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22 résultats trouvés

  1. Panzerblitz1

    [Mod][Maj] Blitzkrieg Mod v4.60

    Commonwealth Changed British emplacement textures. Changed sounds for all Vickers machine guns. Wehrmacht Changed Panzerfaust effects. Changed Panzerschreck effects. Added a proper StG 44 model. Changed S-Mine effect to the Tiger Aces S-Mine effect. Added new effects for the Tiger I tank shock ability. Added new effects for the Tiger II tank shock ability. Panzerelite Changed Panzerfaust effects. Changed Panzerschreck effects. Added new effects for the Tiger I tank shock ability. U.S. Army Changed Bazooka effects. Changed heavy machine gun textures. Changed several building textures. Changed sounds for the M1919A4 machine gun. Reworked Ranger Truck icons. Added .50cal emplacement to the Infantry doctrine. Balancing Changes General Removed aiming delay on several tanks while the direct fire ability was active. Commonwealth Raised Vickers MG team build time to 36 seconds. Reduced Typhoon rocket barrage damage against buildings and emplacements by 50% Increased Boys-AT team aim time by several seconds Added sprint ability to the Commandos PIAT-Squad. Changed Crusader AA target table from M10 to Stuart. Changed cost for the Royal Air Force Anti-Tank and Incendiary strike commander tree unlocks to 3. Raised Churchill Mk. VII call-in cost by 200 to 1300. Added a veterancy dependent quick-shot ability to the comet tank. Reduced Churchill AVRE damage against buildings. Reduced the accuracy of the Comets APDS round by 25% Removed range dependant accuracy on the Comets APDS round. Increased Sapper build cost by 2 1/2 manpower per soldier (15 total). Decreased Infantry Section cost by 3 1/3 manpower per soldier (20 total). Wehrmacht Enemy's will now be stunned by the Tiger I tank shock ability. Enemy's will now be stunned by the Tiger II tank shock ability. Tellerminen can now be placed in neutral territory. Added an additional weapon slot to the Stormtrooper squad. Added evasive actions to the Stormtrooper command squad. Added hold facing to the Elephant tank hunter. Raised Opel Blitz mit FLAK 38 hitpoints by 75 to 275. Increased SdKfZ 250 mit Wurfrahmen 40 (Stuka zu Fuß) salvo ability cost by 15 ammunition. Increased SdKfZ 250 mit Wurfrahmen 40 (Stuka zu Fuß) salvo ability recharge time by 10 seconds. Decreased Brummbär accuracy by 10% on short an medium range. Panzerelite Added MP 40 upgrade to the Sturmpioniere. Added Gr. 38 Hl/C (HEAT) ability for the Hetzer. Decreased build time for the standard PzGren by 0,5 seconds to 8 seconds per soldier (3 seconds total). Decreased build cost for the standard PzGren by 5 manpower to 60 per soldier (30 total). U.S. Army Increased trench gun minimum damage by 20 to 70. Decreased Urban Warfare Squad Cost by 100 to 450. Added M1 Thompson upgrade to the Combat Engineers. Bugfixes General Changed targeting priorities for tanks in ambush mode. Fixed „Unable to perform action“ bug for the smoke-screen ability on all emplacements. Fixed wrong build time for several squads. Fixed camouflage on several anti-tank guns. Now all anti-tank guns should not be able to move while camouflaged. Added reload time for tanks and anti-tank guns when switching from HE to standard AP rounds. Commonwealth Cromwell Command Tank now receives shared veterancy as intended. 2“ Mortar will now no longer stack when there is only one crew member left. Removed the word dummy from the fake 25 pounder. Wehrmacht Fixed Panzer IV D and Es HEAT round ability (now penetrates all tanks as intended). Fixed missing Ostwind textures. Fixed missing Sandbags on the Jagdpanzer IV (A). Fixed lFH 18 build-time. Fixed FLAK 36 build time. Fixed wrong lockdown icon on the Geschützwagen. Fixed wrong lockdown icon on the Jagdpanzer IV. Fixed a bug where the rear-gunner on the SdKfZ 250 would not reappear when the vehicles was completely repaired. Added missing speeches on mute commander tree unlocks. Added missing immobilizes message on the Pak 36. Added smoke-screen ability to the FLAK 38 gun nest. Panzerelite Fixed Mortar Bunker target tables. Fixed Pantherturm target tables. The Mortar Bunker can now be wired with demolitions as intended. Fixed 88mm FLAK 36 build time. U.S. Army Fixed the smoke barrage for all mortars. The Long-Tom Barrage from the tank commander can now be used, even if APHE rounds are loaded. Fixed the HE Ability on the M36B1. Fixed Allied War Machine (will now replace M24 Chaffee and M20 Command Vehicle as intended). Fixed Tank commander animation on the M8 Stuart. Fixed Quad .50cal anti-air gun emplacement. Fixed Quad .50cal anti-air gun on M3 Halftrack. Fixed M8 Scott Howitzer values. Added smoke-screen ability to the .50cal Quad gun nest. Added smoke-screen ability to the 107mm mortar gun nest. Added missing speeches on mute commander tree unlocks. Removed Allied War Machine animation on all non-tank units. Balance Changes Changed the High Resource starting options: Increased fuel by 5 to 35. Increased manpower by 100 to 1000. Increased ammunition by 10 to 60. Decreased command points by 1 to 0. Decreased the cost of the M1919 from 300 manpower 20 ammunition to 270 manpower 20 ammunition. Increased the cost of the MG 42 from 330 manpower 25 ammunition to 350 manpower 30 ammunition. Bugfixes Fixed a bug where the Sturmpanzer IV did more damage than the Panzerhaubitze Grille, despite them using the same ammunition. Fixed a spelling bug on the M8 Scott where hovering over the unit displayed falsely Stuart Light Tank. Reduced the cost of the Sturmpioniere StG44 upgrade by 25 to be on par with the regular Panzerelite StG44 upgrade cost. Fixed numerous reinforce costs Wehrmacht Panzerjäger Squad from 53% to 50%. Stormtrooper Squad from 73% to 50%. Remaining Stromtrooper units from 60% to 50%. Sabotage Squad from 53% to 50%. Panzerelite Panzergrenadiere from 53% to 50%. Panzerelite Sturmgrenadiere from 53% to 50%. WSS squad from 60% to 50%. Panzerelite Panzerjäger squad from 53% to 50% Fixed the axis S-Mine detonation radius. New units Ju-85 Stuka bomber plane Flammhetzer 38(t) Le prochain gros patch aura pour effet d'éffacer totalement la doctrine "terror" par une toute nouvelle qui sera "Propaganda" avec de toutes nouvelles unités de véterans du front de l'est et d'autres SURPRISES que je ne dévoilerai pas ici ça va péter! Voici en Anglais la chose.... This PROPANGANDA doctrine builds upon the Wehrmachts Reserve Divisions. The men of the valiant Ersatzheer hold the line and ensure that the rapidly advancing Allied forces are brought to an outright halt until more divisional support is given. Comprised mostly of cheaper Ersatzheer units, this doctrine capitalizes early on through the usage of much cheaper units; en masse is it’s starting tactic. As the game wares on, the Ersatzheer units gradually get better and better through the utilization of commander Unlocks. This doctrine will even tually be able to gain support from their more experienced brothers; Men who’ve served on the Eastern Front. Yep, you heard it right, an all-new doctrine that will be replacing the current Terror Doctrine of the Wehrmacht. The current design of Terror is very, very fuzzy. It has good tanks and very good infantry. With their ability to build Nebelwerfer and use Knights Cross Holder to circumvent the range limitation of those artil lery pieces they are also a formidable artillery force. With this all inside one doctrine the playstyle of Terror can either be infantry heavy, tank heavy, or you can support your ally with propaganda and artillery. In fact: Terror doesn’t excel at one particular playstyle, it is good at everything and has almost no weakness. We wanted to go away from this jack-of-all-trades design, we wanted something unique, something that would require the player to work for his victory, work hard. The new doctrine definitely will be the hardest you have ever played. It was built from scratch, we told us: No restrictions! We worked (sometimes even day and night) to bring you an all new and exciting doctrine. Some of you who have played the Dawn of War I series might recognize some of the elements we have incorporated. So, what is this new doctrine all about? To put it into one word: Infantry. The axis side already has the best tanks. They also have more vehicles in general, so we felt, that it would be too much to bring you another doctrine with heavy tanks, so we focused on the Infantry as the main pillar of this new doctrine. One new unit is the Ersatzheer Gruppe. These men consist of instructors, guard troops and every men who was on vacation or in hospital. They are no formidable fighting force, quite the contrary. They are weak, but they are numerous. Another new unit are the Ostfront Veteranen. Seasoned soldiers who fought in one of the deadliest battles in human history, and they lived to tell the tale. These soldiers are the best infantry the Third Reich can muster, they know how to adapt to a fighting situation, they always have a backup plan and know how to deal with everything the enemy throws at them. They inspire the troops around them to fight harder and more ferociously. They truly deserve the label: Elite Another pillar of the new Propaganda doctrine are the Heroes (for a lack of better wording). These units will either strengthen your and your allies units or weaken the units of the opposing team. If you as a player want your infantry to survive you will need these men. Stay tuned for more exciting information’s on the new doctrine. We will be talking about the new Sd.Kfz. 250/3-IV “Propaganda Halftrack” and take a deeper look into the Ersatzheer. Voila c'est tout pour l'instant soldat...
  2. Mithiriath

