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RC_Realism (1.2.0)
Filename: rc_realism_v1.2.0.zip


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13.51 MB
1.2.0
Rygoat
1112
02-25-2009
COH OF v2.301
Opposing Fronts > Mods


Average User Rating: 9.7
Number of Votes: 7
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5 Other Files by Rygoat:
- RC_Realism (v2.2.5)
- RC_Realism (v2.2.3)
- RC_Realism (v2.2.2)
- RC_Realism (v2.2.1)
- RC_Realism (v2.2.0)

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RC_Realism (1.2.0) - 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  NOTE: This file has become outdated and there's a newer / better version available.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!





Description:
RC Realism is a mod that seeks to correct some of the limitations that Rygoat and Hotaru7 felt the game had. A plethora of new changes were implemented, particularly dealing with infantry of all factions. Check the changelogs for all the details!

NOTE: This file is a full version, not an incremental. Downloading of the v1.1.0 file is not necessary.

Personal favorites include:
VT (airburst round) for the Allied artillery.
Glider airborne units (Infantry, Jeep, 57mm, Bren Carrier).
Unit weapon customization.
Cheap infantry (seriously, why use them when you could pay a little bit more for a tank in vanilla COH).
Bigger squad sizes.

Expected changes next patch:
Armor tweaking - balancing costs and production times for vehicles.

Check it out




  NOTE: This file has become outdated and there's a newer / better version available.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!




RC_Realism (1.2.0) - Screenshots  
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RC_Realism (1.2.0) - File Download Options  

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RC_Realism (1.2.0) - Readme  
Readme File:
RC_Realism Mod

Created by: Ryan (Rygoat)
Ideas by: Ryan and Cullen (Hotaru7)

This mod was created due to the fustrations and limitations that we felt the game had.
I apologize if there are any parallels with any other mods out there. I have no intention whatsoever of copying anyone's ideas. Credit is given appropriately in the changelogs whenever I knowingly used others materials.

Should you feel that I have copied some of your ideas, please email me at rf2006@hotmail.com and give a detailed explanation of the situation. I will do my best to rectify it.

In the case that you would like to use my ideas, feel free to do so. All I ask is to give credit where credit is due.

Special thanks to ab2351 for several ideas:
Slit trenches to other races.
Ability use while in buildings.
Increased squad sizes.


NOTE: Relic and THQ do not provide any technical support for this mod.

************************************************************
Installation:

Delete any previous versions of this mod by deleting the RC_Realism folder and RC_Realism.module.
Unzip to C:Program FilesTHQCompany of Heroes
Move the RelicCOH.English.ucs file to C:Program FilesTHQCompany of HeroesEngineLocaleEnglish and overwrite the previous file.
Copy the CoH shortcut on your desktop.
Rename the shortcut RC_Realism.
Right click the shortcut and go to properties.
Copy paste the following under target:
"C:Program FilesTHQCompany of HeroesRelicCOH.exe" -modname RC_Realism -dev
Use the new shortcut to launch the game.
************************************************************

============================================================
Version 1.2.0

Changelog:

All ambient buildings have double capacity.
All ambient buildings now have four squadslots.
Ambient buildings now get multiple hardpoints wired with demolitions. Note that all hardpoints will not be wired.
All buildings now have setfacing ability.
German sandbags can now be repaired.

-Allies
12 Man Rifleman Squad changed to 10 Man Rifleman Squad.
Decreased HP of all Shermans by 10%.
Calliope can now use its main gun.

-Axis
10% reduction on Grenadier cost.
Decreased penetration of Pak38 against Shermans and Cromwells by 5%.
Fixed demolition bug on 4 Man Pioneer Squad.
Reduced cost of rocket barrage in defensive tree.
Reduced cooldown of rocket barrage in defensive tree.
Added MG42 LMG upgrade to 6 and 8 Man Grenadier Squad, and Stormtrooper Squad.
Added rout ability to Waffen SS squads.
Increased Pioneer Veteran 3 repair rate.

Added New Squads

Artillery Observer
Can call in a variety of offmap artillery.

Bergetiger
Clone of PE one.

