The Wise One(Kavan) has submitted a major update to the mod that adds tons of new units and fixes. It also adds the specialization of the OF factions! Specialized Production Mod basically makes production of units specialized, once you choose a side, you choose what tree you want to use, each one allowing certain units to be buildable. Each doctrine plays differently, and you have to develop different tactics for each one. some trees focus on less squads but micromanagement, while others focus on mass rushes, while still others focus on flanking or heavy weapons support. There are a ton of different combinations of trees on any given battle, making for a lot of re-playability and no repetition!
Some of the fixes in this version include:
- Fixed freefire
- Fixed timed drop
- Fixed concealed drop
- Fixed numerous UI problems
- Fixed AI
Some of the changes include: Added new upgrades like agility training, weapons training, and scoped rifles for commandos Added 'medical officer' upgrade for lieutenants Added Kamakaze ability Added camo upgrade Squad size upgrade now affects elite panzer grenadiers. Overall gameplay is slightly faster paced but still manageable; Every tree focuses on certain units, the only common units in the Specialized Production Mod are engineers and riflemen and a commander, or their equivalents in other races.
Developers Note: because this is in .SGA format, you have to overwrite the entire archive, so there is no 'patch' from v 2.0...you have to download the entire thing...
Refer to the readme for additional information.
Welcome to the Specialized Production Mod V2.1 Changes from V2.0: - added new upgrades like agility training, weapons training, and scoped rifles for commandos - added 'medical officer' upgrade for lieutenants - added Kamakaze ability - added camo upgrade - squad size upgrade now affects elite panzer grenadiers. - fixed freefire - fixed timed drop - fixed concealed drop - fixed numerous UI problems(like luftwaffe) - fixed ai(to an extent...i dont kno much ai code) - MANY, MANY, MANY other fixes that I cannot remember at the moment(literally, when i made a list of what fixes needed to be made, it took up more than one page...all fixed now!!!!) -walls are now destructible Note: because this is in .SGA format, you have to overwrite the entire archive, so there is no 'patch' from v 2.0...you have to download the entire thing... V2.0: This is a major update to the mod that adds tons of new units and fixes. It also adds the specialization of the OF factions it basically makes production of units specialized. once you choose a side, you choose what tree you want to use, each one allowing certain units to be buildable. Each doctrine plays differently, and you have to develop different tactics for each one. some trees focus on less squads but micromanagement, while others focus on mass rushes, while still others focus on flanking or heavy weapons support. There are a ton of different combinations of trees on any given battle, making for a lot of replayability and no repetition!!! Overall gameplay is slightly faster paced but still manageable every tree focuses on certain units the only common units are engineers and riflemen and a commander, or their equivalents in other races. ALLIES: -universal units: engineers and riflemen Airborne Tree: all units are called in through a spotter unit they all paradrop down -new units: SMG Team, Airborne AT squad, airborne spotter, airborne sniper, and more... Black Ops: All units come from the Barracks all infantry have a camouflage ability. they cost a lot of population per unit, hence making this the most limited tree in terms of numbers of units. When used properly, they are extremely useful. not good for beginners, as they will die with ease once exposed. This tree can use tanks through abilities in the command tree -new units: Covert Ops squad, elite sniper, Det Team, Camo Engineers, and more... Infantry: All infantry come from the Weapon Support center, all light vehicles come from the motorpool tanks can be called in through powers in command tree they are the backbone force they are the "spam" force, cheap and high in number, low in population per unit. one power is calling in a mobile base that can build riflemen in the field -new units: AT Team, Command Platoon, Grenade Launcher MG, Grenade Launcher Squad, Grenade MG combination squad, Grenade AT Combo squad, mobile bases, and more... Wermacht: -universal units: pioneers and volksgrenadiers Infantry: similar to allied infantry tree, but can use snipers. -new units: Hitler Jegund, MG AT Combination squad, MG Sniper Combination squad, Shotgun