    Outils utiles

    Salut, Mod Tools Auteur : Relic Entertainment C'est quoi ce binz ? Ce logiciel est un outil créer par Relic qui permet la création de mod. Où est-ce que je le télécharge ? Lancer Steam ; Dans la barre de menu, Bibliothèque -> Outils ; Rechercher Company of Heroes 2 Tools et installez le. ☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠ [Tool] COH2 UI Asset Browser Auteur : Janne Varjo alias Janne252 C'est quoi ce binz ? C'est un utilitaire qui permet de récupérer toutes les images qui composent l'interface de CoH 2. Où est-ce que je le télécharge ? http://www.coh2.org/topic/30322/tool-coh2-ui-asset-browser Comment fonctionne t-il ? Avant de lancer le logiciel, vous devrez d'abord effectuer cette étape. Une fois faite, vous pourrez directement passer à l'étape suivante lorsque vous voudrez utilise de nouveau le logiciel. Étape 1 : Lancer Company of Heroes 2 Tools via Steam (reportez vous à la section au dessus si le logiciel n'est pas encore installer) ; Dans la barre de menu du logiciel cliquez sur Tools -> Archive Viewer ; Dans la nouvelle fenêtre qui vient de s'ouvrir : File -> Open ; Sélectionner le fichier UI.sga qui se trouve par défaut au chemin suivant : C:\Program Files (x86)\Steam\steamapps\common\Company of Heroes 2\CoH2\Archives puis appuyez sur Open ; Clique droit dans la colonne de gauche sur UI.sga -> Extract à l'emplacement que vous voulez ; Vous devez avoir maintenant un dossier UI.sga. Étape 2 : Décompressez l'archive Janne252.COH2UIAssetBrowser_release.zip Lancez l'exécutable Janne252.COH2UIAssetBrowser.exe Dans le logiciel, en face de coh2ui.gfx mettez le chemin vers le fichier coh2ui.gfx situé dans le dossier UI.sga\data\ui\bin obtenu précédemment ; Plusieurs choix s'offre à vous : Vous extrayez toutes les images en appuyant sur le bouton Export all icons ; Vous extrayez seulement les images qui vous intéresse avec clique droit -> Export sur la ligne correspondant à l'image dans la colonne de droit ; Pour trouvez le noms des images qui vous intéresse, il vous faut utiliser ce site : http://janne252.com/coh2/uirender/CoH2UI_I3B1.html (parcourez les pages) ; Le nom de l'image apparait une fois le curseur de votre souris sur l'image. ☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠ Company of ELO Enhanced (CELO) Auteur : Vasco Serrano alias 0xNeffarion ou SturmTigerNeffarion C'est quoi ce binz ? Company of ELO Enhanced (CELO) est un outil multi-usage pour la franchise Company of Heroes (CoH1 et CoH2) pour avoir plus de contrôle sur votre jeu et être mieux organisé. Voici un aperçu de quelques fonctionnalités du logiciel en vidéo : Où est-ce que je le télécharge ? Vous pouvez le télécharger à ce lien : http://www.neffware.com/projects/celo ☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠☠ N'hésitez pas à partager des tuto ou conseils à propos de ces outils ou de nouveau.
  3. Salut, Relic a annoncé lundi dernier que la trêve était finie et qu'ils allaient déployé un nouveau patch mi-décembre. Il porte le doux nom de December Balance Preview et sortira dans sa première version sous forme de mod sur le Steam Workshop disponible à ce lien. Cette mise à jour sera en partie basée sur le travail qui avait été fait avec le Winter Balance Preview (qui n'est jamais sorti) accompagné de nouvelles modifications. Dans le désordre, voici ce qui prévu dans les grandes lignes dans ce patch : refonte de 2/3 commandants par faction qui prennent la poussière (plus d'infos lors du DBP v2), réduction de l'efficacité de certains char lourds d'élite de l'Axe pour les rendre moins spammable et moins dominant en 3v3/4v4, réduction de l'efficacité de nettoyage d'unités de certaines compétences hors-carte (aussi appelé one-click squad wipes), réajustement des unités dominant la meta (principalement soviet comme la Dshka et Bataillon disciplinaire) pour améliorer la stratégie et la diversité, réajustement des rangs de vétéran OKW 4 et 5, réajustement des points de replis avancés des factions OKW et UKF, rééquilibrage des cartes par la communauté et ajout de nouvelles cartes 2v2. DBP mod disponible sur le Steam Workshop à ce lien : http://steamcommunity.com/sharedfiles/filedetails/?id=1188134341 Ci dessous la version 1 du DBP : DECEMBER BALANCE PREVIEW V1.0 We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog. For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums. DBP Goals Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch (More info to come - to be included in V2 of the DBP Mod) Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less spammable and dominant in team games Tone down the squad wiping effectiveness of some over performing, off-map abilities Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units Primary Focus Revitalizing 2 – 3 underused commanders for each faction (more info to come - to be included in V2 of the DBP Mod) Continuing the work from the Fall Balance Preview’s highest rated changes Secondary Focus Adjustments to units dominating the current Soviet meta in competitive play * Lend Lease Commander * Maxims & Penals adjustments * Conscripts Adjustments to select heavy tanks that are currently over performing in team games * OKW Panther V * Elefant * Jagdtiger Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come) Adjustments to OKW and UKF Forward Retreat Points to come with a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games) Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes General improvements to help with quality of life and strategic diversity GENERAL Blitzkrieg/Overdrive/War Speed/Step On It * These movement boost abilities will now cease when the vehicle receives an engine critical. Forward Retreat Points * UKF FRP requires Company Command Post. * OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established. * OKW Battlegroup unable to reinforce if cut-off from friendly territory. * Reinforcement cost (global) increased by 20% while FRP ability is active * 2 minute cooldown when FRP ability is deactivated * 30 sec cooldown when FRP ability is activated (i.e., can't be deactivated for 30s after being turned on) Sandbags and Ghosting * All sandbags standardized to 240 health and 35 armor. * Ostheer sandbags build-time from 60 to 45 * Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct Repair Speeds USF Rear Echelon & British Royal Engineers: Vet 0 repair speed reduced from 2 to 1.6 Vet 2 repair bonus decreased from 1 to 0.5 Heavy Sapper upgrade (sappers only) decreased repair speed from 2 to 0.525 Sturmpioneers Vet 0 repair decreased from 3 to 2 Squad Behaviour * Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground. * Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons) * Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique * Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations. * Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation Smoke Barrages * Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position Fuel and Munition Caches * MP cost increased from 200 to 250 Garrisoning * Load time for buildings increased to 1 (per model) * Max load time increased to 3.25 (entire squad) * Unload time for buildings increased to 0.5 (per model) OKW Kubelwagon To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes: Decrease rear armor from 4.5 to 1.6 Decrease front armor from 4.5 to 3.5 Increase health form 190 to 240 Jagdtiger To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements. Damage reduced from 320 to 300 Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03 Range reduced from 85 to 80 Supporting Fire range reduced from 125 to 95 Engine upgrade rotation bonus removed Pop-cap increased from 21 to 23 Supporting Fire ability now available at Vet 0 Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5 Supporting fire changes: No longer collides with terrain Mid distance from 2.25 to 1.5 Angle scatter from 6 to 8 Distance scatter max from 8.4 to 10 Distance scatter offset from 0.1 to 0 Panther V As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes: Pop-cap increased from 