-Commonwealth
Decreased HP of all Shermans by 10%.
Decreased HP of all Cromwells by 10%.
Added Hull Down ability to Sherman. NOTE: Animation does not work.

-Panzer Elite
10% reduction on Grenadier cost.
Added regular bunker to Grenadier build menu.
Added MG42 LMG upgrade to Grenadier Squad and Assault Grenadier Squad.
Increased Advanced Repair repair rate.

Added New Squads

Artillery Observer
Can call in a variety of offmap artillery.

============================================================
Version 1.1.2

Changelog:

All Forward Observer abilities can be used in FOW (Bombing Run, Strafing Run, Howitzer Shoot). Range requirements still apply.
VT rounds can be used in FOW.
Fixed bug with 25 Pounder and Howitzer- limit wasn't working.
105mm Howitzer can now be scuttled.
Fixed bug with Forward Observer calling in double abilities.
Fixed bug causing Forward Observer abilities to trigger global cooldown.

============================================================
Version 1.1.1

Changelog:

Fixed bug were Waffen SS could not be built from Krieg Barracks.
Fixed bug with missing weapon on PE Grenadiers when upgrading to the G43.
Increased incendiary grenade range to 25.

============================================================
Version 1.1.0

Changelog:

Team weapons are now repairable.
Flak weapons are now exitable.
Added slit trench to Allied Infantry doctrine, Axis defensive doctrine, and all PE doctrine.
Slit trenches can now hold 12 infantry, and can hold MGs.
Slit trenches can now be repaired.
Slit trenches give less defense (equivalent defense of infantry in buildings).
Slit trench build time increased.
Grenades can now be thrown from buildings.
Sticky bombs can now be thrown from buildings.
Panzerfausts can now be used inside buildings.
Satchel charges can now be thrown from buildings.
Smoke grenades can now be thrown from buildings.
Deploy marksman can now be used inside buildings.
All Forward Observer abilities can now be used inside buildings.
Normalized all MG42 damage.
Normalized all .30 cal damage.
Normalized all .50 cal damage.
Added 25 munitions tick per min to all races.

-Allies

M2 Howitzer has a limit of 8.
Calliope has a new limit of 4.
Added follow ability to Forward Observer.
Added single fire ability to artillery.
Added VT round to artillery.
Removed long pathing for planes.
Artillery costs 5 munitions per HE round, 10 per VT round.
Normalized artillery accuracy.
Increased artillery range.

Strafing Run
Normalized accuracy on strafing run.
Increased penetration against light vehicles.

M2 Pintle Mount on M3 Halftrack
Increased range.
Increased penetration against light vehicles.

M2 Pintle Mount on M4 Sherman
Increased range.
Increased reload frequency.
Increased penetration against light vehicles.

Quad M2 on M3 Halftrack
Increased reload frequency.
Increased reload time.
Increased penetration against light vehicles.

M1917 HMG
Increased range.
Increased setup time.
Increased takedown time.
Lowered burst burst duration.
Increased damage.
Increased reload frequency.

M3 Grease Gun
Increased range.
Increased accuracy.
Increased reload frequency.

M1 Thompson
Increased range.
Increased accuracy.

M1 Garand
Increased range.
Reduced cooldown.

M1 Carbine
Increased range.
Reduced cooldown.
Decreased reload frequency.

BAR
Increased range.
Increased reload frequency.
Increased accuracy.
Decreased rate of fire.
Increased damage.

M9 Bazooka
Increased range.
Increased accuracy.

-Axis

Nebelwerfer now has a limit of 12.
Nebelwerfer now repairable.
Infantry can now build observation posts.
Blitzkrieg doctrine now grants 10% production increase on Wehrmacht Quarters and Krieg Barracks.
Blitzkrieg doctrine now grants -10% to manpower cost of units made in Wehrmacht Quarters and Krieg Barracks.
Defensive doctrine now has Flak 38.
Pioneers now have demolition charges, no upgrade is necessary.

MG42 HMG
Increased reload frequency.
Increased damage.
Increased setup time.
Increased takedown time.

Pioneer MP40
Increased range.
Increased accuracy.
Lowered burst duration.

