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 Post subject: Battleground Europe: A mod for Company of Heroes
PostPosted: Thu Mar 04, 2010 10:56 pm 
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And now for some shameless self promotion :mrgreen:

Battleground Europe is a historical accuracy mod that also aims to bring improved balance and playability to Relic's Company of Heroes RTS and its expansions.

First a bit of back story. I was going to make this a public mod but got so caught up in real life and modding for DOW that it wound up being a "whenever I feel like tinkering with it" mod. After a couple of years spending time as a personal project on my rig, I've been pestered by a number of friends who have said that it's about time I made this homebrew mod public...and it's certainly taken long enough to put together! First and foremost, this is a realism / historical accuracy mod. Squad sizes and composition, unit caps, weapon rates of fire and armour piercing values are all derived from a good deal of research. However, I haven't forgotten the fun factor that's necessary in making a game enjoyable. Currently the team is pretty much me. However, if anyone would like to lend a hand with regard to coding or working on visual assets, feel free to contact me.

And now, on with the changelist!

General
-------

- All "lock-down" vehicle abilities removed.
- All regular infantry and combat engineers can construct trenches.
- Adjusted build time of all MG nests to 60 seconds and cost to 200 MP and 50 munitions.
- AT Gun teams now have a movement speed of 2.5.
- Direct fire weapons now suffer a 50% accuracy penalty when firing at infantry in trenches.
- Direct fire weapons now suffer a 75% accuracy penalty when firing at trenches.
- Infantry_Soldier armour type no longer used.
- Personnel Carriers are now impervious to small arms fire (rifles, smgs, pistols and mgs) except where noted.
- Regular infantry may now sprint for a short period of time. This does not extend to weapon teams or combat engineers due to the amount of gear they carry.
- Sped up flight time of rifle grenades and enlarged AoE.
- Standardized rifles, MG's and SMG's to have a 50% accuracy penalty against moving infantry.
- Standardized rifle and machine gun ranges to 60.
- Standardized rifle and machine gun damage to 8.
- Standardized tank and AT gun ranges to 100 (except where noted).
- Standardized infantry to 75 HP except where noted.
- Standardized SMG and Flamethrower range to 40.
- Tanks now take up 5 pop except where noted.
- Troops take up 1 pop per squad member except where noted.

Allies
-------

- 76mm gunned M4 Shermans are now a seperate, buildable unit.
- Airborne Rifle Squad is now comprised of a Sergeant with a Thompson SMG, a BAR gunner, a Bazooka gunner, 3 riflemen with M1 Carbines and 6 riflemen with M1 Garands. 3 Rangers can exchange their rifles for Thompson SMG’s and one can get a recoilless rifle. The squad may also use satchel charges. 6 squads max are allowed.
- Adjusted HP of Sherman tanks and ALL variants to 500 and speed adjusted to 4.5.
- Bazookas now do 100 damage to ALL vehicles and have a range of 60.
- Bombing Run cost adjusted to 150 Munitions.
- M10 now gains AP rounds ability. Increases damage done by main gun by 41% for 15 seconds. HP adjusted to 550 and speed adjusted to 4.5. Cost adjusted to 350 MP and 60 Fuel.
- M4 Sherman cost adjusted to 350 MP and 60 Fuel.
- M8 Greyhounds now start off with fenders.
- Ranger Assault Section is now comprised of a Sergeant with a Thompson SMG, a BAR gunner, a Bazooka gunner and 7 Rangers with rifles. 3 Rangers can exchange their rifles for Thompson SMG’s. The squad is no longer a call-in but is requisitioned from the Barracks.
- Removed Suppressing Fire ability from BAR'ed Rifle squads.
- Rifle Squads are now comprised of 1 Sergeant with a Thompson SMG, an NCO with an M1 Carbine, 1 BAR gunner and 9 riflemen. One rifleman may exchange his M1 Garand for a Bazooka for 75 Munitions.
- Sticky Bombs now gain "tread breaker" ability.
- Strafing Run cost adjusted to 125 Munitions. The ability now calls in two Thunderbolts instead of one.
- Tuned all .30 Cal guns to do 8 damage with an ROF of 8.3.
- Tuned BAR's to do 8 damage with an ROF of 8.3. Burst length of 4-5 seconds and 4 second reload time.