16 to 18 Decreased moving accuracy from 0.65 to 0.5 Increased moving scatter from 1.7 to 2 Vet 2 +10 % armor bonus removed (also affects command Panther) Combat Blitz +100% accuracy bonus reduced to +20% (affects all OKW vehicles) Sturmtiger * Abandon critical now only occurs from ballistic weapons * The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25% * Damage reduced from 640 to 580 * Manpower cost increased from 560 to 620 * Fuel cost increased from 160 to 180 * Population cost increased from 18 to 20 * All random critical types removed except for vehicle stun Le.ig * Now has access to a smoke barrage ability WEHRMACHT Elefant Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks. Damage from 320 to 300 Pop-cap increased from 20 to 22 Panther V Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, to make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced. Pop-cap increased from 16 to 18 Vet 2 +10 % armor bonus removed Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up) Stuka Dive Bomb * Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08 * Increased Munitions cost from 160 to 200 * Removed critical hit modifier Stuka close air support * CAS loiter no longer deals deflection/penetration criticals on attacked vehicles SOVIET M4C Sherman The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech. Now required the Mechanized Armor Kompenya to be constructed. CP cost decreased to 0 Penal The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle. Moving cooldown from 0.5 to 0.75. Reinforce cost increased from 25 to 27 Veterancy requirements increased from 540/1080/2160 to 640/1280/2560. Regular Satchels no longer collide with vehicles. Targeted Anti-Vehicle Satchels now require the PTRS upgrade. Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range. Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles. Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry. PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants) Dshka The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit. Increased reinforcement cost for vanilla crew from 15 to 20. Traverse speed decreased from 90 to 38 Suppression decreased from 0.00044 to 0.00030. Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9. Setup time increased from 2 to 2.25. Fire aim time from 0.125/1 to 0.125 - 0.5. Ready aim time from 0.375-0.5 to 0.25 Population from 6 to 7 Maxim To make some slight performance improvements to the Maxim HMG, the following changes have been made: Suppression from 0.00006 to 0.000065. Nearby suppression from 1.25 to 1. Ready-Aim Time to 0.125. Fire-Aim Time to 0.125. Fire-Aim Time multipliers standardized to 0.5. Maxim Suppression Intel Bulletin Suppression bonus reduced from +5% to +1% Conscript To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made: Damage from 16 to 12 Accuracy from 0.541/0.495/0.334 to 0.7182821/0.6598548/0.55654425 Near range increased from 0 to 10 PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818 Molotov upgrade has been merged with the Anti-tank upgrade at the HQ Veterancy changes: Vet1: Added a Received Accuracy modifier of 0.92 Vet2: Molotov range replaced with increased Molotov throw speed Vet3: Added accuracy modifier of 1.1 & Reduced Received accuracy modifier from 0.6 to 0.707 ISU-152 To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made. Armor increased from 310 to 340 MP cost decreased from 720 to 680 HE Far damage increased from 0.05 to 0.15. HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6. Concrete-Piercing and HE rounds can now bypass landscape/terrain. Scatter Distance max increased from 8.7 to 10. Angle scatter increased from 5 to 6.5. AP Shells deal 50% deflection USF Calliope To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made: Pop-cap increased 16 Delay between rockets fired of 0.125 added Near AOE increased from 0.5 to 0.75 Removal of Reload Frequency HP decreased from 640 to 480 Priest The Priest has received the following changes to make it less abusive and spammable in team games. Mid AOE from 0.15 to 0.28 Creeping Barrage weapon now shares the same stats as the standard barrage weapon. Population decreased from 16 to 15. Can no longer be de-crewed. Jackson The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance. Health increased from 480 to 640 Fuel increased from 125 to 140 Manpower increased from 350 to 400 Rear- Echelons / Riflemen To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made: Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke) Rear Echelon now have access to the Light M7 mine at a cost of 15 Munitions per mine BRITISH British Trench * British Trench now capturable by enemy troops * Cost reduced from 50 MP to 0 (free) * Can only be built in captured territory (also affects OST trench) Firefly Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made: Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4 Moving accuracy from 0.75 to 0.55 Tulips no longer cancels move commands upon stun when hit Tulips now deal 33% damage versus infantry. Mortar Pit * Now has access to smoke barrage at Vet 0 * Vet 1 reduces smoke barrage cooldown BUG FIXES & Quality of Life Changes Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path. Fixed an issue where remanned howitzer crewmembers would cost more to reinforce Fixed an issue where certain infantry models were immune to death from flame weapons Pak43 and 17 pounder now have Prioritise Vehicles permanently on Grenadier LMG 42 now uses the proper upgrade icon. Maxim Sustained Fire now uses the proper ability icon. KV-8 Call-In ability now uses the proper unit icon. Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts. Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger 120mm Mortar flare ability not matching the weapon’s auto-fire range Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration. Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy Fixed an issue where the AI would not upgrade healing or repairs for their respective structures. Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health. Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman. Fixed an issue where officer cost and reinforce times did not match with the rest of their squad. Fixed an issue where Firefly tulips could apply their effects on infantry. The Priest no longer requires 4 models to recrew. Now requires 3. Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned. Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply. Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown. Fixed an issue where certain units could ‘double shot’. Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured. Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.] Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track. Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat. Fixed an issue where it was possible to hide the Sturmtiger aiming its shell. Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover. Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates) Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on. Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies. Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed. Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus. Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage. Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached. Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire. Fixed an issue where it was possible to stack multiple booby traps together on the same location. Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together Emplacement range is now visible both when setting up and after they have been built Fixed Hammer vehicle tracking (wouldn’t refresh properly); duration decreased from 15 secs to 7 secs to compensate Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL) Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns) Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck) Source : https://community.companyofheroes.com/discussion/244441/december-balance-preview-changelog/p1?new=1
  4. Baboucaen