MP40
Increased range.
Increased accuracy.
Lowered burst duration.

MP44
Increased range.
Increased accuracy.
Lowered burst duration.

Kar98k
Increased range.
Increased cooldown.
Increased reload time.

Volksgrenadier Kar98k.
Decreased accuracy.
Increased cooldown.
Increased range.
Increased reload time.

Stormtrooper/Waffen SS Kar98k
Increased cooldown.
Increased range.
Decreased damage.
Increased reload time.

Flak 36
Increased range.
Increased reload time.

Panzerschreck
Increased range.
Increased accuracy.

MG42 Pintle Mount
Increased range.

-Commonwealth

Changed munitions cost on Marksman ability from 25 munitions to 10.
Changed range of Marksman ability from 30 to 50.
Changed cooldown of Marksman ability from 25 seconds to 10.
Added single fire ability to artillery.
Added VT round to artillery.
Artillery costs 5 munitions per HE round, 10 per VT round.
Counter battery and overwatch are still free.
Normalized artillery accuracy.
Increased artillery range.
OQF 25 Pounder has a limit of 8.
Priest has a new limit of 4.
Added follow ability to Forward Observer.

Vickers HMG
Increased range.
Lowered burst duration.
Increased reload frequency.
Increased setup time.
Increased takedown time.

Sten SMG
Increased reload frequency.
Lowered burst duration.
Lowered range.

Sten Silenced SMG
Increased reload frequency.
Lowered burst duration.
Increased range.

Lee Enfield
Increased range.
Increased accuracy.

Bren LMG
Decreased rate of fire.
Increased range.
Increased accuracy.
Increased reload frequency.
Decreased reload time.
Increased damage.
Can now fire on the run.

-Panzer Elite

Hummel now has a limit of 6.
Increased range on Hummel.
Normalized artillery accuracy.

FG42
Increased range.
Increased damage.
Lowered burst duration.

Kar98k
Decreased damage.
Increased range.
Increased cooldown.
Increased reload time.

G43
Decreased damage.
Increased range.
Increased reload time.
Decreased reload frequency.

Flak 36
Increased range.
Increased reload time.

Flak 38
Increased range.
Increased reload time.
Increased penetration.

============================================================
Version 1.0.1

Changelog:

Fixed M4 "Easy Eight" Sherman .50 cal upgrade.
Fixed M4 "Crocodile" Sherman .50 cal upgrade.
Fixed Smoke Grenade Icon.
Fixed game crash when M4 "Easy Eight" Sherman blew up.
Fixed M10 Wolverine recovery.
Fixed M4 "Crocodile" Sherman Recovery.
Increased the duration on smoke grenades from 20 seconds to 40 seconds.

============================================================
Version 1.0.0

Changelog:

-Allies

Removed cooldown on air recon.
Changed cooldown on strafing run from 45 seconds to 30.
Changed cooldown on bombing run from 45 seconds to 30.
Added smoke grenade ability to Engineers, Airborne, Rangers, and Riflemen.

Added new squad

Forward Observer
Ability to call in recon, strafing run, bombing run, and howitzer barrage.

-Commonwealth

Changed slit trench size from 7 to 12.
Added smoke grenade ability to officers.

Added new squad

Forward Observer
Ability to call in recon, strafing run, bombing run, and howitzer barrage.

============================================================
Version 0.5.0 (beta)

Changelog:

-Axis

Inspired assault changed from 1 to 2 command points.

Added new squads

Waffen SS Squad
5 Kar98k, 1 MP44.
2 itemslots.
Clone of Knights Cross with PE Tankbuster skin.
Requires Terror inspired assault.
Able to be spawned in as reinforcement or trained at Krieg Barracks/Forward Barracks.

-Commonwealth

Increased infantry production speeds by 25%.

-Panzer Elite

Infantry costs cut in half.
Increased infantry production speeds by 25%.
Population cap increased to 9999.
Reduced Panzerfaust cost from 35 munitions to 25.
Lowered recharge time from 20 seconds to 10.
Removed increased squad sizes upgrade.
Removed increased squad sizes upgrade for sprint ability.
Reduced cooldown on incendiary grenade from 240 seconds to 60.
Added build abilities to forward barracks.
Changed cost modifier for special squads from 1.412 to 1.2941.