Allies Commonwealth
------------------------------

- 25 Pounder Artillery emplacements can now target area and change their facing. Damage adjusted to 70 and ROF adjusted to 6 seconds.
- Added PIAT team comprised of 2 men - one with a PIAT and another with a rifle. Intended for use with Universal Carriers.
- Added QF 6 Pounder AT gun squad.
- Added 17 Pounder SP Achilles (Royal Canadian Artillery Doctrine only).
- Added Hawker Typhoon strafing run. Unleashes 8 HE rockets along its attack path.
- Adjusted build time of MG nests to 60 seconds and cost to 200 MP.
- Adjusted ROF of Vickers MG's to 9 and damage to 8.
- All Churchill tanks and variants now have 1150 HP. Speed adjusted to 3.5. Normal Churchill gains AP rounds ability.
- All Cromwell tanks and variants now have 550 HP. Speed adjusted to 5. Normal Cromwell gains AP rounds ability.
- Bofors 40mm AA gun emplacement cost adjusted to 400 MP and 40 Munitions.
- Button Up ability removed.
- Churchill AVRE fixed so that its hull-mounted Besa machine gun actually works. Attack move command now works. Petard spigot mortar range increased to 100 and rate of fire lowered to 15 seconds.
- Command trucks no longer require Officers - costs adjusted to match comparable Allied structures.
- Commando squad (now Air Landing Rifle Section) is now comprised of a Sergeant with a Sten gun, a Corporal with a Bren Gunner, and 5 riflemen. 2 riflemen can be upgraded with rifle grenades. I'm going to see about having the Horsa glider unload two 7 man Rifle Sections and a 5 man Rifle Section - the smaller squad will have 2 snipers. I'm also gong to see about adding in a 6 Pounder airdrop (by Horsa of course).
- M7 Priest tuned so than it can target area to fire and uses 6 pop. Vehicle speed adjusted to 4.5 and HP adjusted to 300.
- Officers (Lt. and Captain) no longer cost Fuel.
- PIAT'S now do 100 damage to ALL vehicles and have a range of 60. Also, the flight trajectory for the round has been flattened considerably: You can no longer lob PIAT rounds.
- QF 17 Pounder emplacement cost adjusted to 500 MP and 80 Munitions.
- Rifle (Tommy) Squads now comprised of a Corporal with a Sten gun, a Bren gunner, and 8 riflemen. 2 riflemen may be upgraded to use rifle grenades OR 1 rifleman may exchange his weapon for a PIAT.
- Sappers are now the default builder unit for Commonwealth. The squad is comprised of a Corporal with a Sten gun and 3 Sappers with rifles.
- Sherman VC Firefly speed adjusted to 4.5 and fuel cost reduced to 60 Fuel. Vehicle gains AP round ability identical to QF 17 Pounder's.
- "Tommy" squads now move at the same rate as infantry from other races.
- Tuned all Bren guns to do 8 damage with an ROF of 8.3.
- Universal Carrier cost adjusted to 150 MP and 10 Fuel. HP adjusted to 80 and speed adjusted to 5. Transport capacity reduced to 4 troops when not upgraded to a Bren Gun Carrier.