    [Mod] Eastern Front (EF)

    Eastern Front Mod Bonjour, Voila je met en ligne le lien pour le MOD Eastern Front. C'est un mod assez connu sur Company of heroes qui permet de jouer, en plus des autres armées des jeux originaux, l'Ostheer (nom donné à l'armée du 3ème Reich sur le front de l'Est) et l'armée rouge. De plus, c'est plutôt un avant goût des Russes en attendant CoH 2. Liens utiles : Site officiel : http://www.easternfront.org/ Page Mod DB : http://www.moddb.com/mods/coheastern-front/ Page Steam : http://store.steampowered.com/app/317600 Dernière version du jeu : 2.30 Remarques : Le jeu Company of Heroes (New Steam Version) doit être installé et être à jour pour que le mod puisse fonctionner. Vous devez installer la dernière version complète du mod (Full Version) avant de pouvoir installer un Patch ou un Hotfix.
  5. Salut, Le premier juin dernier Company of Heroes (New Steam Version) a été mis à jour pour ajouter le support du Steam Workshop. Plus d'informations sur le site officiel : http://www.companyofheroes.com/blog/2017/06/01/coh-modding-update
  6. Winter Balance Preview Mod Le "Winter Balance Preview Mod" est disponible au téléchargement depuis hier soir via le Steam Workshop. Ce mod de moins de 2Mo vous permettra de tester en partie personnalisée les futurs changements qui constitueront peut être la future MaJ du jeu. Pas question ici, de 2 ou 3 modifications qui se battent en duel. Nous avons droit ici à du concret. L'objectif de ce patch n'est pas de traiter tous les problèmes en même temps mais de se concentrer sur quelques parties précises comme les véhicules/chars légers, la formation (alignement et espacement) des modèles composants une escouade, le camouflage des unités, le mortier USF, les bataillions disciplinaires et troupes de la garde, l'infanterie Wehrmacht et la correction de nombreux bug. Rendons à César ce qui est à Astérix, beaucoup de modifications sont tirées des mods de GGTheMachine, Mr Smith et Miragefla comme l'a aussi précisé Relic sur son forum. Espérons que ça ne soit qu'un début et que les autres bonnes idées des mods de ces 3 lurons soient aussi ajouter par la suite. Téléchargement : http://steamcommunity.com/sharedfiles/filedetails/?id=805715284 ________________________________________________________________________ Sans plus attendre, voici la liste des modifications : This balance mod has been created as a collaboration between community members and balance modders, GGTheMachine, Mr Smith, and Miragefla. The scope of this patch has been focused to a subset of priority balance concerns sourced from community feedback and balance data. These concern areas include Light Tanks/Vehicles, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling. Through addressing potential issues in these areas, we hope to mitigate dominant meta and increase strategic diversity. For more detailed insight behind these changes, read our Winter Balance Preview blog post. To playtest these changes, subscribe to Relic's Winter Balance Preview Mod now on the Steam Workshop. GENERAL Squad formations and Clumping (INFANTRY SCALING) Unfortunately, there is a disparity in how squads are assigned formations which is impacting performance and game balance. The address this problem we have implemented the following changes: Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members) Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile). Allow stealth-oriented squads to better utilize crater wherever available, without breaking their formation, but without clumping too much either Change unwanted reaction behaviour which would cause squads to break formation and put them unnecessarily into danger. Reinforcement Half Tracks/Transports (INFANTRY SCALING/LIGHT VEHICLES) We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence. Reinforcement Half-tracks now have shared veterancy from infantry squads. Load Times for all Half-tracks standardized to 2. Given a handbrake ability to prevent unwanted movement 251 Half-track can now carry mortar teams Snipers (LIGHT VEHICLES) We feel that the Sniper’s cloak ability is overperforming, making them extremely difficult to counter with infantry. To address this issues we have made the following changes: When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to return to camouflage for 10 seconds Snipers cannot cloak until out of combat for 3 seconds Stealth Changes (GENERAL) To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions: Anti-tank gun/Tank stealth changes Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds Neither type of unit can re-cloak within 10 seconds of having fired a shot Non-sniper stealth infantry changes Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades) Mortars (GENERAL) In a recent patch, all mortars received a +33% range bonus to their auto attack at Vet 3 as where previously it was only on the barrage abilities. This escalation of mortar power made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks. Vet 3 no longer grants range increase to auto attacks. Puma (LIGHT VEHICLES) The Puma is receiving a damage reduction against infantry on the main gun to solidify its role as a strong vehicle hunter and soft counter to medium tanks. Main gun near AOE damage reduced from 1 to 0.33 Scatter profile changes (to improve accuracy vs vehicles) MG incremental MG accuracy removed SOVIETS Penals (INFANTRY SCALING) The combination of Penals equipped with flamethrowers, accuracy bonuses with their veterancy, and their long range Damage Per Second (DPS) of the Penal Rifles, Penal Battalions have become a dominate meta in Soviet play. Therefore, we are removing the Flamer upgrade, toning their vet 3 accuracy bonus, and upping their popcap to keep their scaling in line with other infantry. Flamer upgrade removed Vet 3 accuracy bonus reduced from 1.3 to 1.15 Population cost increased from 7 to 8 Veterancy requirements increased from 540/1080/2160 to 640/1280/2560 Guards (INFANTRY SCALING) Guards were proving to overperform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders. Manpower cost increased from 330 to 360 PTRS damage vs infantry lowered from 27 to 20 (AT damage remains 40) RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks) AOE far damage reduced from 0.5 to 0.25 (Same as MK2) Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay) Munitions cost reduced from 45 to 35 Veterancy Vet 2 accuracy bonus reduced from 1.3 to 1.14 Vet 2 received accuracy bonus decreased from 0.83 to 0.88 Vet 3 now grants a further 1.14 accuracy (1.3 total) Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been nerfed from 0.6391 to 0.66. M5 Half-Track (LIGHT VEHICLES) The M5 itself has been lowered in manpower cost to better match its value. Manpower cost reduced from 270 to 250 M17 Quad (LIGHT VEHICLES) We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move. Moving Burst reduced from 1 to 0.5 Moving accuracy reduced from 0.4 to 0.25 Near rate of fire reduced from 1.24 to 1.15 Accuracy reduced from 0.5/0.3125/0.125 to 0.34/0.28/0.1 Near Cooldown modifier increased from 0.5 to 0.75 Cannot suppress units while moving. Increased the chance for the Quad to take down an airplane (from 30 in 10000 to 30 in 100) T-70 (LIGHT VEHICLES) We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, particularly if they are clumped in cover. Manpower cost increased from 200 to 260 AoE damage reduced from 1/0.35/0.05 to 0.65/0.35/0.15 Scatter Max increased from 1.7 to 2.5 Health increased from 320 to 400 Crew repair removed SU-76 (LIGHT VEHICLES) The SU-76 barrage was weak but became problematic when multiple SU-76’s were on the field as simultaneous barrages could reliably dislodge support weapons and AT guns. Barrage now costs 15 munitions WEHRMACHT Medkits (INFANTRY SCALING) To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. Medkits duration increased from 10 to 20 Pioneers (INFANTRY SCALING) We felt that pioneer damage output was under performing and proving ineffective in combat. Near accuracy increased from 0.403 to 0.463 Mid accuracy increased from 0.23 to 0.27 Population reduced from 6 to 5 Assault Grenadiers (INFANTRY SCALING) Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well or a viable choice in the late game. Therefore, to improve their scaling, we have made the following changes: Reinforce cost lowered from 28 to 26 Grenade Assault munitions cost lowered from 45 to 30. Grenade Assault aim-time and ready-aim time reduced by half to allow faster throwing. Squad leader armour reduced from 1.5 to 1. Medical kits removed. Veterancy 1 now Grants -10% received accuracy and reduces recharge on sprint by 25%. Panzer Grenadiers (INFANTRY SCALING) Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to gain their own veterancy in a timely manner. Vet 1 now grants 0.84 received accuracy bonus Vet 2 received accuracy bonus reduced from 0.71 to 0.84 (~0.71 total) G43 Package (Also affects Stormtroopers but not Grenadiers) Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS) Now increases sight range by 20% 222 Scout Car (LIGHT VEHICLES) The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Manpower cost increased from from 210 to 250 Fuel cost increased from 15 to 30 Veterancy requirements increased from 480/960/1920 to 720/1440/2880 Acceleration increased from 2.4 to 3 Spotting Scopes Sight bonus reduced from 2 to 1.4 20mm Autocannon Accuracy changes from 0.06/0.04/0.02 to 0.05/0.04/0.03 Autocannon Rate of fire multiplier from 1.4/1.2/1 to 1 Autocannon penetration increased from 35 to 40 Mid range distance from 15 to 20 Autocannon AOE Near damage reduced from 1 to 0.6 Coaxial MG42 MG42 now properly tracks infantry Accuracy reduced from 0.6/0.425/0.25 to 0.4/0.35/0.25 Accuracy increases with veterancy: +10%/+15%/+15% Range distance near from 10 to 0 0.75 Accuracy modifier versus Snipers (down from 1.5). Note that, even though, it may appear that we are heavily reducing the MG’s damage output, however, the MG was never able to fire in the first place, due to a MG tracking bug. Stug E (LIGHT VEHICLES) The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle. Manpower cost increased from 200 to 260 Health reduced from 540 to 480 (Now Destroyed in 3 ATG shots) AOE distance reduced from 1/1.5/2.25 to 0.5/1/2 AOE damage reduced from 1/0.15/0.05 to 0.75/0.35/0.15 Radius from 3 to 3.5 Scatter Max increased from 2.15 to 2.5 Scatter Angle increased from 5 to 5.5 Scatter offset turned to 0. Projectile no longer collides with terrain, can still collide with objects Target Weak Point Target Weak Point now only disables turret rotation Damage reduced from 80 to 40 Always penetrates Puma (LIGHT VEHICLES) The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun tanks made it over perform for its cost and mobility. Target Weak Point * Target Weak Point now only disables turret rotation * Damage reduced from 120 to 60 * Always penetrates USF M1919 Light Machine Guns (INFANTRY SCALING) The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon. Can no longer be double equipped via weapon racks. 