Added weapon upgrades

MP40 upgrade
25 Munitions.
Adds 1 MP40 to squad.

MP44 upgrade
40 Munitions.
Adds 1 MP44 to squad.
Limit 2 per squad.

FG42 upgrade
40 Munitions.
Adds 1 FG42 to squad.
Limit 2 per squad.

Panzerschreck upgrade
40 munitions.
Adds 1 Panzerschreck to squad.

G43 upgrade
40 munitions.
Adds 1 G43 to squad.
Limit 2 per squad.

Changed existing soldiers

Fallschirmjager Leader
Changed health from 60 to 70 HP.
Changed weapon from MP44 to MP40.

Luftwaffe Leader
Changed health from 55 to 70 HP.
Changed weapon from MP44 to MP40.

Panzergrenadier Leader
Changed health from 55 to 70 HP.
Changed weapon from MP44 to MP40.

Changed existing squads

Luftwaffe ground forces
Added grenade throw ability.
Added Panzerfaust ability.
Changed itemslots from 4 to 2.
Changed squadsize from 5 to 6.
Added MP40 upgrade.

Fallschirmjager
Changed itemslots from 5 to 2.
Changed squadsize from 4 to 6.
Added MP40 upgrade.
Added Panzerfaust upgrade.
Added grenade throw ability.

Panzergrenadier squad
Changed Panzerschreck upgrade.
Removed MP44 upgrade.
Added MP40 upgrade.
Added Panzerfaust ability.
Changed squadsize from 3 to 6.
Changed itemslots from 5 to 2.
Changed skin to regular grenadier skin.

Assault grenadier squad
Changed squadsize from 3 to 6.
Changed itemslots from 5 to 2.
Added Panzerfaust ability.
Added MP40 upgrade.
Added MP44 upgrade.
Added assault ability.
Removed anti tank grenade.

Tankbuster squad
Changed squadsize from 3 to 6.
Changed itemslots from 5 to 2.
Added MP40 upgrade.
Removed anti tank grenade.

============================================================
Version 0.4.1 (beta)

Changelog:

Commando grenade throw cooldown changed from 30 seconds to 10.
Fixed Axis veterancy for bigger squads.
Changed cost of Blitzkrieg from 150 munitions to 100.

============================================================
Version 0.4.0 (beta)

Changelog:

-Allies

Changed War Machine ability.
Cost lowered from 250 to 150 munitions.
Reduces manpower cost of new vehicles by 15% and the fuel cost by 10%.
Removed replacement of destroyed vehicles.
Added advanced repair to Engineer squads when Armor doctrine.
Added wreck salvage ability to Engineer squads when Armor doctrine.

Changed existing squads

M4 Sherman comes default with the 76mm gun. No upgrade is necessary.
Renamed M4 "Easy Eight" Sherman.
Cost lowered from 90 fuel to 80.

M4 "Crocodile" Sherman
Added M2 .50 upgrade option.

Added new squads

M4 Sherman
Clone of the original except no 76mm upgrade ability.
Cost lowered from 90 fuel to 65.
Production time lowered from 55 seconds to 45.

-Commonwealth

Added advanced repair to Sapper squads when Royal Engineers doctrine.
Added wreck salvage ability to Sapper squads when Royal Engineers doctrine.

Added new squads

M4 Sherman
The Allied Sherman.
Avaliable from armor support truck.

============================================================
Version 0.3.1 (beta)

Changelog:

Changed Bazooka upgrade cost from 40 to 20 munitions for Rangers.
Removed the Cromwell Command Tank requirement for Firefly use.

============================================================
Version 0.3.0 (beta)

Changelog:

Reskinned British glider for American use. Thanks to SpartanCommander on the relicnews forums for the skin.
Removed upkeep cost for all races.

-Allies

Changed Recon cost from 50 to 25 munitions.
Changed Strafing Run cost from 150 to 75 munitions.
Changed Bombing Run cost from 250 to 150 munitions.