Panzer Elite
----------------

- Added Panzergrenadier Rifle Squad. Comprised of a Sergeant with an StG44, an NCO with an MP40, an lMG42 gunner and 5 PG’s with rifles. One rifleman may exchange his weapon for a Panzershrek for 100 Munitions and another rifleman may exchange his weapon for a scoped G43 (counts as a sniper rifle) for 50 Munitions.
- Added Panzergrenadier Assault Squad. Comprised of a Sergeant with an StG44, an NCO with an MP40, and 6 PG’s with MP40’s. Up to 3 PG’s may exchange their MP40’s for StG44’s for 75 Munitions per upgrade. Same abilities as in vanilla. Note that the squads are intended to complement each other and are intended to provide protection for friendly armour and assault and secure enemy positions. The squads also benefit from the “Fire Up” ability.
- Barbed Wire and Tank Traps are available to all doctrines.
- Fallschimjager squads are now comprised of an Sergeant with an MP40, an NCO with an MP40, 2 MG 42 gunners, a sniper with a scoped G43 rifle, and 5 riflemen with Kar98k’s. One rifleman may exchange his Kar98k for an FG42. The squad also benefits from the “Fire Up” ability. Eventually I’d like to work in a rifle grenade upgrade so that 2 squad members can upgrade to use grenade launchers.
- Flakpanzer Wirbelwind HP adjusted to 500 HP. Speed and armour type tuned to match Panzer IV.
- Hummels are now 500 MP, 150 Munitions, 60 Fuel and 6 Pop each - with a max of 3 allowed. Lockdown barrage ability pulled in favour of having a single barrage ability. In addition, the vehicle may also target ground. The rate of fire has been adjusted to 4-6 rounds per minute (one shell every 10 -15 seconds).
- Incendiary grenades changed to normal grenades.
- Jagdpanthers now have HP, armour, and movement performance identical to regular Panthers. A max of 3 vehicles is allowed.
- Jadgpanzer Hetzer HP adjusted to 600 and speed adjusted to 5. Armour type adjusted so that enemy AT / Tank guns do 75% of maximum damage with frontal hits. Rear hits do 5x penetration.
- Luftwaffe ground troops can now build emplaced FlaK guns as well as normal ones.
- Marder III HP adjusted to 150. Speed adjusted 4.25. Added AP rounds ability.
- Panther Battle Group cost adjusted to 1800 MP and 300 Fuel. Calls in a Company HQ section comprised of a command tank and two escorts.
- Panzer IV Ausf. J now available as a buildable vehicle.
- Panzerfausts and Panzershreks now do 200 damage to ALL vehicles.
- Panzergrenadier squad changed to “Halbgruppe” Rifle Squad, each comprised of an NCO with an MP40, an MG42 gunner, and two riflemen. Each Halbgruppe can employ regular stick grenades or frag grenades.
- Only Pioneer squads may disable and boobytrap resource points and VP’s. All troops may boobytrap buildings though.
- Pioneer Squads are now the default builder unit for PE.
- Reduced the transport capacity of the SdKfz 250 Halftrack to 4 troops.
- SdKfz 22x Armoured Car HP adjusted to 80.
- SdKfz 250/3 “Vampir” HT now has a crewed MG42.
- SdKfz 250/9 Halftracked Armoured Car added. Although it has the same weapons loadout as the SdKfz 222 Armoured Car and is slightly slower, it has better cross country mobility.
- SdKfz 251 Halftrack now available as a buildable vehicle.
- SdKfz 251/1 mitt Wurframen 40 now available as a buildable vehicle for 220 MP, 150 Munitions and 20 Fuel. The vehicle uses 7 pop. Requires Scorched Earth Doctrine.
- SdKfz 251/16 Flammpanzerwagen now available as a buildable vehicle for 220 MP and 100 Fuel. The vehicle uses 5 pop. Requires Scorched Earth Doctrine.