81mm Mortar (INFANTRY SCALING) The USF Mortar’s barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2. Range reduced from 80 to 65 Set-up duration decreased from 1 to 0.5 Vet 1 increases smoke barrage range to 80 Fixed a bug where smoke barrage wasn’t firing Vehicle Crews (LIGHT VEHICLES) Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine. Veterancy requirements increased from 200/400/800 to 650/1300/2800 Critical Repair Munitions cost increased from 10 to 25 *Delay increased from 0 seconds to 4 seconds. M20 (LIGHT VEHICLES) We wanted to make the M20 more accessible but also make its interaction with the 222 more consistent while lower its close range damage to limit its effectiveness at diving after support weapons and infantry on retreat. We also felt that the M20 vets up too slowly and without enough bonuses. Manpower cost reduced from 340 to 240 Crew no longer start with Bazooka, it now must be upgraded Veterancy requirements lowered from 880/1760/3520 to 500/1000/2000 50cal accuracy reduced from 0.75/0.475/0.2 to 0.45/0.33/0.25 50cal accuracy increases with veterancy: +10%/+15%/+15% Stuart (LIGHT VEHICLES) We felt that the Stuart was overperforming in its role as an anti-infantry unit and as a strong vehicle hutner. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Manpower cost increased from 240 to 270 Main gun damage vs infantry set to -25% MG Accuracy from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial) MG Incremental accuracy from 1.04 to 1 (Hull & Coaxial). Stun rounds only disables weapons and sight. Does not affect movement. M15 AA Half Track (LIGHT VEHICLES) Due to the changes made to the Stuart , the M15 needed to be brought in line to prevent it from becoming the new dominant meta choice. Manpower cost reduced from 350 to 310 Main gun damage vs infantry set to -50% Veterancy 3 bonuses (accuracy/penetration) now apply to the main gun M3 Half Track Call-In (LIGHT VEHICLES) Given the timing, price and mode of operation of the M3 halftrack (reinforcement platform), we believe that the USF M3 halftrack performs more akin to other reinforcement halftracks, rather than the Soviet M3A1 halftrack. Hitpoints from 200 to 320 Armour from 5.4 to 11 M5 Half Track Call-In (LIGHT VEHICLES) We felt that this unit was arriving too early, especially compared to the Soviet equivalent. Command Point requirements increased from 3 to 4 Manpower from 350 to 300. OKW Sturmpioneer (LIGHT VEHICLES/STRATEGIC DIVERSITY) We felt that the risk vs reward for the Mechanised HQ as a tech choice was too high due it not offering any type of healing. Medical Supplies available at Vet 0 Medical Supplies munitions Cost reduced from 40 to 20 50% of the vet 3 construction bonus moved to vet 1 251 Flak Half Track (LIGHT VEHICLES) We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown. Garrison Damage Multiplier increased from 0.25 to 0.35 Garrison Accuracy Multiplier increased from 0.4 to 0.5 Defensive Smoke no longer requires vet 1 Defensive Smoke munitions cost increased from 0 to 25 Vet 1 now reduces cost of Defensive Smoke from 25 to 10 Penetration increased from 20 to 30 Minimum Range Removed Given handbrake ability to prevent accidental movement The FlakHT now displays the max range of the weapon when selected Panzer 2 Luchs (LIGHT VEHICLES) The Panzer 2 is a powerful unit with high AI damage, though was still a risky build order due to the lack of healing that came with the Mechanised HQ tech choice. Manpower cost reduced from 315 to 290 AoE damage reduced from 1/1/1 to 0.6/0.5/0.1 AoE distance reduced from 1/1/1 to 0.25/0.7/1 Accuracy reduced from 0.775/0.66/0.56 to 0.65/0.5/0.4 Vet2 accuracy reduced from 0.875/0.76/0.66 to 0.78/0.6/0.48 Moving accuracy increased from 0.25 to 0.3 Luchs MG incremental accuracy from 1.04 to 1. 2cm vs Garrisons Garrison Damage Multiplier from 0.25 to 0.3 Garrison Accuracy Multiplier from 0.4 to 0.5 Puma (LIGHT VEHICLES) Aimed shot was being used less for its utility and more for its guaranteed ability to wipe infantry on retreat. Aimed shot can no longer target infantry BRITISH PIAT’s (LIGHT VEHICLES) We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target PIATs have the same accuracy as bazookas for ranges between 0 and 30 Adjusted scatter offset, so that misses are centered around an immobile target Range reduced from 45 to 30 Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25 Munitions cost increased from 40 to 50 Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire) Cooldown increased from 0 to 1.775 (Keeps rate of the fire the same despite fire-aim time.) Reduced scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed) Universal carrier (LIGHT VEHICLES) Given the Universal Carrier’s low health, we felt that the damage of the WASP was too low for it to effectively dislodge exposed or garrisoned HMG teams, making British too reliant on the Mortar Pit and Sniper. WASP * Munitions cost reduced from 90 to 60 * WASP flame burst duration increased from 2 to 3 * WASP Cooldown from 2/3 to 3/4 * Damage versus Garrisons from 1.25 to 1 * Aim time increased to match 251 * Moving Accuracy from 0.5 to 1 * Flame can now fire over obstacles * WASP DoT Radius from 5 to 3. * Fire Aim Time from 0.125 to 1.375 * Ready-Aim Time from 0.375/0.625 to 0.375/0.375 AEC (LIGHT VEHICLES) The AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily. Armour increased from 40 to 55 Angle scatter reduced from 7.5 to 6 Max scatter increased from 1.7 to 6.5 Main gun AoE reduced from 1/0.25/0.1 to 0.33/0.15/0.05 Machine gun accuracy reduced from 0.7/0.6/0.46 to 0.48/0.47/0.46 MG incremental accuracy reduced from 1.04 to 1 Medium crush replaced with light crush Treadbreaker Added a projectile Scatter changed to match main gun Cone of fire increased from 5 to 10 Stationary accuracy increased by 20% from the main gun Duration reduced 20 to 7 Bug Fixes Fixed an issue with certain squads breaking formation and leaving cover involuntarily (Sappers, Commandos, Officer). Fixed an issue with players being able to double-buy certain upgrades using macro-based cheats. Fixed an issue where several Off-map abilities (mostly belonging to Soviets, OST, OKW) could still be targeted in the base sector Fixed an issue where Paratrooper models had 1.5 popcap, as opposed to the intended 1 popcap per model. Fixed an issue where Paratroopers would receive an involuntary move command when reinforcing near a beacon. Fixed an issue where the USF Mechanized M3 halftrack would display an incorrect healthbar when captured. Fixed an issue where recrewed M8 Scotts would lose access to their auto-attack when decrewed when “Hold Fire” was active Fixed an issue where the Sherman Bulldozer “Hold Fire” ability was not applying correctly to the gun. Fixed an issue where static Howitzers (e.g., B4, ML-20, LeFH) would sometimes become temporarily unresponsive when given consecutive direction-facing commands. Fixed an issue where the UKF “Command Vehicle” ability would become permanently unavailable when the previous vehicle would become abandoned. Fixed an issue with UKF infantry gaining access to the wrong version of their intended Bren gun, when picking up a Bren gun from the ground. Fixed an issue with Anvil “Early Warning” not giving sight over captured territory. Note that the scope of the ability has been restricted: the only territory points that the player gains access to are those that the player captured themselves (i.e., not allied-captured territory), just like the similar OKW Overwatch commander ability Fixed an issue where Commando Ambush bonuses would apply inconsistently (sometimes none at all, other times permanently). The reworked Ambush requires commandos to be out-of-combat for 25 seconds, for 5 seconds of sprint & +50% accuracy on their Sten guns. Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging. Fixed an issue where the AEC would crush wall segments when driven next to them. Fixed an issue where the damage Sexton Creeping Barrage had not been increased to match the AoE damage of the normal barrage ability. Fixed an issue where Recovery Sappers would still apply their Vet1 Cover Bonuses to picked up weapons. Now, the ability correctly only applies to Sapper Sten guns only. Fixed an issue where USF/UKF medic squads would, sometimes, stop healing nearby wounded troops. Fixed an issue where Luchs Hold Fire would not prevent the MG from opening fire. Fixed an issue where UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare. Fixed an issue where the USF mortar would become unresponsive when ordered to fire its smoke rounds Fixed an issue where Snipers would avoid engaging infantry units when the Sniper was cloaked without “hold fire” on. Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-large map. Fixed an issue where the AoE of the Brummbar “Bunker Buster” ability was lower than that of the main gun of the Brummbar. Stormtrooper detection ability reverted to Vehicle Detection to fit the unit’s role Fixed an issue where Tank Hunter Infantry Sections would not suffer from reduced range to their “Heavy Gammon Bomb” throw ability. Fixed an issue where Raketenwerfer/Soviet AT guns crews would open fire and break stealth (thus ruin ambushes) Fixed an issue where the M1 57mm gun would not benefit from Soviet AT ambush tactics. The Raketenwerfer can now pick up medical supply drops from Sturmpioneers Quality of Life Changes We have made improvements to all Squad formations in the game Prioritise Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Prioritise Vehicles ability active will continue to engage infantry with their MGs. Base medics (OKW/Soviet/OST) will no longer chase after retreating units. Troop transports are given the “Handbrake” ability. This ability disables the unit from moving or rotating to make the following tasks easier: (i) loading/unloading troops (ii) setting up as a forward reinforcement point. Infantry units can target their snares at de-crewed/abandoned vehicles. Luchs is given access to the Prioritise Vehicles ability. AVRE given a “Hold Fire” command to make the bombard ability more responsive. Commandos given a UI indication while the bonuses of Ambush are active. USF/UKF Medics are given an auto-heal toggle. This way, the player can control whether they wish these medics to go after wounded units or not (e.g., to avoid putting the medics in danger) USF/UKF Medics will not chase after moving squads, to avoid unwanted long chases. Anti-infantry partisans no longer display the PPSh icon, to help the player identify any picked-up weapons. Due to interference with UKF teching, it will be no longer possible to call Gliders or Air Resupply operation in the base sector Elite Doctrine Stormtroopers can upgrade G43’s in enemy territory Source : https://community.companyofheroes.com/discussion/243341/winter-balance-preview-changelog
  7. Mithiriath