Added new glider abilities for Airborne doctrine.

Airborne infantry glider
Spawns two 8 Man Airborne squads.
Requires Paratrooper upgrade.

Airborne AT glider
Replaces the air dropped 57mm AT gun.
Spawns depleted 8 Man Airborne squad.

Airborne Jeep glider
Spawns a Jeep and a 3 Man Engineer squad.
Requires Paratrooper upgrade.

Removed the ability to upgrade to the BAR for the paradropped Airborne squads.
Ability to upgrade to the BAR for glider Airborne squad remains.
Removed the ability to reinforce anywhere for the Airborne squads.
Added basic construction abilities to Rangers.
Removed 6 Man Airborne Squad.

-Commonwealth

Removed territory requirement to upgrade the Bren Gun Carrier with additional MG.
Removed glider landing restrictions.
Removed Bren gun upgrade from squads.
Added Bren gun upgrade to HQ truck. Equips all riflemen squads with 1 Bren gun, and allows button ability.
Removed droprates on Bren and PIAT.
Changed PIAT slotsize from 2 to 1.
Removed movement impairment from infantry without a lieutenant.
Changed starting squad to regular Infantry Section.
Changed marksman rifle slotsize from 4 to 1.
Removed Rifle Grenade upgrade from Infantry Sections.
Added Grenade throw ability to Infantry Sections. Upgrade is researched at HQ.
Increased popcap to 9999.
Changed squad that spawns from aid station from 6 Man Infantry Section to 8 Man Infantry Section.
Added ability to make a forward barracks.
Changed slotsize on wrench from 2 to 0.
Cut all infantry except commandos costs in half.
Removed cooldowns from all glider abilities.
Added Sten upgrade ability to Infantry and Commando sections.
Added Bazooka upgrade ability to Infantry and Commando sections.
Reduced cost of Commandos by 10%.
Additively increased the reinforcement cost of Commandos by 10%.

Added new soldiers

commando_helmet_sten
Rolevariation of the commando with the red beret.

commando_helmet_rifle
Rolevariation of the commando with the red beret.
Equipped with Lee Enfield rifle.

tommy_sten
Copy of tommy, but equipped with a Sten.

Added new squads

8 Man Commando Squad
Can be paradropped in.
7 Lee Enfield, 1 Sten.
3 itemslots.
Can use stickybombs.

8 Man Infantry Section
7 Lee Enfield, 1 Sten.
3 itemslots.

HMG Infantry
.303 Vickers.
Built from Field Support Truck

OQF 6 Pounder AT Gun
Built from Field Support Truck

Changed existing squads

Infantry Section
Now has 6 men.
5 Lee Enfield, 1 Sten
2 itemslots.

Sapper Squad
Now has 6 men.
5 Lee Enfield.
3 itemslots.
Demolitions can be placed anywhere.
Removed cooldown on demolitons charges.

Added new glider abilities for the Commando doctrine.

Airborne Bren Gun Carrier glider
Spawns two Bren Gun Carriers.
Requires Tetrarch upgrade.

Supply drop
Clone of the Airborne supply drop.
Requires HQ glider upgrade.

Changed glider abilities for the Commando doctrine.

Commando Glider
Spawns two 8 Man Commando Squads.
Able to land anywhere.

HQ Glider
Can't produce any units anymore.
Still able to reinforce.
Secures territory.
Able to land anywhere.

============================================================
Version 0.2.1 (beta)

Changelog:

Changed Panzerschreck slotsize to 1.
Changed MG42 LMG slotsize to 1.
Removed droprate on Panzerschreck.
Removed droprate on MG42 LMG.
Removed droprate on Bazooka.
Removed droprate on BAR.
Fixed Stormtrooper spawn when not Blitzkrieg doctrine.

-Allies

25% faster production on troops.

-Axis

25% faster production on troops.

