Enhanced Warfare Mod

Hot on the heals of v0.11, Revolucion09 has released an updated version that comes coplete with a number of changes and fixes...all designed...

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Hot on the heals of v0.11, Revolucion09 has released an updated version that comes coplete with a number of changes and fixes...all designed to increase your Company of Heroes enjoyment.

For those of you that need a refresher in what this mod is all about, Revolucion09 is one of those gamers that like to play something that is a little different from the norm, so when skirmish maps started to loose there lure, he began work on a new mod that changes the basic gameplay and enhances it, with the hopes of creating a more addictive and fun game!

Some of the features that this mod has taken on are:

  • Squad Sizes Increased, Changed their orders on Buildings, changed their Veterancy Values and Differences (Now Tanks don't "Increase" their damage if they're higher ranked, but they will move more efficiently on roads or have a better accuracy)
  • Added features and enhancements to focus the strategy of players into the combat, and not much about resources, upgrades or buildings
  • New Squads that give weaponry and tactic variations
  • Squad upgrades to keep some elite squads for your self
  • Intensity of game increased maintaining balance
  • Weaponry enhanced for realism (for example M1 Garand fires like a semi-automatic rifle and not like bolt-action, or MP40 being dangerous at short ranges)
  • Sight and Weapon ranges increased (tanks now don't fire up to 20 meters)
  • Tank Penetration System: Health bars on tanks are now useless, since a single fire may penetrate armour
  • And more!

The Enhanced Warfare Mod will offer an interesting change from what is currently available; Let the anticipation of a whole new Company of Heroes experience take hold and start your download now, and be prepared for the adventure that awaits.

Some of the changes in this version include:

  • Adjusted Accuracy of tanks against moving Infantry
  • Increased Base Fuel Income for all Players (as Tanks are easly destroyed sometimes, they should be more in the battlefield)
  • Reduced Infantry Upkeeps
  • Increased AI's capture rate in early game
  • Forced AI to do some tasks in early game (Capture tasks, buy recommended squads when beginning, building and some upgrades which are chosen randomly)
  • Incrased AI's base difficulty (Now AI is Challenging somehow)
  • Added realistic and balanced values when tanks and armoured cars attack infantry in cover. Infantry in Cover now is very important to survive.

Some of the fixes included are:

  • Fixed Allied and Axis Engies when getting Flamethrowers
  • Increased Buildings resistance
  • Fixed Bunkers Costs
  • Increased AT, Bunkers and Flak Guns resistance
  • Fixed bug on Ostwind Penetration values
  • Fixed Panzer Elite bug when non-building

Refer to the readme for more information.

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Readme
INSTRUCTIONS:
1) Remove EWM folder in CoH Folder before you install this version
2) Extract in CoH Folder (Requires OF 1.102 or newer)
3) Make a copy of your CoH Shortcut
4) Enter new Shortcut properties, and add at the end of the first line
-dev -modname ewm
5) Run Icon, Play, enjoy and comment!
PLEASE REMEMBER TO REMOVE PREVIOUS MOD FOLDER BEFORE UPDATING VERSION...



Enhanced Warfare Mod v0.12

Features present in v0.1:

-Total Realism Combat Experience:
*Intensity of game increased mantaining balance
*weaponary enhanced for realism (for example M1 Garand fires like a
semi-automatic rifle and not like bolt-action, or MP40 being dangerous
at short ranges)
*Sight and Weapon ranges increased (tanks now dont fire up to 20 meters )
*Tank Penetration System: Health bars on tanks are now useless, since
a single fire may penetrate armour or not
*Enhanced Fear Factors and Infantry Behaviours: Now infantry will act
more like humans instead of robots, they may spread out if needed,
split or stick together, etc
*Combat Enhancement: Squads not in cover are really vulnerable, so you
may micro very well your squads (since theres no base managament), a
single well managed squad can take out many other infantry squads, etc

-New Resources System:
*Manpower will be used for barracks squads, Munition for Weapons
Support Squads and Fuel for Tanks Depot Squads.
*Resources Income Values are set by a Unique Upgrade you chose. You've
got Infantry Specialization, Support Specialization and Armour
Specialization. You can chose only one of these. For example Infantry
Specialization gives a Manpower rate of +200, Munition Rate +100, Fuel
rate +60 (and remember each building uses different resources on their
Squads)

-Combat Strategy more than Building Strategy:
*Squad Sizes Increased, Changed their orders on Buildings, changed
their Veterancy Values and Differences (Now Tanks don't "Increase"
their damage if they're higher ranked, but they will move more
efficiently on roads or have a better accuracy)
*Added features and enhancements to focus the strategy of players into
the combat, and not much about resources, upgrades or buildings
*New Squads that give weaponary and tactic variations
*Squad upgrades to keep some elite squads for your self

-AI Enhancements and Game Balance
*I will attempt to stand for Balance for Skirmish Games
*Trying to get non Chaotic Games. Not like where everyone can get
everything and just attack-move the enemy
*AI Is modified accord to the gameplay of the mod

-Halftracks Skin Pack
*Included New Skins for Americans, British, Axis and Panzer Elite.
Thanks to Halftracks for his awesome work

===============================================

What Is Next in v0.2?

-Adding New abilities per squad. For example Sprints, ambushes and
Combat Behaviours
-Adding Squads, Abilities and Upgrades that are only available for the
Specialization you have chosen
-Army Changes. For example PE will have Stugs, Americans will have
Stuarts, PE will have Volksgrenadiers and axis will have the heavy
Panzergrenadiers

===============================================

Remember this is the base idea of the mod and your comments will
decide how it will progress
I Wait for your comments, opinions and suggestions!

==================
Changes in v0.11
==================
-Improved AI Significantly (Though far from being a menace)
-Whermatch Light Armoured Car accuracy against Infantry reduced
-Whermatch Light Armoured Car now has 50mm Gun Upgrade available
==================
Changes in v0.12 Re-Beta
==================
-Increased AI's capture rate in early game
-Forced AI to do some tasks in early game (Capture tasks, buy
recommended squads when beginning, building and some upgrades which
are chosen randomly)
-Incrased AI's base difficulty (Now AI is Challenging somehow)
-Added realistic and balanced values when tanks and armoured cars
attack infantry in cover. Infantry in Cover now is very important to
survive.
-Adjusted the Suppression level when infantry is in cover when
fighting against tanks
-Adjusted Accuracy of tanks against moving Infantry
-Increased Base Fuel Income for all Players (as Tanks are easly
destroyed sometimes, they should be more in the battlefield)
-Reduced Infantry Upkeeps
-Removed Panther Group Upgrade from PE HQs (The ability doesnt require
the upgrade)
-Fixed bug on Ostwind Penetration values
-Starting Tommies squad is now bigger
-Fixed Allied and Axis Engies when getting Flamethrowers
-Increased Buildings resistance
-Fixed Bunkers Costs
-Increased AT, Bunkers and Flak Guns resistance
-Fixed Panzer Elite bug when non-building (Related to the Panzer
Grenadiers formation)

Your (not)loved CoH Modder,
Revolucion09

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REVOLUCION09


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Registered 19th November 2006

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