Wehrmacht
----------------

- Added 120mm Gr42 Mortar Squad.
- Added a Tank Hunter squad comprised of 6 Grenadiers and an NCO - 3 of the Grenadiers are equipped with Panzershreks.
- All tanks and AT guns now gain AP rounds ability. Increases damage done by main gun for 15 seconds.
- Bunkers are available to Defensive Doctrine players only.
- Grenadier Rifle Squads are now comprised of 1 Sergeant with an StG44, an NCO with an MP40, a Grenadier with an lMG42 and 6 Grenadiers with Kar98k Rifles. Shreks have been pulled from the squad, but the squad CAN use Panzerfausts, unlockable upon building the Kampkraft Center. Eventually the squad will benefit from rifle grenades provided a suitable model ever surfaces.
- HMG squads are now comprised of an NCO with an MP40, a Gunner with an HMG 42 and 4 Grenadiers with rifles.
- Mortar teams are now comprised an NCO with an MP40, two Gunners with a Mortar and 2 Grenadiers with rifles.
- Panzerfausts and Panzershreks now do 200 damage to ALL vehicles with a range of 60.
- King Tiger now has a brand new armour type that makes its frontal armour impregnable to all but the most powerful weapons. Can pop smoke to obscure its own movements. Cost is 1500 MP and 150 Fuel at 5 pop - but you can only get one as before.
- Nebelwerfer hit fx changed to use artillery blasts. Nebelwerfer barrages should be a lot more satisfying to watch now.
- Pioneer squads are now comprised of an NCO with an MP40 and 3 Pioneers with rifles. The squad can employ stick grenades and demolition charges. I might also give them satchel charges...
- Removed Knight's Cross Holders, Volksgrenadiers, Pumas, Panzer IV's, Panthers and Ostwinds.
- SdKfz 251 Halftrack HP adjusted to 150 and can only hold 10 troops.
- Stormtrooper call-in now calls up 3 squads of Panzergrenadiers for 900 MP and 15 Pop: 2 PG Rifle Squads and a PG Assault Squad with 5 men in each, expandable to 8.
- StuG IV moved to Panzer Command.
- StuG IV's and StuH42's now take up 4 pop. Can add an MG42 gunner for 75 munitions.
- StuH 42 added to Panzer Command.
- Tiger call-in now calls in 2 Tiger I’s for 2400 MP, 300 Fuel and 10 Pop. You are limited to a max of 2 Tigers.
- Urban Assault Squad (for now) calls in 2 StuG IV’s. If a model for a Sturmpanzer IV is ever released, it will take the place of the StuG's.

One thing I'd like to do with PE is have command vehicles that can call in other units from the edge of the map, reflecting the highly mobile nature of the German Panzer and Panzergrenadier divisions...For instance, I could have the "Vampir" HT call in all the other recon vehicles.

I'll be posting some more info in the next couple of days. A link for a download should be up within a month. In the meantime, discuss :)

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Thu Mar 04, 2010 10:59 pm 
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if i was into the world war 1/2 green and brown eyesore games and had coh, im sure it would be a worthy lookup.

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Thu Mar 04, 2010 11:41 pm 
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Of that I have little doubt :mrgreen:

Folks...keep in mind that due to other obligations this mod will be an "I'll update things when I feel like it" deal ;)

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Fri Mar 05, 2010 2:25 am 
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I don't mirage night if you heard about or played the normandy44 mod i don't know if any1 can top of realism as there team could though im looking forward to this. It looks professional :D

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Fri Mar 05, 2010 3:28 am 
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Is that a challenge I hear...? :twisted:

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Fri Mar 05, 2010 6:50 pm 
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Redirect: If you are in to WW2, check out the Battlefield 2 mod Forgotten Hope.

Realism, and super attention to detail and historical accuracy are it's aims. HUGE maps, tons of tanks, realistic damage and combat systems, etc. It's worth checking out the webpage for the models themselves.

http://forgottenhope.warumdarum.de/index.php


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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Fri Mar 05, 2010 10:17 pm 
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keep it related to CoH please.

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Fri Mar 05, 2010 10:21 pm 
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Earwigger: FH is a good mod certainly...but not exactly the subject of this thread.

Stay on topic please? K thanx bai!

I'll be posting some screenies in a few days of some of the custom content that will be going in :geek:

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Mon Mar 08, 2010 9:31 pm 
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Sorry :P I have CoH, but it hasn't been installed in a long time. I am reinstalling to give this a try. Do I need the expansion?


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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Mon Apr 05, 2010 2:52 pm 
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IT'S ALIVE!

I know...about time I friggin' release this thing :mrgreen:

And now, the obligatory but not necessarily complete changelist!

