Description: 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 combination's of trees on any given battle, making for a lot of re-playability and no repetition!
Some of the fixes in this version include: o fixed some abilities o fixed medpack for axis Some of the changes include: * Added an all-new veterency and upgrade system...see readme below for details * Added all-new skins by halftrack for most units * new unit: raft * edited allied tank distribution(see readme)
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.
Specialized Production Mod V2.3 Readme: Sorry i skipped a release on this website, so its now at 2.3!!! Welcome to the Specialized Production Mod V2.3!!! Changes from V2.2: - added upgrade system to PE - did a little rebalancing and changing of the system - fixed up tank distribution for allies: infantry can now build the sherman and crocodile, and have a call-in for Pershing. black-ops pershing call-in changed for m10. - added new unit: raft for allies....it is slow on land, can garrison units, and is very fast in the water - tactical camo works in more types of cover:light, heavy, garrison, and water -added sniper caps at 1 elite and 3 regular ----> all new skins from halftrack's skin packs...thank you - at rank 2, all different specializations unlock different guns...for example, the stormtrooper will get an mg42 at lvl 2 defense, choose between mp44 and panzerschreck at lvl 2 assault, and get scoped kar's at lvl 2 tactical... -VP control number of points increased...also fixed some ATC errors ----> a lot more changes that i cant remember right now... V2.2: Changes from V2.1: -fixed all things suggested in forums...(except AT Gun thing...) -added all new UI w/ spec-Prod icons etc. -added completely new upgrade/veterancy system for all races : -Universal infantry like rifleman, airborne, commandos, tommys, grenadiers, volksgrenadiers, and stormtroopers, etc. get this system -on construction, the player chooses one of 3 (for weaker units only 2) specializations. all units can be either assault or defense, and some elite can be tactical -these specializations unlock certain abilities and weapons with veterancy -veterancy is a lot easier to get normally, and can also be bought thru upgrades for all races....the system is different for each race: allies it is individual, axis its universal, PE and Commonwealth officers can 'inspire'. -most tactical units will unlock an ability at level 3 that is currently invisible....however, you can still use it. it is a camouflage that only works when the squad is in light or heavy cover...try it out, its perfect for ambushes...(the shotgun squad unlocks this at rank 1) - engineer units have different options...they can be repair, combat, or universal(a mix of the 2)...these are self explanatory, but at combat lvl 2 u get a flamethrower, and at universal lvl 2 u get a mine detector. -i cant get focused firing for stormtroopers to dissapear, but to use it, you need to be lvl 3 tactical... -added Auto Territory Capture as an option -much more...cant remember 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 Also includes maps (a few are WIP in terms of visuals, not gameplay): -Hell's Row -Zest Town -The City is at War -Ruins of Hill 369 -Little Everlast -Isolation Therapy -Blood and Iron -Crepe Airport/A Rush of Airport to the Head -Manor Road -Pine Forest -Schotsbourg Airbase -**Special**: Iwo Jima Beta V2 TO install this mod, extract the zipped folder place the .module file and the folder named SpecializedProductionMod 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. The mod works with all versions of coh(past 2.1) as well as OF
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