Kellers Para-Germany Mod

Keller's Para-Germany Mod basically adds more content that you crave and more! Major change in Commander Points system. You won't notice mu...


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Keller's Para-Germany Mod basically adds more content that you crave and more! Major change in Commander Points system. You won't notice much of a difference but you will notice that you cannot purchase tier 2 or tier 3 abilities unless a corresponding upgrade is purchased at the HQ. This is for both Allies and Axis. You'll be able to click the next ability and click okay but the game won't spend ur poitns and you wont be able to use the ability unless the upgrade is purchased. Yes the AI is capable of doing all of this stuff on its own. Other changes are population limit was increased somewhat, you will notice a difference. This was in hopes to gear people towards using more infantry not tanks but it is what it is. Howitzer and Walking Stuka abilities "nerfed" Again as players we find these things annoying so their cool down times were increased and their damages decreased.

Snipers buildable in forward barracks, along with AT Squads. AT Guns accuracy vs. infantry, especially snipers, drastically decreased. I was sick and tired of AT Gun "spamming" where it was all I fought and it was sick how accurate they were so this was noticeably reduced. Axis pioneer roll 3 deep instead of 2... I thought this was stupid. Their price reflects their new "value" of having 3 people. Ranges for Mortar teams and snipers have been increased. Mortars are severely underused so they have been beefed up.

It's important to note the two major bugs, firstly is that the Raid Ability is broken. I don't have the time to fiddle to get it working but if you would like to fix it and repost the mod on this thread you can take credit for it. Also the other bug, at least I think its a bug, is when two players use the Terror tree the second player cannot paradrop troops. Anyone can verify this for me... if you could fix it too that would be fantastic and as always you can have credit.

Now for the actual components of the mod:

Axis Defense Tree unchanged Blitzkrieg Tree Left (2) Stormtroopers Left (3) Strafe Attack Left (3) Offmap Assault Group Right (1 or 2 points?) Copy of Allies Raid ability (broken) Right (2) Field Repair Right (3) Blitzkreig)

Terror Tree Left (1) Spy Plane Left (2) Off map StuH 42 Left (5) Tiger Ace Right (1) Paradrop Grenadiers Right (3) Paradrop AT Right (4) V1 Rocket

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First you'll want to extract this My_Mod folder wherever your COH directory is.
Something like C:Program FilesTHQCompany of Heroes
Now open open this My_Mod folder.

Inside of the My_Mod folder is everything you need. The My_mod.module file you'll want to move out into
your C:Program FilesTHQCompany of Heroes

The RelicCOH.English.ucs file is the "names" file so to speak. This file needs to go in this folder
C:Program FilesTHQCompany of HeroesEngineLocaleEnglish

Now something important to note here is that this file is basically a copy of the orginal file with
some added extras. To be on the safe side, I would cut your original RelicCOH.English.ucs file
thats located in this direcory and place it somewhere safe. 

After you've placed it for safekeeping, take the file i've provided and place it
in that directory as stated above.

Inside the My_Mod folder you'll see the shortcut. This shortcut was setup on MY PC, not your's so
you'll need to modify the command line to reflect where your RelicCOH.exe file is. Make sure the
-dev and -modname My_mod remain UNCHANGED. If you don't do this exactly correct you'll never get this working.

Once you've checked to make sure your path in the target line is correct, move it to your desktop for ease of use.

Thats pretty much it, whenever you use the shortcut you'll launch the mod.

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Registered 26th February 2009

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