General
-----------

- All "lock-down" vehicle abilities removed.
- All regular infantry and combat engineers can construct trenches.
- Adjusted build time of all MG nests to 60 seconds and cost to 200 MP and 50 munitions.
- AT Gun teams now have a movement speed of 2.5.
- Direct fire weapons now suffer a 50% accuracy penalty when firing at infantry in trenches.
- Direct fire weapons now suffer a 75% accuracy penalty when firing at trenches.
- Heavy tanks no longer have heavy_crush, meaning tank traps can only be cleared by demolitions or tanks with dozer blades.
- Infantry_Soldier armour type no longer used.
- Personnel Carriers are now impervious to small arms fire (rifles, smgs, pistols and mgs) except where noted.
- Regular infantry may now sprint for a short period of time. This does not extend to weapon teams or combat engineers due to the amount of gear they carry.
- Sped up flight time of rifle grenades and enlarged AoE.
- Standardized rifles, MG's and SMG's to have a 50% accuracy penalty against moving infantry.
- Standardized rifle and machine gun ranges to 60.
- Standardized rifle and machine gun damage to 8.
- Standardized tank and AT gun ranges to 100 (except where noted).
- Standardized infantry to 75 HP except where noted.
- Standardized SMG and Flamethrower range to 40.
- Tanks now take up 5 pop except where noted.
- Troops take up 1 pop per squad member except where noted.

American
-------------

- 76mm gunned M4 Shermans are now a seperate, buildable unit.
- Added M16 Machine Gun Motor Carriage, an M3 Half-Track with a quad .50 Cal mounting already in place.
- Airborne Rifle Squad is now comprised of a Sergeant with a Thompson SMG, a BAR gunner, a Bazooka gunner, 3 riflemen with M1 Carbines and 6 riflemen with M1 Garands. 3 Rangers can exchange their rifles for Thompson SMG’s and one can get a recoilless rifle. The squad may also use satchel charges. 6 squads max are allowed.
- Adjusted HP of Sherman tanks and ALL variants to 500 and speed adjusted to 4.5.
- Bazookas now do 100 damage to ALL vehicles and have a range of 60.
- Bombing Run cost adjusted to 150 Munitions.
- M10 now gains AP rounds ability. Increases damage done by main gun by 41% for 15 seconds. HP adjusted to 550 and speed adjusted to 4.5. Cost adjusted to 350 MP and 60 Fuel.
- M4 Sherman cost adjusted to 350 MP and 60 Fuel.
- M8 Greyhounds now start off with fenders.
- Machine Gun nests changed so that they match those used by other races...manned by an appropriate MG team of course.
- Ranger Assault Section is now comprised of a Sergeant with a Thompson SMG, a BAR gunner, a Bazooka gunner and 7 Rangers with rifles. 3 Rangers can exchange their rifles for Thompson SMG’s. The squad is no longer a call-in but is requisitioned from the Barracks.
- Removed Suppressing Fire ability from BAR'ed Rifle squads.
- Rifle Squads are now comprised of 1 Sergeant with a Thompson SMG, an NCO with an M1 Carbine, 1 BAR gunner and 9 riflemen. One rifleman may exchange his M1 Garand for a Bazooka for 75 Munitions.
- Sticky Bombs now gain "tread breaker" ability.
- Strafing Run cost adjusted to 125 Munitions. The ability now calls in two Thunderbolts instead of one.
- Tuned all .30 Cal guns to do 8 damage with an ROF of 8.3.
- Tuned BAR's to do 8 damage with an ROF of 8.3. Burst length of 4-5 seconds and 4 second reload time.

