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revolucion09
04-07-07, 02:13
http://img518.imageshack.us/img518/4479/cohlogodt0.jpg


If someone plays it please comment opinions.
If someone does not plays it, please comment why.

That will help alot and takes only 30 seconds to write something!

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.

Information
Every Call takes between a minute and three minutes to come, the platoons come off-map, and each platoon is composed by between 2 squads to 6 squads, including halftrack support, multiple tanks per call, etc

Tactical Abilities
This abilities cost Trust (Fuel Icon)
1) Manpower Push: Provides a manpower income during some seconds. Its important when you need fast a specific platoon
2) Munition Push: If your infantry needs bazookas urgently, this is your ability.
3) Emergency Call: You're under siege, and you're still waiting for that platoon to come and save your combat.
4) Spirited Advance: The battlefield is huge, and you need your forces to reach the objective faster.

Phase Upgrades
If you can avoid using Tactical abilities, you'll be able to gather Trust Resources (Fuel), and this is what you get:
1) Phase 1: Permanent Manpower increased income + Trust Income
2) Phase 2: Permanent Manpower increased income + Trust Income
3) Phase 3: Permanent Manpower increased income

Global Features
*Around 60 platoons in total, to call-in and fight with

*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, Tanks and Halftracks 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 many Custom Maps to play with the mod, chosen by quality level and adaptance for the mod

*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


CHANGES IN V3.2

New Features and Tweaks
-Added Halftrack's realistic skins for vehicles and infantry
-Coded all buildings to have space for 10 man squads
-Added Suppression and Fear factors
-New Small Weapon:
Gewehr (Semi-Automatic Rifle) For Fallscrhimjaeger. Thanks to Day of Defeat!
-New Global Buildings:
*Secure Structure, +40% over a Resource point (Requires Phase 1)
-New Global Platoons:

ALLIES
*M4A3 Crocodile (Requires Phase 1 from HQ)
Two Tanks, 1000 Manp
*Airborne Paratroopers (Requires Phase 2 from HQ)
Three Squads, ambush ability
*Air Strafe Run (Requires Phase 2 from HQ)
Three atacks
*Air Bombing Run (Requires Phase 2 from HQ)
Three strikes
*T-34 Calliope (Requires Phase 3 from HQ)
Two Tanks, 1200 Manp
*Commando Teams (Requires Phase 3 from HQ)
#Ambush Ability
#Run Ability: Run faster without shooting or receiving suppression.
Also more vulnerable to be kiled
#Suppression Fire: Reduced movement, increased suppression given

AXIS
*Flammenwerfer Halftracks
Three Halftracks, 600 Manp
*Fallschrimjaeger (Requires Phase 2 from HQ)
Three Squads, ambush ability
*Air Strafe Run (Requires Phase 2 from HQ)
Three atacks. Plane FW190 Thanks to Sig!!
*Air Bombing Run (Requires Phase 2 from HQ)
Three strikes
*Nebelwerfer Platoon (Requires Phase 3 from HQ)
Three Nebelwerfer teams
*Knights Cross (Requires Phase 3 from HQ)
#Ambush Ability
#Run Ability: Run faster without shooting or receiving suppression.
Also more vulnerable to be kiled
#Suppression Fire: Reduced movement, increased suppression given

Bug Fixes
-Riflegrenade ability doesnt stuck squad if they enemy is being blocked
-Riflegrenade ability can attack ground now
-Increased infantry resistance against vehicle's MGs (-40% on accuracy)
-Puma 234/1 reduced Gun-Power against Greyhounds (-20% on penetration)
-Puma 234/2 reduced Gun-Power against Shermans
-Puma 234/2 Bug fixed, wrong information on Rear attacks against Tanks
-Puma 234/2 Increased effectiveness against Reinforced Greyhound (+30% on penetration).
-Fixed Rally points (and changed their appearance)
-Fixed Puma not limited to one platoon
-Fixed Sniper ranges
-AT Guns cannot be carried anymore because of engine restrictions
-Swapped AT-Gun platoon with Mortar platoon for americans
-Rally points fixed queue
-MG nests fixed ranges (only american was bugged)
-Snipers bug fixed their health (only american was bugged)
-Bug fixed Tiger cannot carry infantry anymore
-American "Infantry Doctrine" AT Platoons limit increased to 2
-German "Infantry Doctrine" AT Platoons limit increased to 2. Though MGs and FlakTeams wont come more than 3 total.
-Infantry Platoons limited increased to 2
-Phase 3 Does not longer give fuel incrementation
-Fixed Penetration ability. +20% Penetration -20% Accuracy. 100 Munition. 10 seconds.
-American AT Guns added Penetration Increase ability
-Artillery reduced time between each strike
-Nebelwerfer cost reduced
-A lot of bug fixing and tweaks during beta tests


INSTALLATION INSTRUCTIONS
1) Make sure you removed previous Commando version. To do this, run "Uninstall.bat" or delete manually "Commando" folder in CoH Main folder
2) Run "commando_32_final.exe" and proceed with installation
3) [OPTIONAL] Run "custom_maps_for_commando.exe"
4) Run Commando Realism Mod Icon and play

NOTE: No -devs -modname needed!

Main Forum: http://commando.xavt.com (http://commando.xavt.com/)

Contact me: saif1988@gmail.com

Revolucion09


PLEASE COMMENT WHAT YOU THINK!
Thanks!

Revolucion09

bogartys
27-07-07, 22:05
outstanding very very good!!!

M1Garand
17-08-07, 19:22
It sucks well i mean you need to put some more accocy it to it make teams 8 not 10 or even 7 and things die too easyly

Jorge
18-08-07, 00:24
This mod is fun, but agree with M1 Garand: A pershing dies in like 2 AT shots.

Kirtangl
11-09-07, 04:37
good Idea, but id rather the building spawns, rather than off map spawning, and increasing the pop cap was the best idea of all

Unregistered
16-09-07, 01:12
i stopped playing your mod because in my opinon the heart and soul of it is good but the main focus is wrong i played 8 games online and had 3 min victory's by loading all guys into fast movers and storming their base.

fluxteetee
02-05-08, 12:58
great mod , its rlly realism ^^ like it very much

only i added some of my stuff into ur mod xD
all creds to u dud ^^