Realism Mod (v4.0) - User Comments
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Total comments: 20 | Last comment: 04-22-2012 at 10:03
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