British / Commonwealth
--------------------------------

- 25 Pounder Artillery emplacements can now target area and change their facing. Damage adjusted to 85 and ROF adjusted to 6 seconds.
- Added PIAT team comprised of 2 men - one with a PIAT and another with a rifle. Intended for use with Universal Carriers.
- Added QF 6 Pounder AT gun squad.
- Added 17 Pounder SP Achilles (Royal Canadian Artillery Doctrine only).
- Added Hawker Typhoon strafing run. Unleashes 8 HE rockets along its attack path.
- Adjusted build time of MG nests to 60 seconds and cost to 200 MP.
- Adjusted ROF of Vickers MG's to 9 and damage to 8.
- All Churchill tanks and variants now have 1150 HP. Speed adjusted to 3.5. Normal Churchill gains AP rounds ability.
- All Cromwell tanks and variants now have 550 HP. Speed adjusted to 5. Normal Cromwell gains AP rounds ability.
- Bofors 40mm AA gun emplacement cost adjusted to 400 MP and 40 Munitions.
- Button Up ability removed.
- Churchill AVRE fixed so that its hull-mounted Besa machine gun actually works. Attack move command now works. Petard spigot mortar range increased to 100 and rate of fire lowered to 15 seconds.
- Command trucks no longer require Officers - costs adjusted to match comparable Allied structures.
- Commando squad (now Air Landing Rifle Section) is now comprised of a Sergeant with a Sten gun, a Corporal with a Bren Gunner, and 5 riflemen. 2 riflemen can be upgraded with rifle grenades. I'm going to see about having the Horsa glider unload two 7 man Rifle Sections and a 5 man Rifle Section - the smaller squad will have 2 snipers. I'm also gong to see about adding in a 6 Pounder airdrop (by Horsa of course).
- M7 Priest tuned so than it can target area to fire and uses 6 pop. Vehicle speed adjusted to 4.5 and HP adjusted to 300.
- Officers (Lt. and Captain) no longer cost Fuel.
- PIAT'S now do 100 damage to ALL vehicles and have a range of 60. Also, the flight trajectory for the round has been flattened considerably: You can no longer lob PIAT rounds.
- QF 17 Pounder emplacement cost adjusted to 500 MP and 80 Munitions.
- Rifle (Tommy) Squads now comprised of a Corporal with a Sten gun, a Bren gunner, and 8 riflemen. 2 riflemen may be upgraded to use rifle grenades OR 1 rifleman may exchange his weapon for a PIAT.
- Sappers are now the default builder unit for Commonwealth. The squad is comprised of a Corporal with a Sten gun and 3 Sappers with rifles.
- Sherman VC Firefly speed adjusted to 4.5 and fuel cost reduced to 60 Fuel. Vehicle gains AP round ability identical to QF 17 Pounder's.
- "Tommy" squads now move at the same rate as infantry from other races.
- Tuned all Bren guns to do 8 damage with an ROF of 8.3.
- Universal Carrier cost adjusted to 150 MP and 10 Fuel. HP adjusted to 80 and speed adjusted to 5. Transport capacity reduced to 4 troops when not upgraded to a Bren Gun Carrier.

