Company of Heroes 2

Company of Heroes 2

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Defense Overhaul
   
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Item Type: tuning
File Size
Posted
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2.771 MB
8 Sep, 2017 @ 8:26am
13 Mar, 2021 @ 1:32pm
80 Change Notes ( view )

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Defense Overhaul

Description
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-----DEFENSE OVERHAUL-----
(Defense Obstacles Remake)
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About the mod.
Firstly please note; this project is in early stages.
Please do not judge the mod as if it where complete;
It is not. This is a work in progress there is a lot still
unfinished and there is no polish yet. It is playable
however if you want to give it a go.

The mod is obviously suitable for comp stomps VS
the AI. However it's also very much playable in
multiplayer which is the environment I designed it
for in the first place as I don't play VS bots.

The purpose of the mod is to give all factions the
ability to build defense lines using various obstacles
and installations. All factions have access to various
tank traps and barricades, barbed wire sandbags and
an excessive amount of mines. This completly negates
the need for commander reliance to have simple tank
traps and bunkers. These are now a default for all.

The mod purposefully does not unlock more advanced
commander objects such as Pak 43's, howitzers,
Soviet repair stations etc. You'll need their respective
commanders for this.

The other primary component of this mod is the
reinforcement system. This is in very early stages but
the general idea of this is to provide additional units
on long timers to the players. They can be used to
reinforce your defenses or attempt an assault on the
enemy. This system is far from perfect but it does
add more momentum to the game as the defense
lines players construct can be diffacult to sumount.
Part of the purpose of these reinforcements which
obviously differ depending on the faction is to
close some of the holes in the tech tree's and
bridge some of the gaps between faction balance
which can badly spoil longer games, especially
in multiplayer rounds. Players must build the
"communications dish" to unlock these units which
at present are free. The abilities are all in the bottom
right when the Dish is selected similar to how a basic
production structure works. It is hoped that they can
be moved to the command bar if I can figure out how.

It is designed with Axis VS Allies OR Axis VS Soviet
play in mind. It's obviously not required but balance
isn't as ideal when it's mixed up but still relatively
fair overall.

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Notable changes from Vanilla.

Defensive Objects such as bunkers, tank traps, wire etc.
have more health The same is true for howitzers and
Pak43's. Sorry, a single off map won't kill one anymore.
The British forward assembly also got a significant health
boost. Tank Traps are also spaced out more so hopefully
no more stuck engineers.

The Americans now have significantly more staying
power with far stronger late game armor. The new
reinforcement system gives them access to up-gunned
76mm Sherman's and even Pershing's.

Some German vehicles can now "hull down" by
default (Wehr & OKW) Hull down on the Wehrmacht
commanders now instead unlocks vehicle optics
(spotting scopes.)

American Heavy Cav Commander can now deploy
two Pershing's instead of just one. This has no bearing
on the reinforcement system either so it's possible to
get some far more solid armor for the US.

All AT guns and HMG teams are now maintenance free.
This means they still cost manpower to produce but
will not affect your population cap which translates
to not costing upkeep. US Officers Lt, Cpt, Mjr are
also free of upkeep meaning you don't need to derp
them to increase your income. German officers are
the same.

Germans can build Elefants like any other tank but they
are prohibitively expensive. Building one is a massive
investment and comes at the cost of being able to field
other, potentially more important units. Loosing one
can be a disaster. This will have no bearing on the
commander call in's which will be the same as vanilla.
The Soviets have a near identical arrangement with the
ISU 152.

Valentine tanks don't need vet 1 to co-ordinate sexton
fire anymore which now makes it finally a viable option.
That said, the ability seems to be broken at present.

Soviet Repair stations have a lot more HP. Their health
before was a joke when considered against their price.

All factions have some form of command tank in the
works which may provide bonuses to any or all of the
following: health, vision, RoF and movement speed.

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Faction Advantages / Weaknesses.

The mod changes how some factions play out in
longer matches.

Both German's have a slight edge in their general
defensibility, especially when combined with defense
orientated commanders. Their armor superiority isn't
quite as pronounced as it was however as the Allies
and Soviets will be fielding more tanks by default.

The Soviets play much the same but do have a
bit of an advantage at breaking through thanks to ISU's,
Demolitions and Katushya weapon spread. The Soviets
remain the most balanced overall of the factions with a
solid mix of early and late game options.

The US have more mid to late game punch now with better
armor and more of it. Their early infantry advantage is
slightly negated. They also have some nice paratrooper
options in the works.