============================================================
Version 0.2.0 (beta)

Changelog:

-Axis

Increased pop cap to 9999.
Population costs for everything set to 1.
Cut all infantry costs in half.
All larger squads have an additive -10% reinforcement cost.
Added MP40, MP44, and Panzerschreck upgrades to Grenadier, Stormtrooper, and Volksgrenadier squads.
Costs are 25, 55, and 40 munitons respectively.
To simulate scarcity of MP44, higher munition cost and limit of 2 per squad were added.
Removed tech requirement for MP40.
Changed Panzerfaust cost. Now 25 instead of 35 munitions.
Changed Panzerfaust cooldown from 15 to 10 seconds.
Changed Flammenwerfer42 slotsize from 2 to 1.
Changed M24 grenade range from 21 to 25.
Reskinned Grenadier squad. Thanks to ab2531 on CoH filefront for the skin.
Changed squad that spawns from aid station from 6 man Grenadiers to 8 man Grenadiers. Required casualties fixed.

Changed existing soldiers

grenadier_leader 80 to 90 HP.
Weapon change from MP44 to MP40.

stormtrooper_grenadier_leader 95 to 105 HP.
Weapon change from MP44 to MP40.

volksgrenadier_leader 60 to 70 HP.
Weapon change from MP44 to MP40.

Changed existing squads

Grenadier Squad
Now has 6 men instead of 4.
Changed itemslots from 4 to 2.
Removed MG42 upgrade.
Grenadiers now have Panzerfausts.

Stormtrooper Squad
Now has 6 men instead of 4.
Changed itemslots from 4 to 2.
Stormtroopers now have Panzerfausts.
Can be produced from Wehrmacht Quarters, Krieg Barracks, and forward Wehrmacht Quarters.

Volksgrenadier Squad
Now has 6 men instead of 5.
Changed itemslots from 5 to 2.
Volksgrenadiers now have M24 Grenades.

Added new squads

8 Man Grenadier Squad
7 Kar98k, 1 MP40.
3 itemslots.
Can be produced from Krieg Barracks and forward Wehrmacht Quarters.

10 Man Volksgrenadier Squad
9 Kar98k, 1 MP40.
4 itemslots.
Can be produced from Wehrmacht Quarters and forward Wehrmacht Quarters.

============================================================
Version 0.1.0 (beta)

Changelog:

-Allies

Increased pop cap to 9999.
Population costs for everything set to 1.
Cut all infantry costs in half.
All larger squads have an additive -10% reinforcement cost.
Added BAR, bazooka, and Thompson upgrade abilities to Riflemen, Airborne, and Rangers.
Costs are 35, 40, and 25 munitions respectively.
Changed BAR upgrade for riflemen squad. Now gives 1 BAR to 6 man and 2 BAR to 12 man squads. Was 2 BAR to 6 man.
Changed MkII grenade cost. Now 20 fuel instead of 40.
Changed MkII grenade research time from 45 to 30 seconds.
Changed MkII grenade range from 20 to 25.
Changed MkII grenade cooldown from 15 to 10 seconds.
Changed Stickybomb range from 17 to 20.
Changed Stickybomb cooldown from 15 to 10 seconds.
Changed Stickybomb cost. Now 25 munitons instead of 35.
Changed Satchel Charge cooldown from 30 to 15 seconds.
Changed Minesweeper slot size from 2 to 1.
Changed M2 Flamethrower slot size from 2 to 1.

Changed existing soldiers

airborne_sergeant 70 to 80 HP.
Cost change from 100 to 31.25.
Weapon change from M1A1 Carbine to Thompson.

ranger_leader 65 to 80 HP.
Weapon change from M1A1 Carbine to Thompson.

riflemen_sergeant 55 to 65 HP.
Weapon change from M1A1 Carbine to Thompson.

Added new soldiers

airborne_infantry_garand added.
Clone of airborne_infantry, except they have an M1 Garand instead of M1A1 Carbine.

Changed existing squads

Airborne Infantry Squad
Added 3 M1 Garand and 1 Thompson in lieu of 4 M1A1 Carbines.
Changed itemslots from 4 to 2.
Removed M18 upgrade.
Airborne now have stickybombs.

Engineer Squad
Changed itemslots from 2 to 1.
Demolition charges can now be placed anywhere.

Ranger Team
Removed 2 bazookas on spawn. Bazookas now need to be upgraded.
Removed Thompson upgrade.
Changed itemslots from 6 to 2.
Rangers now have stickybombs.
Rangers now have satchel charges.
Can be produced from barracks.