Panzer Elite
----------------

- Added a Tank Destroyer Troop comprised of 6 Grenadiers - 3 of the Grenadiers are equipped with Panzershreks while the rest have MP40's. The squad can employ regular stick grenades, bundled charges and Panzerfausts. The squad requires the Tank Destroyer Doctrine.
- Added a Heavy MG Section call in. An HMG Section is composed of 2 HMG squads mounted in an SdKfz 251 and each squad is composed of 4 Grenadiers with an MG42 on an HMG mount. A maximum of 2 HMG sections is allowed.
- Added command variants of Panzer IV and Panther tanks. These vehicles can call in pairs of tanks and provide bonuses to friendly vehicles.
- Panzergrenadier squad changed to Panzergrenadier Halbgruppe (half squad), each comprised of an NCO with an MP40, an MG42 gunner, and three riflemen. Each Halbgruppe can employ regular stick grenades or bundled grenades and Panzerfausts. Can be upgraded with a single scoped G43 Rifle and a Panzershrek.
- Added Panzergrenadier Rifle Squad. The squad is comprised of an SdKfz 251 Halftrack with two Halbgruppe of 4 Panzergrenadiers each. Each Halbgruppe has a leader with an StG44 and the Fire Up ability to break suppression.
- Added Panzergrenadier Assault Squad. The squad is comprised of an SdKfz 251 Halftrack with two Halbgruppe of Assault Grenadiers. Each Halbgruppe has a leader with an StG44 and the Fire Up ability to break suppression, and 3 Panzergrenadiers with MP40's.
- Barbed Wire and Tank Traps are available to all doctrines.
- Fallschimjager squads are now comprised of an Sergeant with an MP40, an NCO with an MP40, 2 MG 42 gunners, a sniper with a scoped G43 rifle, and 5 riflemen with Kar98k’s. One rifleman may exchange his Kar98k for an FG42. The squad also benefits from the “Fire Up” ability. Eventually I’d like to work in a rifle grenade upgrade so that 2 squad members can upgrade to use grenade launchers.
- Fallschimjager Tank Destroyer Troop added. Comprised of a 4 man team armed with 2 Panzershreks and 2 MP40's.
- Flakpanzer Wirbelwind HP adjusted to 500 HP. Speed and armour type tuned to match Panzer IV.
- Hummel Off-Map call in ability has been pulled. In its place is an Off-Map artillery barrage ability that represents a battery of 3 Hummels firing on a designated position and costs 300 munitions per use (trust me...it's worth it)
- Incendiary grenades changed to normal grenades.
- Jagdpanthers now have HP, armour, and movement performance identical to regular Panthers. A max of 3 vehicles is allowed.
- Jadgpanzer Hetzer HP adjusted to 600 and speed adjusted to 5. Armour type adjusted so that enemy AT / Tank guns do 75% of maximum damage with frontal hits. Rear hits do 5x penetration.
- Luftwaffe ground troops can now build emplaced FlaK guns as well as normal ones.
- Marder III HP adjusted to 150. Speed adjusted to 4.25. Added AP rounds ability.
- MG Nests can now be built by the player. A maximum of 4 are allowed.
- Panther Battle Group call in changed to Panther Gruppe and moved to Panther Command tank.
- Panzerfausts and Panzershreks now do 200 damage to ALL vehicles.
- Only Pioneer squads may disable and boobytrap resource points and VP’s. All troops may boobytrap buildings though.
- Pioneer Squads are now the default builder unit for PE.
- Reduced the transport capacity of the SdKfz 250 Halftrack to 4 soldiers.
- Sector Artillery ability has been tweaked so that the frequency of artillery strikes while enemy troops are present has been raised.
- SdKfz 22x Armoured Car HP adjusted to 80.
- SdKfz 250/3 “Vampir” HT now has a crewed MG42. In addition, the vehicle can call in half-tracks with squads.
- SdKfz 250/9 Halftracked Armoured Car added. Although it has the same weapons loadout as the SdKfz 222 Armoured Car and is slightly slower, it has better cross country mobility.
- SdKfz 251 Halftrack now available as a buildable vehicle.
- SdKfz 251 Halftrack HP adjusted to 150 and can only hold 8 troops.
- SdKfz 251/1 mitt Wurframen 40 now available as a buildable vehicle for 220 MP, 150 Munitions and 20 Fuel. The vehicle uses 7 pop. Requires Scorched Earth Doctrine. Barrage ability tweaked to have a 5 minute cooldown, heavy damage, wide scatter area and such.
- SdKfz 251/16 Flammpanzerwagen now available as a buildable vehicle for 220 MP and 100 Fuel. The vehicle uses 5 pop. Requires Scorched Earth Doctrine.



