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Description =======================
Attention
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-PLAY 1.5 Those Who want to Control Units individual depending on their weapons, get new available units when taking a command gameplay mode and other Micromanagament playgame
-PLAY 2.2 Those who prefer The individual units removed and replaced by Squads and instead of new available units, you get new available updates. Tanks are accompanied with infantry and many other realism gameplay
=======================
Attention
=======================
==============================
Changes since v2.1
==============================
-Repair is going back for all
-GreaseGun Troops for Paratroopers
-Infantry from Tank Squads removed
-Officers Weapon MP40
-Improved Tanks and Infantry Axis (also more expensive)
-Allies are cheaper but worst.
-Tanks give more Suppression
-New Scout either for Axis and Allies able to Call paratroopers (Yes! Axis can paradrop). For allies, the scout's paratrooper are not the same that airborne squad. Airborne Infantry from Airborne doctrine is better armed and trained.
-Commandos Squad For allies (with new abilitys, as cute wires, hide and other. Excellent for Flanking or taking AT Guns, etc)
-Knight's Cross Squad for Axis (highly trained axis infantry).
-Engineers and Pioneers have sattle charges and wire cutter included
-Warnings before Artillery and Paratroops Removed
-Redone some Weapons attributes
-Tiger and Pershing Tanks available for all doctrines
-Many Bugs fixed (as for example, Allied MG has now 2 Crews)
-Balance Changes (costs and production times)
-Removed Requirements per Doctrine (officer, ranked allied infantry, tiger..)
-New Pause Logo =)
==============================
Changes since v2.0
==============================
*Costs changed (Units and Vehicles)
*Squad Numbers
*New requisites for some upgrades (as for example, to get thompson you
need Supply Center)
*IMPROVED AI For US (Now it uses Shermans, Greyhounds and M10. Maybe
Pershing also)
*Weapons damage (some squads werent able to even hurt other squads, redone all weapons damage)
*Times (producing units, vehicles and capturing minimal changes)
*Grenadiers are more effective and cheaper
*Tanks are bit more expensive in Fuel
*Panzerschreck has more accuracy
*And many changes about Balance
================
Main Features
================
-Extreme Realism. I'm Using information from Wikipedia about the Second World War II and applying it to the mod as best as i can. For infantry, guns and vehicles.
-Micromanagament. You build units individually by their weapons.
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-Units and Weapons list. (For v1.5 Gameplay, these are the "squads")
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Allies
*M1 Garand Rifleman (automatic rifle 8 shots)
*M1 Carbine Rifleman (automatic rifle 15 shots)
*M3 GreaseGun Scout (SMG 30 shots)
*M1A1 Thompson SMG (SMG 30 shots)
*Browning Automatic Rifle (BAR) (20 shots. Light MG)
*Airborne equiped with M1 Garand, M1 Carbine and Thompson
*Rangers equiped with M1 Garand, M1 Carbine, Thompson and BAR
(Rangers are better trained, they have greater accuracy, speed, and cover selection, etc)
*Ranked Infantry - Garand, BAR and Thompson. Related with strategy Commands. read above.
*Piershing Heavy Tank. Related with strategy Commands. read above
*Transport Truck
*Mortar and MachineGun (Changed about shooting range)
*Bazooka unit
*Jeep is usefull now
*Sniper modified
Axis
*Kar98 (Karabiner) Manual Rifle (one shot and reload)
*Kar98 With Grenades. Strategy commands related. read above.
*MP38 Scout unit (SMG 30 shots)
*MP40 (SMG 30 shots)
*MP44 With Grenades (SMG 30 shots)
*Grenadiers and Stormtroopers have the same weaponary. but they are better trained, as rangers. (some differences though)
*Grenadier Light MG42 (strategy commands related. read above)
*Grenadier Panzerschreck (strategy commands related. read above)
*Officer is in Basic Barracks (strategy commands related. read above)
*Added Tiger tank (strategy commands related. read above)
*Mortar and MachineGun (Changed about shooting range)
*Motorcycle is usefull now
*Sniper modified
=================
-Squads and Abilities.