The British have some excellent special units for
ambushing and behind the lines interference. They
also have insanely good recon. They've been given
a little bit better artillery based options to keep them
able to lob some fire back in longer games. Their
Defensive options with emplacements and armor are
still excellent but their core offensive capacity lack
compared to the Americans or Soviets.


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In Future updates.

All factions will be receiving vehicle crews. This is
a fairly simple addition but time consuming. Unique
units won't be crewed (King /Tigers or IS2's etc.)

Some new emplacements will be added for some or all of the factions.

Existing officer squads will be overhauled to be more
useful and the Soviets and GB will be getting their
own equivalents.

Germans will be able to construct the COH1 style
concrete bunker. It may or may not get the repair
station ad-don however that needs to be considered
against other balance concerns.

UI needs a lot of work still, expect custom icons to
be added and missing descriptions filled.

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Please do report any bugs or suggestions in the
comments but please understand the mod is in early
stages. I would also ask people not negatively judge
the mod because of it's incomplete stages and rough
edges.

I hope you all enjoy the mod. Thanks,

-The Pink Gentleman

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40 Comments
[TFB] The Pink Gentleman  [author] 8 Nov, 2022 @ 9:30am 
AFAIK you still can use them but I admit it's been a while since I've done that myself, all I know is they do still work in the mod now.
^2[psyke]^0Nanabush 8 Nov, 2022 @ 4:32am 
is it correct what I read that you can't use your own icons anymore due to systems not beeing supported anymore? or is there a workaround?
[TFB] The Pink Gentleman  [author] 4 Nov, 2022 @ 7:20am 
Happy to help. Good luck with your project. :Crowned:
^2[psyke]^0Nanabush 4 Nov, 2022 @ 5:14am 
It worked. You're the king. Thank you very much
[TFB] The Pink Gentleman  [author] 3 Nov, 2022 @ 5:02am 
PART ONE

Hi ^2[psyke]^0Nanabush;

To add build menu's you'll need to create new one(s) in the "construction_menu" section of the Attribute Editor. (Look under the Categories drop down)

The easiest way is to clone an existing one; then rename it.

Once you've created your build menu(s) it's important you set their UI position so they don't conflict. This is easy, just expand the "construction_menu_bag / UI_unfo" and set the position.
[TFB] The Pink Gentleman  [author] 3 Nov, 2022 @ 5:02am 
PART TWO

The UI is a grid of 3 by 4. (3 down, 4 across)

11 / 12 / 13 / 14
21 / 22/ 23 / 24
31 / 32/ 33 / 34

So Slot 11 is the top left most button, 14 is top right 31 is the bottom left and 34 is bottom right. (Note slot 34 is needed by the back button within menu's so don't use slot 34 inside build menu's but it's fine to use it on a squad home UI's if that makes sense)

You can also set the icon in ui_info. AFAIK there's only two icons;
Icons_commands_icon_command_build_basic
Icons_commands_icon_command_build_advanced

(basic has a sort of shield icon, advanced has an icon that looks like a house)


That's how you setup the build menu.
[TFB] The Pink Gentleman  [author] 3 Nov, 2022 @ 5:02am 
PART THREE

The second step is to add the build menu(s) to the squads.

You need the SBPS category within the attribute editor. (NOT EBPS!) Engineer actions are defined by squad, not entity.

In the squad you want to have build menu's, expand "extensions / squad_engineer_ext"
If it doesn't exist, create it by right clicking the word extensions then chose add and select it in the list.

Expand squad_engineer_ext. Right click "construction_groups" and select add.
In your new construction group you'll need to set the menu and type.
Double click <null> and you can add the menu(s) you created earlier, it/they should show in the list of choices. As for type, I just use "tp_construction_german_pioneer_basic" for most of them.
[TFB] The Pink Gentleman  [author] 3 Nov, 2022 @ 5:02am 
PART FOUR:

You'll lastly need to add the items to the menu. This is pretty easy; just right click construction_items / add.

In the ebp section for each item, you want the link to the EBPS file for the entity.
Here's an example: "ebps\races\common\defenses\sandbag_soviet_mp"

(That's a default item and is the buildable sandbag conscripts have)

UI position is how I described earlier (remember don't use slot 34 inside build menu's)
^2[psyke]^0Nanabush 1 Nov, 2022 @ 3:42am 
I would like to know how you give a sapper multiple build menus in COH2?
Please :)
the game 10 Jul, 2021 @ 4:34pm 
game over suka