Wehrmacht
----------------

- 280mm Rocket Barrage ability adjusted to have a 5 minute cooldown. Also adjusted so that a salvo of 18 rockets hit over a wide area with 2-3 seconds between each hit.
- Added a Tank Destroyer Troop comprised of 6 Grenadiers - 3 of the Grenadiers are equipped with Panzershreks while the rest have MP40's. The squad can employ regular stick grenades, bundled charges and Panzerfausts.
- All tanks and AT guns now gain AP rounds ability. Increases damage done by main gun for 15 seconds.
- Bunkers are available to Defensive Doctrine players only.
- Grenadier Rifle Squads are now comprised of 1 Sergeant with an StG44, an NCO with an MP40, a Grenadier with an lMG42 and 6 Grenadiers with Kar98k Rifles. Shreks have been pulled from the squad, but the squad CAN use Panzerfausts, unlockable upon building the Kampkraft Center. Eventually the squad will benefit from rifle grenades provided a suitable model ever surfaces.
- HMG squads are now comprised of an NCO with an MP40, a Gunner with an HMG 42 and 4 Grenadiers with rifles.
- Mortar teams are now comprised of 3 Gunners with a Mortar and 2 Grenadiers with rifles.
- Panzerfausts and Panzershreks now do 200 damage to ALL vehicles with a range of 60.
- King Tiger now has a new armour type that makes its frontal armour impregnable to all but the most powerful weapons. Can pop smoke to obscure its own movements. Cost is 1500 MP and 150 Fuel at 5 pop - but you can only get one as before.
- Nebelwerfer hit fx changed to use artillery blasts. Nebelwerfer barrages should be a lot more satisfying to watch now. Barrage ability cool down time adjusted to 100 seconds.
- Observed Fire changed to 120mm Mortar Barrage. A salvo of 12 120mm mortar rounds will drop on a designated area for a cost of 120 munitions.
- Pioneer squads are now comprised of an NCO with an MP40 and 3 Pioneers with rifles. The squad can employ stick grenades and demolition charges. I might also give them satchel charges...
- Registered Artillery hit fx changed to use artillery blasts. Time between strikes increased a bit and cost reduced to 105 munitions.
- Removed Knight's Cross Holders, Volksgrenadiers, Pumas, Panzer IV's, Panthers and Ostwinds.
- Stormtrooper call-in changed to Panzergrenader Squad. The ability now calls in a single Panzergrenadier Rifle Squad (see PE notes).
- StuG IV's and StuH42's now take up 4 pop. Can add an MG42 gunner for 75 munitions.
- StuH 42 added to Panzer Command.
- Tiger call-in now calls in 2 Tiger I’s for 2400 MP, 300 Fuel and 10 Pop. You are limited to a max of 2 Tigers.
- Urban Assault Squad (for now) calls in 2 StuG IV’s. If a model for a Sturmpanzer IV is ever released, it will take the place of the StuG's.


Known Bugs and issues:

- Some aspects of SP have not been touched yet and may not work. You have been warned.
- Operations may or may not work. I've been primarily concerned with normal MP and SP gameplay and seeing as it's just me working on this...
- Tooltips and icons are far from complete - but work well enough for now.

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Tue Dec 21, 2010 2:59 am 
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Okay, I sent you a PM but it's still in my outbox, so it hasn't even been noticed for days...I'll ask here; did this ever get finished?

And the download link doesn't work, chance of a re-upload? :)

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Wed Jan 05, 2011 5:02 pm 
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Wow - there's still interest in this?? :?

Been helping out Fortress Europe on their ambitious little project lately, but I should have a new version up in a few days. Spardason21 was lucky enough to be granted a preview of said version ;)

Word of warning: a lot of tiny things have changed behind the scenes and listing them all is largely an exercise in futility. I will say however that a lot of new units are in (notably for PE) and a lot of things have been tweaked.

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Wed Jan 05, 2011 6:54 pm 
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It is fun. A lot of things have been changed, like squads getting LMG's as part of a standard load-out and ranges getting increased so tanks and artillery can fire from beyond a screen length. "Brutal" is a good term for what this mod is like. :D

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Thu Jan 06, 2011 8:21 am 
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Mirage Knight wrote:
Wow - there's still interest in this?? :?


Hell yes. It's Company of Heroes! :D


I must ask, is campaign functional? I haven't beaten it yet but I want to know before I get too far.

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Thu Jan 06, 2011 4:32 pm 
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Functional...sort of. A bit glitchy so expect the odd crash when going from mission to mission :(

Will see about putting up a rudimentary changelog when time permits.

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 Post subject: Re: Battleground Europe: A mod for Company of Heroes
PostPosted: Thu Jan 06, 2011 6:39 pm 
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Oh, by the way, British emplacements suck. The weapon frequently gets sniped by enemy cannon fire, so you end up with a useless round circle of sandbags that can't even be garrisoned by your troops. Infantry in slit trenches are way better as long as a grenade doesn't find its way in there.

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