Riflemen Squad
Changed itemslots from 5 to 2.

Added new squads

8 Man Airborne Infantry Squad
4 M1 Garand, 3 M1A1 Carbine, 1 Thompson.
3 itemslots.
Requires paratrooper command upgrade.
Added new ability to command ability row.
Can be produced from barracks and forward barracks.

6 Man Engineer Squad
6 M3 Grease Guns.
2 itemslots.
Can be produced from HQ and forward barracks.

8 Man Ranger Team
7 M1 Garand, 1 Thompson.
3 itemslots.
Requires ranger command upgrade.
Can be produced from barracks and forward barracks.

12 Man Riflemen Squad
11 M1 Garand, 1 Thompson.
5 itemslots.
Can be produced from barracks and forward barracks.


RC_Realism (1.2.0) - 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: 12 | Last comment: 05-29-2009 at 16:29

 #1 - 02-26-2009 at 04:14
huetti07
From:
Joined: January 8th, 2009
Posts: 45
That changes sounds great.
Thanks, that you have implemented some of my suggestions: thumbsup:

 #2 - 02-27-2009 at 13:57
himanhalo
From: (indiana)
Joined: December 13th, 2008
Posts: 1
smile looks goo ill try it out

 #3 - awesome - 02-27-2009 at 17:56
spetsnatz
From: (newcastle)
Joined: February 1st, 2007
Posts: 14
this is a great mod!!!, and you put the Mg42 LMG back in big grin

 #4 - Is this the? - 03-04-2009 at 14:48
ogre313
From: (staten island)
Joined: July 31st, 2008
Posts: 17
Is this the mod that has your manpower, ammo and fuel show up as a $ sign along with numbers after it

 #5 - 03-04-2009 at 14:53
ogre313
From: (staten island)
Joined: July 31st, 2008
Posts: 17
Sorry that was a small mod that I was thinking of

 #6 - Suggestions on next version..... - 03-04-2009 at 21:56
ogre313
From: (staten island)
Joined: July 31st, 2008
Posts: 17
Ok I played your Mod a couple of times (Germans only) and I found it fun. My suggestion is maybe tweak the american AT guns, they are far to accurate with long range and eat heavy armor like it was not even there. Im trying to remember if building anti aircraft guns was a normal build tree or just the elite panzer group can with the luffwaffe ground. I feel it should be a standard build for the pioneers with some type of upgrade options to build fortify defenses this will help even the american dominance of the air, just have to love those kamikaze american planes they are somewhat accurate to hit your units or buildings. You could even have the pioneers with this upgrade build trenches, I know the elite panzer can but im sure its not a trade secreat. With the panzer elite would it be possible to add some type of tanks to the build menu, maybe heavy tigers (allowing to build tigers but only have 1 on the battlefield at a time) Im sure this would be a good idea with the americans with there persian tanks but limit them to maybe 2-3 due to they did have the resources to mass produce. Another tank that the elite could build is maybe the panther tank. One thing I like is the artilery observer maybe give them camoflage option since they are really not a fighting unit but as the name says a foward observer to call in strikes. And last there is a mod out there called Fallschirmjager Paraddrop (v2) maybe ask the creator to use the idea to have your luffwaffe troops airdrop in on any visible spot instead of running from a spawn point. Anyway so far this is my favorite mod and I thank you for making it.

 #7 - 03-05-2009 at 01:23
Rygoat
Joined: January 19th, 2009
Posts: 169
Thanks, I appreciate the commentary. I will now attempt to address some of the issues.

The issue you're having with the AT guns is actually normal when playing comps. Comps don't obey FOW, and thus can always fire at max range, offmap arty your base without LOS, and make mortar rounds turn into cruise missles. When playing other players, the seemingly OP AT guns aren't that bad. They won't be a pushover at any rate. My recommendation is to use a combined arms approach (tanks supported by infantry).

