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revolucion09
04-10-07, 06:59
CURRENT AVAILABLE VERSION FOR DOWNLOAD:
Commando Realism Mod v4.01

This is being coded since July 10. A week after v3.2 Release

General Information

GAMEPLAY INFORMATION
Starting with an Officer and basic platoons. Then, you choose a doctrine (Infantry, Armoured or Support), and through the progress of the Game, you will enable new platoons, sent by the commanders, to win the decisive battles of Europe in 1944/45. Each doctrine enables 6 Platoons, unique from each other. Plus 6 Attachment Platoons (Platoons from other doctrines as a support). This, apart from the global platoons (as for example, rangers, engineers, etc)

Information
Every Call takes between a minute and three minutes to come, the platoons come off-map, and each platoon is composed by between 1 and 3 squads. Being 1 squad those rare platoons, and 3 the Infantry, 2 Medium Tanks, etc.

Tactical Abilities
These abilities cost Trust (Fuel Icon). They will be enabled since Phase 3, and you will be able to use one of them each between 10 and 30 minutes of game, depending on the map you play.

Phase Upgrades
Getting Trust (fuel) through capturing strategic points, you will advance through Phases, which will enable platoons, abilities and increase overall game intensity, since it will increase your manpower income to get the most expensive platoons.

Global Features
*Around 90 platoons in total, to call-in and fight with. Being all different for each battalion you choose

*Weaponary precission for balance and realism: SMGs are dangerous in short ranges, Rifles give support fire, Well set suppression, explosions, correct weaponary, specific coding each weapon to each possible enemy.

*Infantry Combats: Soldiers not in cover are high vulnerable to be killed in matter of seconds. Heavy cover and Buildings are the most safe places, Vehicles also give Cover.

*Tank Combats: Each tank has correct Gun and Armor thoughness Data. Tank combats work through penetration and deflection, while a deflection is no damage at all, a penetration should destroy the tank, or depending on the gun, damage or critical states.

*Intense Battlefields: The mod is designed for teamplay, this plus the platoon based gameplay, turns the battlefield into Micromanagament specialization, tactics, Resource usage and time managament.

*Included Halftrack's Realistic Skin Pack

*Included LoransKorn Realistic Sound Pack

*Included particular skins from skinners like "Sig21" and "Day of Defeat"

*Many new units, like M4A3 (105), FW190 Strafing German plane, buildable Flak38, new weapons like Gewehr, Fallmrischaeger (German Paratroopers), and more!

Win Condition Rules
NOTE: Destroying HQ DOES NOT cause game end. This enables Officers being able to move and set new HQs through upgrades.

*Commando Victory Points: Win by capturing and maintaining all VPs OR by killing enemy officer

*Commando Annihilation: Win by killing the enemy officer


Differences from 3.x

-Reduced Platoon sizes. Infantry platoons will be composed by 3 Infantry Squads (added mixing too). Normal WW2 Tank Platoons will be composed by 2 tanks. Rare Tank Platoons will be composed by 1 tank
-Reduced Squad sizes. Most infantry squads are now 6 Men Strong, to ensure more tactical movements and abilities. Easier to prepare ambushes.
-18 New Platoons, called Attachments. They are to support Main Doctrine Platoons. New building for this. For example, Tank platoons will have a Infantry Platoon to call, after some game time. Though this platoon is not better than Infantry's doctrine one.
-6 New Heroe Squads *Commandos. One per doctrine. They have special abilities, and give buff to nearby squads
-Rescripted AI, to ensure Skirmish Battles
-Given lots of attention to Game Balance, tweaked abilities, weapons, platoons, timings, etc
-Added many new abilities and tactical features
-Added more variation in squads (looking, weaponary and even in platoons. For example Heavy Machine Gun for infantry platoons)
-Added new Skins
-Tweaked weaponary
-Lots of Bug Fixes
-Improved Overall's performance. Specially for late games.
-Recoded Fear Factors and Penetration Data
-Added Upkeep and cost tweaks to mantain a tactical game
-Halftracks separated as another platoon (in HQ)
-Infantry Combats tweaked

Other Notes

-Balance, avoiding rush, stablishing choises for all players through all moments and requiring attention to win some combats. This wont be a basic RTS gameplay when the most important factor is build fast, upgrade fast and set the choke points. A Grenade can take out an entire squad, an AT Gun can take down a Tank with one shot, being this one under some bushes

-WW2 Feeling, we're adding a touch to the combats to give them cinematic touches, and realistic battles, by setting realistic ranges and accuracy, random factors and priorities to micromanagament.
Protecting your tanks from AT guns, and taking out the AT guns with infantry, including new features like a recoded Fear Factor

-We did a serious change in the Armoured Doctrine. It was happening that, with some ways of playing, you could easly win your enemy by rushing out in early games.
Now, at the begining you start with 0 Command points if you select the Armoured Doctrine. Also, for early games youll only have the recoinnassance platoon (light armours and jeeps), and it will be separated through phases, phase 1 for light armours, phase 2 for medium and phase 3 for heavy.
This will reduce the overpower in early games by the armoured doctrine

-Tanks are Now slower, as well their turrets movement. Anti-Tank Guns are now underpowered against Infantry, and Infantry can take them very easly from rear sides and grenades.