    [Mod] The Great War 1918

    The Great War 1918   Salut,   The Great War 1918 est un mod qui se déroule durant la dernière année de la 1ère Guerre Mondiale. Vous aurez la possibilité de jouer avec l'armée impériale allemande, la force expéditionnaire britannique. Les armées française et austro-hongroise seront disponible plus tard. Le mod comprend aussi de nouvelles cartes. « Découvrez les grandes opérations de la dernière année de la Grande Guerre lorsque l'Empire Allemand fit une percée sur le front occidental dans l'offensive du printemps; comme l'Entente, libérer la France et la Belgique dans l'offensive des Cent-Jours. Attendez vous à des tires d'artillerie lourde et aux attaques au gaz tristement célèbre. Les tranchées vous fourniront une couverture vitale pour l'infanterie tandis que les tanks rouleront sur le champ de bataille et instilleront la peur à l'ennemi. »     Liens utiles : Site officiel : http://www.tgw.coh.fi/ Page Mod DB : http://www.moddb.com/mods/the-great-war-1918 Téléchargement : http://www.moddb.com/mods/the-great-war-1918/downloads Dernière version du jeu : 1.2   Remarque : Le jeu Company of Heroes doit être installé et être à jour pour que le mod puisse fonctionner.
  8. Balance Preview Mod [avril 2016] Le Balance Preview Mod est disponible au téléchargement depuis hier soir via le Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=674082796). La bonne nouvelle est qu'elle est accessible à tous puisqu'elle fait moins de 2Mo (le format de cette preview le permet enfin). Elle vous permettra donc de tester en partie personnalisée les futurs changements qui constitueront peut être la future MàJ du jeu. Pas question ici, de 2 ou 3 modifications qui se battent en duel. Nous avons droit ici à du concret, affectant aussi bien l'équilibrage que le gameplay. Rendons à César ce qui est à Astérix, la majorité des modifications sont tirées du Competitive Edition Balance Mod de Miragefla (https://steamcommunity.com/sharedfiles/filedetails/?id=599470689) comme l'a aussi précisé Relic sur son forum. Plus d'infos ci-dessous : • Soviet IS-2 rear armour reduced from 205 to 160 • Wehrmacht Tiger & Tiger Ace rear armoured reduced from 180 to 140 • Wehrmacht Elefant rear armor reduced from 150 to 110 • OKW Jagdtiger rear armor reduced from 150 to 110 • OKW King Tiger rear armor reduced from 225 to 150 Mines (General-Purpose and Tellers) Quality of Life • Engine Destroy Critical removed from Teller Mines • Deals 35% of normal damage against infantry for 70 damage leaving full health models at 10 health. (General-Purpose) • Deals suppression on squads hit by mines. (General-Purpose) Suppression Quality of Life • All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed. Anti-Tank Guns (Piats, Bazookas, and Panzerschrecks) Quality of Life • Damage set to deal only 25% against infantry. Snipers Quality of Life • Target size from 1 to 1.15. • Cooldown, and all aim-time always use the max amount of time and have been standardized for all distances meaning snipers do not fire more quickly the closer the target is. Deflection Stun Criticals Quality of Life • Deflection criticals from Heavy Armor removed Core Infantry/Small Team Weapon Spawn PointsExperimental • All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map. SOVIETS T-34/76 Strategic Diversity • Hull Machine gun burst duration changed from 2/1 to 2/2. • Hull Machine gun accuracy increased from 0.3/0.35/0.4 to 0.4/0.45/0.5 • Coaxial Machine gun burst duration changed from 3/2 to 3/3. • Coaxial Machine gun accuracy increased from 0.28/0.33/0.38 to 0.38/0.43/0.48 • Coaxial Machine gun damage increased from 4 to 8 • Main gun reload from 6.2/6.8 to 6.1. • Manpower cost from 300 to 280. SU-85 Strategic Diversity • Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04 • Penetration from 200/190/180 to 240/230/220 • Reload increased from 3.8/4.2 to 5.4. • Target size reduced from 22 to 18 • Rotation rate from 20 to 22 • Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel. • Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier. IS-2 Strategic Diversity • Scatter offset adjusted to match other vehicles. • Penetration increased from 250/220/190 to 250/230/210 Trip-Wire Flare Mine Quality of Life • Damage from 0 to 20. • Is now a Small Explosive Weapon type • No longer guarantees a casualty • Plant time from 9.5 to 7.5 Soviet Sniper Quality of Life • Health increased from 48 to 64 RPG 43 AT Grenade Quality of Life • Wind up reduced from 0.25 to 0.125 Penal Battalion Experimental • SVT accuracy to .7/.65/.45 • SVT damage from 8 to 10. • Cooldowns and aim-times adjusted. • Squad cost increased to 300 manpower from 270 manpower. • Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds. • Flamethrower Upgrade now adds 3 PPsh-41s to better mesh with the flamethrower. • Flamethrower cost from 60 to 90 and renamed Assault Package. • Reduced the drop-rate of the Flamethrower to 10% from 33% due to the PPsH-41s that are added to the squad which are considered slot items. • "Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost. USF 57mm ATG Strategic Diversity • Penetration from 140/125/115 to 150/140/130 • Take Aim! now a timed ability. 20 seconds, 60 second recharge. • Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04 M2HB HMG Team Strategic Diversity • M2HB .50cal HMG penetration from 3/2/1 to 7/6/5. • New Ability: Armored Piercing Rounds - Timed ability that loads AP rounds for 25% increased damage and +10 pentration. M36 Jackson Strategic Diversity • LOS from 35 to 45. M8 Motor Carriage Strategic Diversity • AOE mid modifer from 0.15 to 0.25 • AOE far modifier from 0.05 to 0.10 • Build-time from 80 seconds to 50 seconds. • Health from 320 to 400. Major Strategic Diversity • Artillery delay reduced from 7 seconds to 5.5 • Shells increased from 3 to 6. • Time delay between shells set to 2 for maximum and minimum. • Veterancy 2 Artillery delay reduced from 7 seconds to 5 • Veterancy 2 Shells increased from 5 to 9 • Veterancy 2 time delay between shells set to 1.75 for maximum and minimum. • Artillery cost reduced to 60 munitions from 120 munitions. • Recharge time from 60 seconds to 90. • Range reduced from 85 to 60. Captain Experimental • Captain no longer comes with free Bazookas. Must either grab them from the weapon rack • On Me! No longer provides suppression immunity for its duration, but will still break suppression. 60mm Mortar Experimental • Added M1 60mm Mortar to USF Starting Building WEHRMACHT 251 Flame Half-Track Strategic Diversity • Upgrade cost reduced from 120 to 90 • Ready aim time from 1.5 to 1 • Flamethrower damage versus garrison from 1.25 to 1. • Veterancy 3 cooldown bonuses now benefits the Flamethrowers. Support Armour Korp Strategic Diversity • Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel. Brummbar Strategic Diversity • Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel • Reload standardized from 7.5/9 seconds to 8.25. • AOE mid modifer from 0.15 to 0.3 • Medium crush changed to Heavy Crush. • Veterancy requirements from 2740/5480/10960 to 2040/4080/8160 Heavy Panzer Korp Strategic Diversity • Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel. Panzer IV Command Tank Quality of Life • No longer receives benefits from its own aura. Pioneers Experimental • Can now construct sandbags. OKW Battlegroup Headquarters Strategic Diversity || Experimental • Medics must now be purchased as an upgrade. 100 manpower 15 Fuel. Mechanized Headquarters Strategic Diversity || Experimental • Repair Pioneers must now be purchased as an upgrade. 100 Manpower 15 Fuel. Volksgrenadier Strategic Diversity || Experimental • Panzershrek Package removed. • Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions. • Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust) MG34 HMG Team Strategic Diversity || Experimental • Mid accuracy from 0.41 to 0.5 • Far accuracy from 0.14 to 0.28 • Cooldown from 2.5/3 to 1.75/2.5 • Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q. MG 42 HMG Team Strategic Diversity || Experimental • MG 42 replaces the MG 34 dispatch BRITISH FORCES Starting Resources Strategic Diversity • Starting manpower increased from 290 to 340 Universal Carrier Strategic Diversity • Cost increased from 210MP to 260 MP • Vickers K range from 35 to 40. • Cooldown from 1.5/2.0 to 1.25/1.5 • Burst duration and rate of fire standardized to 1 at all ranges for Vickers K. • Health improved by 40 when upgraded with Vickers K or Flame Projector. • Has Self-Repair stock. Counter Battery Strategic Diversity || Quality of Life • Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds. • costs 30 munitions Land Mattress Strategic Diversity || Quality of Life • Increase CP requirement from 5 to 8 Sexton Strategic Diversity • AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1 • Wind Down from 4.67 to 3.125 • Number of shells for barrage increased from 5 to 8 Firefly Strategic Diversity • Reload from 10 seconds to 8. • Tulip Rockets now deal 120 damage from 240. • Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds) • Tulip Rocket ability cost from 100 to 80. • Tulip Recharge time from 120 to 80. Infantry Section (Both variants) Quality of Life • Artillery flare range increased from 20 to 35 • Veterancy requirements from 480/960/1920 to 560/1120/2240. Tank Hunter Infantry Section Quality of Life • Heat Grenade damage from 50 to 100. Sniper Quality of Life • Artillery flare range increased from 30 to 45. Alors, allez vous la tester ? Si oui, qu'en pensez-vous ?
  9. Mithiriath

    Changelog du patch du 21 juillet & Mod

    Salut, Relic a annoncé ce matin (11 juillet) durant un stream que le prochain patch sortira le mardi 21 juillet à 19h. Nous aurons aussi droit, dès le 14 juillet, soit mardi prochain, à la publication de son changelog ainsi qu'à la sortie d'un nouveau mod made in Relic. Retrouvez les nouvelles concernant le jeu dans le topic Les Nouvelles du Front !
  10. Panzerblitz1