In regards to your suggestion of more Flak guns, some minor modifications might appear next patch. Currently, I feel that the Werhmacht has significant AA capabilities with the Ostwind. The Ostwind beats out the Flak 38, and I prefer it to the Flak 36 in the AA role, especially since it's mobile. However, the AA capabilities for the PE is somewhat lacking, with only the Luftwaffe doctrine having Flak pieces as well as Flakpanzers. I feel that adding the Ostwind to PE would defeat the purpose of the Wirbelwind ability of the Luftwaffe, so what I might do is add a Flak 38 to all PE, albeit more expensive (probably higher fuel cost) than the Luftwaffe one. At this point, these are just ideas; I have no definitive plans regarding this for 1.3.0.

As for the new vehicles for the PE, I haven't decided yet on what I'm going to do. PE has always struck me as a very mobile doctrine using light and versatile vehicles. I don't think adding Tigers suit the PE, but perhaps MkIV and MkV could be built. In exchange, I'd remove the MkV reinforcement ability. Two Panthers for 1000 MP is pretty cheap.

I am, however, thinking of adding the MkVI Tiger to the Wehrmacht as a baseline tank. I just need to find something to take its place in the Blitzkrieg tree. Perhaps increasing the max cap for the Blitzkrieg tree or something would suffice.

I'm not going to put a camoflague ability on the Forward Observer and Artillery Observer, just because it can be abused. Imagine if they had that ability. Early game, you could pump 5 or 6 squads out, and sneak in the enemy base and lay waste. Granted, you couldn't destroy buildings, but you'd destroy any early game units with ease.

As for the Fallschirmjager Paradrop ability, I do know how to make that happen. However, in keeping with realism, like the modname says, I didn't put it in. The reasoning behind this was by 1944, Fallschirmjager functioned as regular infantry. Hitler wasn't a big fan of airborne operations due to the massive casualties. Also, logistically speaking, there just was no Luftwaffe to deliver the Fallschirmjager in sufficient numbers.

The result of this is what you currently have in game. They still have their building spawn ability for a whopping 420 MP, or you can build them at a barracks or HQ for 265 MP. The building spawn expense is because they can deploy out of any building on the map, so long as it's not occupied. You basically pay for the versatility.

What I can tell you about the next patch is that I will try to fool around with the AI. After extensive testing against computers ranging from Normal to Expert, I found some particularly annoying traits that I hope to clear up, most notably the fact that Axis rarely use Grenadiers, but rather Pioneer/Arty Observer spam. They also build SdKfz 234 and StugIV way too much for my taste. I think I'm also going to decrease the priority of M8 Greyhounds endgame, and have the AI focus more on M4 Shermans.

Please remember that I'm not bashing you or your opinons in any way. I am merely providing my reasoning and justifications behind what I've changed. I appreciate constructive criticism from members such as you. I put a lot of thought into answering peoples suggestions. Please don't think that just because I don't put all of your wants into my mod, that I'm not listening.

 #8 - Thks - 03-05-2009 at 05:21
ogre313
From: (staten island)
Joined: July 31st, 2008
Posts: 17
Thanks for responding to my comment, yes now thinking about it my post was based on playing AI only not against others online. So I understand what you said on reply

 #9 - 03-30-2009 at 17:34
supashooter
From: (San Francisco)
Joined: October 16th, 2004
Posts: 661
This mod does not work with the new patch

 #10 - 04-01-2009 at 23:22
Rygoat
Joined: January 19th, 2009
Posts: 169
All mods broke. I have to make this mod compatible with ToV.

I'll probably do it when ToV actually comes out, and I get to play around with it to get a feel for the new stuff to see what else I can add. Updating it for 2.4 is pointless, as 2.5 comes out with ToV. Hopefully I should have a working mod by the end of April, if not sooner.

 #11 - 04-05-2009 at 21:19
ce23hmng
Joined: April 5th, 2009
Posts: 2
Updating it for 2.4 isn't pointless if 2.5 ends up being as crap as everyone expects it to be based on the feature lists that have been release. I for one am not going to buy ToV.

 #12 - getting mods - 05-29-2009 at 16:29
alphapo0p
From: (alberta)
Joined: May 18th, 2009
Posts: 35
im not getting mod until i hear they work again



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