-Manpower will be differently managed, now you'll have a strong manpower income when you have few platoons in battlefield. This will help when you are being overpowered, so you can retake over a fight youre losing. For those wining, the manpower will be limited so you will prefer to take care of your platoons, instead of waiting for new, or replacements

-Increased a lot the micromanagament factors, a bridge with an MG gun and Snipers is almost impassable, so youll have to use mortars and artillery to break out, leave the tanks with attention for AT guns, and clear buildings before entering a place, you will need a special attention for each combat, and call the correct platoons, instead of wasting your resources

-Mixing of skins will separate Attachment Platoons from Main platoons, Fallmirschaeger and Stormtroopers, Volksgrenadier and Trained Panzergrenadiers, Rangers or Commanders

-The Manpower push, munition and Call Platoons faster abilities will be only enabled after Phase 3, and they will be expensive. Air Strikes will be only 1 plane. Added new upgrades for most squads and abilities

-AI, this is a strong point, because it will set all values of the mod being tested out, and ensure fun when skirmishing.
You will be able to choose the doctrine you want the AI to play with

-Phase upgrades take very important roles now. They enable platoons, increase Manpower income to the level that they now separate the intensity level.

-There are 10 Global Platoons, and 12 Per Battalion you choose. Its a total of 46 Platoons per side and
92 in Total ;)

-Remember this is a mod for teamplay, it is not recommended to play 1vs1 games, since battalions have to teamwork


IMPORTANT NOTE:
In v4 you must choose the Doctrine you want the AI to play with:
Easy: Support Doctrine
Normal: Infantry Doctrine
Hard: Armoured Doctrine
Expert: Infantry Doctrine with manpowe bonus


http://commando.xavt.com


Want to say thanks to these people, for helping, testing and supporting!
-AGameAnx (beta testing and full time reports)
-GMT2001 (beta testing and full time reports. Forum administration)
-Warnstaff (AI Help!)
-Halftrack for Skins
-Blackcat13 for Command Scree Art
-Panzerjager1943 for Gewehr Skin
-Sig21 for the Fw190 Skin!
-All the people who posted reports and feedback
-All the people who posted and sent mails about what they think about the mod
-LoransKorn for this sound pack

DOWNLOAD v4.01 HERE (http://cdc.fiffa.net/_files/Commando_Realism_Setup_v4.01.exe)
DOWNLOAD v4.01 Executer files HERE (http://files.filefront.com/CRM+401+Executer+filesrar/;8846752;/fileinfo.html)
Extract inside CoH Folder and Run CRMMod.exe
Play with 1.71 only!

Screenshots (attention: they're many)

http://img225.imageshack.us/img225/3669/relic00000km8.jpg

http://img146.imageshack.us/img146/2590/relic00003zh5.jpg

http://img299.imageshack.us/img299/7545/relic00004iv9.jpg

http://img466.imageshack.us/img466/3002/relic00008zs4.jpg

http://img221.imageshack.us/img221/3503/relic00013jm3.jpg

http://img215.imageshack.us/img215/7941/relic00025te0.jpg

http://img233.imageshack.us/img233/9379/relic00029hw6.jpg

http://img216.imageshack.us/img216/2268/relic00030vp7.jpg

http://img223.imageshack.us/img223/8577/relic00033ya8.jpg

http://img213.imageshack.us/img213/391/relic00036vb1.jpg

http://img179.imageshack.us/img179/4242/relic00043rn2.jpg

http://img230.imageshack.us/img230/8056/relic00044cd5.jpg

http://img488.imageshack.us/img488/7990/relic00047yo6.jpg


Revolucion09

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easycompany101st
05-10-07, 19:21
well ok i tried to download it with winrra archiaver and it said cant download because it errored so can u help me out thnx.

revolucion09
05-10-07, 22:30
If you played older versiones remove manually 4 archives in CoH Folder (Commando.module, Commando folder, CommandoMod.exe and CommandoMod.dll)

Next extract all 4 new files and run CRMMod.exe (or make a shortcut without any -dev -modnames..)

that should work, remember you need v1.71

If still doesnt work tell me which error you get...

easycompany101st
06-10-07, 01:47
ok im using a winrar and then i tried rar auto file and when i finish the download it says could not begin apllication

revolucion09
06-10-07, 03:53
that happens if you extracted something wrong, make youre CRMMod.dll is in the same folder than CRM folder, CRM.module and CRMMod.exe

easycompany101st
06-10-07, 15:20
please put thta in english i am not a modder or a computer geek i can use computers i can fix em but i have no idea wat u said

Sgt. D. Pilla
11-10-07, 14:34
mk without being rude, if you can fix computers, then you must understand what he said
If you dont know shit bout computers, then you wont understand him....and since you said you dont understand him...