    [Mod] Blitzkrieg (BK) et Extension

    Blitzkrieg Mod Salut à tous ! Étant nouveau ici je me présente, je suis Panzerblitz1 membre de la team Blitzkrieg mod de CoH, étant le seul français de la team, je me suis inscrit sur les avis d'un habitué du mod qui m'a proposer de venir trainer mes guêtres sur ce forum. Vous êtes tous le bienvenue sur notre forum pour apporter vos suggestions et idées, nous finissons la dernière mouture de Blitzkrieg Mod qui va être juste de la balle ! Une petite preview en vidéo de ce que vous allez affronter ici : Voici les Doctrines représentés dans Blitzkrieg (appuyez sur Show) : Il va y avoir des morts ! Télécharger la dernière version du BLITZKRIEG MOD V.4.8.5.0 sur http://www.moddb.com/mods/blitzkrieg Enjoy et à très bientôt ! Panzerblitz1 Liens utiles : Site officiel : http://forum.bkmod.net/ Page Mod DB : http://www.moddb.com/mods/blitzkrieg/ Extensions historique incluant la campagne d'Afrique (Afrika Korps de Rommel contre la 8eme Armée Britannique de Montgomery) pour Blitzkrieg: http://www.moddb.com/mods/historical-add-on-for-bk-mod Dernière version du jeu : 4.8.8.0 (Aout 2015) Installation : Voir le topic [Guide d'installation - Mod] Blitzkrieg Remarques : Le jeu Company of Heroes doit être installé et être à jour pour que le mod puisse fonctionner. Vous devez installer la dernière version complète du mod (Full Installer ou Complete Installer) avant de pouvoir installer un Patch ou un Hotfix.
  11. Salut,   Relic a apparemment dans ses cartons un nouveau mode de jeu, le mode Capture le drapeau (Capture the flag). On en saura surement plus dans les semaines qui vont suivrent.   En attendant, voici une vidéo (non officielle mais postée par un admin du site coh2.org) tirée d'un Stream de Relic fait sur Twitch le 7 août mais qui n'est pas disponible sur cette plate-forme.  
  12. Modern Combat Mod Ce mod se déroule à l'heure des conflits moderne du 21ième siècle et vous permet de jouer l'armée étasunienne et l'armée chinoise. Modern Combat en images, c'est ça ! Afficher plus d'images : Liens utiles : Site officiel : http://www.coh-moderncombat.com Page Mod DB : http://www.moddb.com/mods/company-of-heroes-modern-combat Téléchargement : http://www.moddb.com/mods/company-of-heroes-modern-combat/downloads Dernière version du jeu : 1.019 Installation : Procédure d'installation ici. Remarques : Le jeu Company of Heroes (New Steam Version) doit être installé pour que le mod puisse fonctionner ; Vous devez installer la dernière version complète du mod (Full Version ou Base Version) avant d'installer un Patch ou un Hotfix ; Les Patchs ou Hotfix doivent être installés dans l'ordre ascendant des numéros de version.
  13. Bonjour, J'ai Company of Heroes New Steam Version, le problème impossible de jouer avec les Russes et avec l'Ostheer, est-ce qu'il y a un tuto pour jouer avec les Russes. En mode escarmouche il y a des cadenas rouges.
  14. Silvercat_18

    [Mod] Problème avec le mod Blitzkrieg

    Ouch ! J'ai commencé à découvrir (toujours en solo) un peu toutes les modifications des 4 armées avec la version 4.8.0.0... Que du bonheur avec les unités et le décor en HD ! (1vs1 et 2vs2) Mais là j'ai fait la mise à jour avec le 4.8.1.0 et même en renonçant à la HD et même en baissant encore quelques paramètres vidéos ça rame à mort, ( en 2vs2 et 3vs3, même pas la peine d'aller + haut ) les sélection d'unités ne se font plus correctement, rhaaaa ! l'impression de cliquer dans le vide et je donne des ordres erronés aux unités précédentes quand je crois en avoir sélectionnée une nouvelle ! Du jour au lendemain mon ordi n'est tout de même pas devenu une bouse ?! (portable Asus "ROG" G750J-Intel Quad core i7-NVIDIA GEFORCE GTX 770M) Si je désinstalle et ne remets que le 4.8.0.0 je vais du même coup m'interdire d'aller jouer en ligne un jour... :wacko: Y a-t-il d'autres joueurs qui rencontrent le même soucis avec la MàJ ? Pourtant le jeux est super, tant de nouveaux véhicules, tant de choix dans les tech trees et tellement de réalisme dans les niveaux de dégâts des armes... C'est un vrai supplice de me retrouver à jouer "en saccadé"... j'abandonne 4 fois sur 5 tellement c'est injouable... :angry:
  15. Salut,   Comme l'indique le titre du topic, il s'agit d'un tournoi en 1 contre 1 qui verra s'affronter les joueurs sur le mod Elite de CoH. Tous le monde peut y participer à la condition de s'inscrire rapidement car il n'y a que 64 places de disponibles.   Pour les inscriptions et toutes autres informations, ça se passe ici.
  16. Mithiriath