Squad, buildable stormtroopers + knights cross, and more... Armor: can only build light vehicles and Tanks Also new tanks are added, such as Super Tiger. -new units: Super Tiger, Buildable Tiger, and more... Support: consists of mostly arty units and flammenwerfer squads (squads of 4 with each unit having a flamethrower) also has a spotter who can call off map arty good if with an ally -new units: flammenwerfer, officer(w/more abilities), halftrack w/stuka, and more... Commonwealth: common units: Lieutenant, Captain, Infantry Section. Royal Artillery Support: Focuses on emplacements and artillery support, they are the ideal defensive tree. They rely heavily on fuel and time...the emplacements are tough to build, but once constructed, are tough to destroy... -new units: freefiring howies, mobile AT guns, incendiary mortar teams, and more... Areal Commando Support: Allows access to elite commando units, as well as glider abilities Similar to the Airborne tree, but these troops are more specialized and have more abilities. -new units: commando snipers, PIAT commandos, Assassins, and more... Royal Armored Support: Focuses on tanks and light vehicles. very dependent on fuel -new units: gunned Command tank, modified Firefly, and more... Panzer Elite: Common units:Kettengrad, Panzer Grenadiers Defensive Areal Kommand: allows for the creation of elite luftwaffe troops, as well as the ability to call in fallshcrimjagers to secure new territory. the luftwaffe can build the fearsome flakvierling 20mm aa gun The infantry in this tree (especialy fallschrimjagers) are ideal for flanking maneuvers -new units: elite luftwaffe, infiltration fallschrimjagers, assault fallschrimjagers, and more... Heavy Assault Kommand: Allows for the creation of artillery units and assault infantry. ideal for frontal assaults...as the name implies The infantry in this tree are better suited to a straight fight, and are great for massed rushes. -new units: elite Panzer Grenadiers, Volksgrenadier squads, Kamakaze, and more... Heavy Panzer Kommand: Allows for the creation of heavy tanks and anti tank infantry squads. -new units: heavy munitions panzer, new artillery ability, and more... additional changes: -Modified stats of preexisting units to fit the mod -added Trenches and Walls - trenches are modified versions of "jn512's" trenches file from the original CoH game. Walls are my own creation, and are useful for creating choke points and blocking enemy fire. -added numerous new powers in the command trees and in units -added cover grenades, incendiary grenades, and smoke grenades -increased resource income -increased population cap -tons of new units for each tree -all upgrades have been moved to the supply depot because it is accessible to all trees (krampraft for WE)(no real universal upgs for british)(Research Kommand Center for PE) -each tree has a specific building only it can build -added AT emplacements for americans and Wermacht (wermacht its a bunker upgrade) -a few new buildings like recon post(for black ops), artillery Center, and Research Kommand center...among others I also made numerous fixes with axis upgrades and such that were lacking in the original mod The mod has also undergone a major UI overhaul, so that almost every unit has their own symbol and icon, making it easy to manage the game on the TACMAP...and a lot more fun to play normally If you notice any additional bugs and/or balance problems, please reply to this post or PM me, as i will attempt to fix these in a later release TO install this mod, extract the zipped folder place the .module file and the folder in the main COH directory. then place the .ucs in Engine/Locale/English in the main COH folder. to uninstall just delete the files. To play the mod, create a shortcut by a- copy the COH shortcut. b- rename it "Specialized Production Mod" or any other name you would want, as this step is unimportant c- right click and goto properties d- in "Target", add -modname SpecializedProductionMod -nomovies after the existing filepath OUTSIDE OF THE QUOTES e- hit OK and then double click on the new shortcut. Note: yes, i decided to just do a public release rather than a closed beta to get more feedback. [/B]This mod also includes a few custom maps, which is part of why it is a large file...just be patient, and you'll get a lot of fun content. The mod works with all versions of coh(past 2.1) as well as OF [B]Here is the link once more: http://files.filefront.com/Speciali...;/fileinfo.html if you didn't download this mod, please reply to this thread as to why you didn't...
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