Revolution09 -- Since these people dont know how to do the basics, Ill download it, and wack it into a self installer with install creator, ill upload it to my server, and send you the link to do what you wish with it

revolucion09
11-10-07, 16:31
Thats great Pilla, though this version is released a bit earlier than it should so I didnt do that kind of work for it, since Opposing Fronts came and killed everything alive..

and BTW, if youre going to make the installer, could you please apply this fix before making an installer?

fix (http://dodownload.filefront.com/8730374//3ff89e07386873b4431cf4f7de3ddd6081a3c51bc87e7a07e3 e1b4a3adf87af6b05fb7c3c68a9173)

Im thankfull for your time :) my connection is very slow and its painfull to upload everything

Sgt. D. Pilla
12-10-07, 03:33
And Done!
Im just uploading it now it could take on my connection about 2-3 hours

But great mod Rev, lots of good changes, I love how you completly redid the game in terms of icons, screens etc...

Just a few things I noticed from another modder's point of view...

1) Grenade Range's are to small IMO

2) The USC is only for english version's of the game, So those that may have a German or Spanish version installed will get No Key Issues (or so is my understanding)

3) As an asthetic's the screenshots you used for loading screens are perfectly fine, But may I suggest a 50% transparent Gray 'bar' across it in the location where COH displays its White "Loading" text, the white of this text, and the white of the loading screen makes it incredibly difficult to see

4) This one doesnt matter, but you included the empty folders when you released the mod, as I said, it doesnt matter, but put it this way, If Microsoft released a program that included empty and pointless folders it wouldnt look terribly professional ;)

5) Your mod is great! I love it, but It is very hard for a new time player to pick up what to do, May I suggest that you (or someone on your team) put together a PDF that outlines the gameplay, changes, new units, new abilitys, each doctrines specialty (defence, arty etc..) and how to play your mod...
It would serve as a 'manual' for those that arnt quite sure on the gameplay, and people that think they knew alot about your mod, and thought they were good at it, may discover somethings they didnt know ;)

6) 1 Thing I didnt particuarly like, was the way the AI performed, Normal was very very easy, I had destroyed them in less then 5 minutes with Combat Engineers.
IMO I would give Normal and Hard AI a Manpower Boost, and Expert a larger manpower boost
(Remembering that 1 as a manpower boost is = the same amount of manpower as a human player gets, so 1.2 is a 20% increase)

7) Another thing I noticed, is the "Rifle Grenade" is very clearly just the panzerfaust with different text (and weapon bag stats if applicable)
It is possible, and relativly easy to get a rifle to actualy shoot a rifle grenade.
(Some fairly easy projectile editing + a bit of other coding)

Pilla

--PS--
Ive also sent you a PM incase you didnt notice ;)

revolucion09
12-10-07, 08:19
Thanks for the tips ;)

I thought about what you said about AI, because I received many mails about difficulty AI sometimes. I played some games too (with friends and alone) and the AI wasnt as easy as you said... so maybe you should give a few more tests or explain in which aspects its easy :)

thanks!,
Revolucion09

Sgt. D. Pilla
12-10-07, 08:36
The AI was easy in many asspects, Infantry wise they produced only 3 or 4 squads, while I had produced 6+.
They had built 1 building, while I had 2.
I just attacked with my 6 squads and I had destroyed the enemy in under 10 minutes.
I will further test this though and confirm in a little while

revolucion09
12-10-07, 20:54
thats impossible :S or weired... its the first function of the AI Code to build the 2 buildings before anything they could do...

there has to be something wrong in there :/

Sgt. D. Pilla
14-10-07, 10:45
not impossible, maybe weird though...
I did it in commando anihalate, so I probibly rushed them to soon

revolucion09
18-10-07, 17:06
updated 4.01

nazikiller200
20-10-07, 05:27
would this be able to run with the patches higher than 1.71 as i have steam and accidentaly did not have it on dont auto update and it downloaded the patch.:(

Rukusho
09-11-07, 17:56
hi,
just got your mod, no problems with my version but i keep on getting this error about
CRM\DataSoundLevel\vehicles\tracks\sherman_tracks_ 01.smf.This file contains invalid data.(error 21FC)

is my installation wrong? or ive got something incorrect

Unregistered
02-06-08, 03:11
hi,
just got your mod, no problems with my version but i keep on getting this error about
CRM\DataSoundLevel\vehicles\tracks\sherman_tracks_ 01.smf.This file contains invalid data.(error 21FC)

is my installation wrong? or ive got something incorrect



I get the same thing, any idea's?

LoopDaLoop
04-07-08, 21:57
ya i downloaded all patches and installed them including 1.71 and when i install it on the end it gives me that message as other 2 guys above me.


help?