    [Mod] Elite

    Elite Mod   Salut,   Le Elite Mod vise à atteindre trois objectifs clés : apporter au jeu le meilleur équilibrage possible ; résoudre tous les bugs persistants et exploits ; ajouter des options tactiques et améliorer la profondeur en faisant des options précédemment peu attrayante, des options plus utiles, et en contrebalançant les unités et tactiques jugées «trop puissantes». changelog :   Pour plus d'informations et pour télécharger le mod, ça se passe sur le topic officiel du mod.   Lien utile : Topic officiel : http://www.coh2.org/topic/10886/elite-mod-coh--download-and-changelog   Dernière version du jeu : 2.1
  17. En fait, comment fait on pour avoir les skins et les sons du mod Blitzkrieg dans CoH "normal"?
  18. Bonjour, Je ne sais pas si je suis dans le bon sujet mais si je n'y suis pas je tiens déjà à m'excuser. Voila mon soucis, cela fait 2 ou 3 mois que je n'avais plus joué au mod de CoH, Eastern Front, et hier quand j'ai voulu y rejouer il n'y avait plus moyen de me connecter après toutes les mises à jour ( je suis en version 2.2.1.0) donc j'ai fait quelques recherche et j'ai vu qu'en faite Relic Online n'existait plus et qu'il fallait passer par Steam donc ce que j'ai fais directement (j'ai installer tous mes coh en steam) mais le soucis comment passer Eastern Front en Steam vu qu'il faut une clé cd et que EF est un mod, car quand je lance il repart sur Relic et je ne suis pas connecté même si je me reconnecte . Je me dis ce n'est pas encore trop grave vu que je joue beaucoup en escarmouche mais le soucis est que le chargement etc ce fait mais une fois ou on nous demande d'appuyer sur une touche pour commencer ben je reviens sur Windows et mon jeu est coupé sans message d'erreur rien. Donc s'il y a des personnes qui ont eu ce même problème pourraient ils m'aider à le résoudre. Merci. PS : Désolé encore si ce n'est pas l'endroit ou je devais poser ma question et désolé si le sujet a déjà été fait mais je ne l'ai pas trouvé.
  19. Bonjour, Je viens récemment d'acheter Company Of Heroes et j'ai vu quelques sujets en rapport avec le mod blitzkrieg qui me donnait carrément envie ! J'ai donc essayé de l'installer mais malheureusement un message d'erreur s'affiche http://image.noelshack.com/fichiers/2013/30/1374757676-pb2.png J'espère que certains pourront m'aider avant l'installation sa me donne également un autre message d'erreur mais quand je clique sur " oui " l'installation commence et c'est là que vient l'autre message d'erreur ci-dessus http://image.noelshack.com/fichiers/2013/30/1374757895-pb1.png Voilà merci de votre compréhension
  20. UP/ Le nouveau Blitzkrieg mod est arrivé!!! Version 4.70 en Open Beta! http://www.youtube.com/watch?v=dye9CIJwIvg A telecharger ici: www.blitzkrieg-mod.de Salut tout le monde, le nouveau Patch V4.6.0 Blitzkrieg mod pour company of heroes est arrivé! Amusez vous bien! http://www.youtube.com/watch?v=iZfI-8lgCkA http://www.moddb.com/mods/blitzkrieg
  21. Commonwealth Changed British emplacement textures. Changed sounds for all Vickers machine guns. Wehrmacht Changed Panzerfaust effects. Changed Panzerschreck effects. Added a proper StG 44 model. Changed S-Mine effect to the Tiger Aces S-Mine effect. Added new effects for the Tiger I tank shock ability. Added new effects for the Tiger II tank shock ability. Panzerelite Changed Panzerfaust effects. Changed Panzerschreck effects. Added new effects for the Tiger I tank shock ability. U.S. Army Changed Bazooka effects. Changed heavy machine gun textures. Changed several building textures. Changed sounds for the M1919A4 machine gun. Reworked Ranger Truck icons. Added .50cal emplacement to the Infantry doctrine. Balancing Changes General Removed aiming delay on several tanks while the direct fire ability was active. Commonwealth Raised Vickers MG team build time to 36 seconds. Reduced Typhoon rocket barrage damage against buildings and emplacements by 50% Increased Boys-AT team aim time by several seconds Added sprint ability to the Commandos PIAT-Squad. Changed Crusader AA target table from M10 to Stuart. Changed cost for the Royal Air Force Anti-Tank and Incendiary strike commander tree unlocks to 3. Raised Churchill Mk. VII call-in cost by 200 to 1300. Added a veterancy dependent quick-shot ability to the comet tank. Reduced Churchill AVRE damage against buildings. Reduced the accuracy of the Comets APDS round by 25% Removed range dependant accuracy on the Comets APDS round. Increased Sapper build cost by 2 1/2 manpower per soldier (15 total). Decreased Infantry Section cost by 3 1/3 manpower per soldier (20 total). Wehrmacht Enemy's will now be stunned by the Tiger I tank shock ability. Enemy's will now be stunned by the Tiger II tank shock ability. Tellerminen can now be placed in neutral territory. Added an additional weapon slot to the Stormtrooper squad. Added evasive actions to the Stormtrooper command squad. Added hold facing to the Elephant tank hunter. Raised Opel Blitz mit FLAK 38 hitpoints by 75 to 275. Increased SdKfZ 250 mit Wurfrahmen 40 (Stuka zu Fuß) salvo ability cost by 15 ammunition. Increased SdKfZ 250 mit Wurfrahmen 40 (Stuka zu Fuß) salvo ability recharge time by 10 seconds. Decreased Brummbär accuracy by 10% on short an medium range. Panzerelite Added MP 40 upgrade to the Sturmpioniere. Added Gr. 38 Hl/C (HEAT) ability for the Hetzer. Decreased build time for the standard PzGren by 0,5 seconds to 8 seconds per soldier (3 seconds total). Decreased build cost for the standard PzGren by 5 manpower to 60 per soldier (30 total). U.S. Army Increased trench gun minimum damage by 20 to 70. Decreased Urban Warfare Squad Cost by 100 to 450. Added M1 Thompson upgrade to the Combat Engineers. Bugfixes General Changed targeting priorities for tanks in ambush mode. Fixed „Unable to perform action“ bug for the smoke-screen ability on all emplacements. Fixed wrong build time for several squads. Fixed camouflage on several anti-tank guns. Now all anti-tank guns should not be able to move while camouflaged. Added reload time for tanks and anti-tank guns when switching from HE to standard AP rounds. Commonwealth Cromwell Command Tank now receives shared veterancy as intended. 2“ Mortar will now no longer stack when there is only one crew member left. Removed the word dummy from the fake 25 pounder. Wehrmacht Fixed Panzer IV D and Es HEAT round ability (now penetrates all tanks as intended). Fixed missing Ostwind textures. Fixed missing Sandbags on the Jagdpanzer IV (A). Fixed lFH 18 build-time. Fixed FLAK 36 build time. Fixed wrong lockdown icon on the Geschützwagen. Fixed wrong lockdown icon on the Jagdpanzer IV. Fixed a bug where the rear-gunner on the SdKfZ 250 would not reappear when the vehicles was completely repaired. Added missing speeches on mute commander tree unlocks. Added missing immobilizes message on the Pak 36. Added smoke-screen ability to the FLAK 38 gun nest. Panzerelite Fixed Mortar Bunker target tables. Fixed Pantherturm target tables. The Mortar Bunker can now be wired with demolitions as intended. Fixed 88mm FLAK 36 build time. U.S. Army Fixed the smoke barrage for all mortars. The Long-Tom Barrage from the tank commander can now be used, even if APHE rounds are loaded. Fixed the HE Ability on the M36B1. Fixed Allied War Machine (will now replace M24 Chaffee and M20 Command Vehicle as intended). Fixed Tank commander animation on the M8 Stuart. Fixed Quad .50cal anti-air gun emplacement. Fixed Quad .50cal anti-air gun on M3 Halftrack. Fixed M8 Scott Howitzer values. Added smoke-screen ability to the .50cal Quad gun nest. Added smoke-screen ability to the 107mm mortar gun nest. Added missing speeches on mute commander tree unlocks. Removed Allied War Machine animation on all non-tank units. Balance Changes Changed the High Resource starting options: Increased fuel by 5 to 35. Increased manpower by 100 to 1000. Increased ammunition by 10 to 60. Decreased command points by 1 to 0. Decreased the cost of the M1919 from 300 manpower 20 ammunition to 270 manpower 20 ammunition. Increased the cost of the MG 42 from 330 manpower 25 ammunition to 350 manpower 30 ammunition. Bugfixes Fixed a bug where the Sturmpanzer IV did more damage than the Panzerhaubitze Grille, despite them using the same ammunition. Fixed a spelling bug on the M8 Scott where hovering over the unit displayed falsely Stuart Light Tank. Reduced the cost of the Sturmpioniere StG44 upgrade by 25 to be on par with the regular Panzerelite StG44 upgrade cost. Fixed numerous reinforce costs Wehrmacht Panzerjäger Squad from 53% to 50%. Stormtrooper Squad from 73% to 50%. Remaining Stromtrooper units from 60% to 50%. Sabotage Squad from 53% to 50%. Panzerelite Panzergrenadiere from 53% to 50%. Panzerelite Sturmgrenadiere from 53% to 50%. WSS squad from 60% to 50%. Panzerelite Panzerjäger squad from 53% to 50% Fixed the axis S-Mine detonation radius. New units Ju-85 Stuka bomber plane Flammhetzer 38(t) Le prochain gros patch aura pour effet d'éffacer totalement la doctrine "terror" par une toute nouvelle qui sera "Propaganda" avec de toutes nouvelles unités de véterans du front de l'est et d'autres SURPRISES que je ne dévoilerai pas ici ça va péter! Voici en Anglais la chose.... This PROPANGANDA doctrine builds upon the Wehrmachts Reserve Divisions. The men of the valiant Ersatzheer hold the line and ensure that the rapidly advancing Allied forces are brought to an outright halt until more divisional support is given. Comprised mostly of cheaper Ersatzheer units, this doctrine capitalizes early on through the usage of much cheaper units; en masse is it’s starting tactic. As the game wares on, the Ersatzheer units gradually get better and better through the utilization of commander Unlocks. This doctrine will even tually be able to gain support from their more experienced brothers; Men who’ve served on the Eastern Front. Yep, you heard it right, an all-new doctrine that will be replacing the current Terror Doctrine of the Wehrmacht. The current design of Terror is very, very fuzzy. It has good tanks and very good infantry. With their ability to build Nebelwerfer and use Knights Cross Holder to circumvent the range limitation of those artil lery pieces they are also a formidable artillery force. With this all inside one doctrine the playstyle of Terror can either be infantry heavy, tank heavy, or you can support your ally with propaganda and artillery. In fact: Terror doesn’t excel at one particular playstyle, it is good at everything and has almost no weakness. We wanted to go away from this jack-of-all-trades design, we wanted something unique, something that would require the player to work for his victory, work hard. The new doctrine definitely will be the hardest you have ever played. It was built from scratch, we told us: No restrictions! We worked (sometimes even day and night) to bring you an all new and exciting doctrine. Some of you who have played the Dawn of War I series might recognize some of the elements we have incorporated. So, what is this new doctrine all about? To put it into one word: Infantry. The axis side already has the best tanks. They also have more vehicles in general, so we felt, that it would be too much to bring you another doctrine with heavy tanks, so we focused on the Infantry as the main pillar of this new doctrine. One new unit is the Ersatzheer Gruppe. These men consist of instructors, guard troops and every men who was on vacation or in hospital. They are no formidable fighting force, quite the contrary. They are weak, but they are numerous. Another new unit are the Ostfront Veteranen. Seasoned soldiers who fought in one of the deadliest battles in human history, and they lived to tell the tale. These soldiers are the best infantry the Third Reich can muster, they know how to adapt to a fighting situation, they always have a backup plan and know how to deal with everything the enemy throws at them. They inspire the troops around them to fight harder and more ferociously. They truly deserve the label: Elite Another pillar of the new Propaganda doctrine are the Heroes (for a lack of better wording). These units will either strengthen your and your allies units or weaken the units of the opposing team. If you as a player want your infantry to survive you will need these men. Stay tuned for more exciting information’s on the new doctrine. We will be talking about the new Sd.Kfz. 250/3-IV “Propaganda Halftrack” and take a deeper look into the Ersatzheer. Voila c'est tout pour l'instant soldat... Voir la totalité de article
  22. http://www.youtube.com/watch?v=1qgxkcgRAeI&feature=g-upl
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