=================
Allies
*Engineer Squad. 3 Engineers, 2 Garand Rifleman
*Rifleman Squad. 3 Garand, 2 Carbine, 1 Radio
You can upgrade this squad with
-Thompson
-Bar
-Bazooka
*Ranked Trained Rifleman Squad. 3 Garand, 2 Bar, 1 Thompson leader
-Abilities: suppression and fire up
-Limited to 1
-This can only be built by those who selected Infantry Doctrine (REMOVED in v2.2)
*Commando Squad. 3 Commados with Thompson (Feature of v2.2)
-Abilities: Give Fear, Hide (as well Halt), Cut Wires, Fire Up
-Limited to 1
*Scout Unit. 1 Scout with GreaseGun (Feature of v2.2)
-Abilities: High Sight and Ability to call paratroopers (Not as good as Airborne Squad)
*Paratrooper Squad. Squad called by Scout, Armed with 4 GreaseGun, 1 Garand and 1 Carbine leader
*M10 Destroyer, *Sherman, *Crocodile, *Piershing are accompanied by 2 Riflemans (Infantry removed in v2.2)
Axis
*Pioneers, 2 Pioneers, 2 Kar98 Volksgrenadier
*Volksgrenadier Team, 2 Kar98, 1 leader, 2 MP40
Can be upgraded with
-MP44 for those who choose Defensive Doctrine (Requirement removed in v2.2)
*Grenadier Team, 2 Kar98, 1 leader, 1 MP44
Can be upgraded with
-Panzerschreck
-Light MG42 for those who choose Defensive Doctrine (Requirement removed in v2.2)
*Stug, *Panzer IV, *Panther and *Tiger are accompanied by 2 Volksgrenadier (Infantry removed in v2.2)
*Officer. MP40. Usefull unit for strategy, win battles and increase production speed, etc
*Knight's Cross. Highly Trained Axis infantry. 4 with MP44
*Axis Scout. High sight and ability to call Fallschirmjagers.
*Fallschirmjagers. Paratroopers Axis Squad. Armed with Rifles K98 and MP40
=====================
-Weaponary Changes.
=====================
For Small weapons, vehicle guns, planes, artillery...
*Accuracy
*Recoil
*Damage
*Exploding range
*ShootingRange
*Reloading time
*Reloading Frequency
*Weapon's Cooldown
*Mortars and MGs have 2 Crews only
==========================
-Vehicles and Guns Changes.
==========================
*Speed of vehicles
*Acceleration and Break speed
*Speed for turning around
*Turret speed
*Accuracy and Shooting ranges
*Shooting frequency
*Armor resistance
*Armor penetration
*All vehicles have Gunner included (also the Stug)
*Changed Capture times, buildings times, costs, etc
*Game rules changed for faster and more fun games.
*Deleted SeargantCenter
*Deleted Tank Depot and the Second Axis Motorpool. Now heavy tanks are
with light tanks and guns
*Changed pause menu logo. lol.
*Increased sight for all units and vehicles. We're not too short with the eyes, lol.
*Increased Battle distances. We're not at 5 meters shooting one to the other.
*Bodies stay forever (a little buggy yet, but im finding out)
*Vehicles dont dissapear (the same as the bodies, its buggy, but they both work)
*Engineers and Pioneers have Sattle Charges
*Ranked infantry has fireup ability and has level 3 veterancy
*Sniper has not camouflage anymore
*Mortar can shoot more than what he can see. you can attack ground you dont see
*Phase 4 for axis is not usefull. You dont have the last tank building
*Removed Skins
*Vehicles give Heavy Cover
=====================================
-Icons for every new unit (not in 2.0. Only in 1.5)
=====================================
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-AI Tweaked for using infantry, tanks and abilities
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-Around 200 game changes! Ive counted the modified files and this is real!
*Select first your Command Doctrine so you can use new abilities and units (Not anymore in v2.2)
*Allies have cheap Squads, but they are bad at fighting. Make sure you micro your squads, upgrade them and use Tactics. thats the way you win
*Axis have strongest Squads, so Protect them, because they are expensive
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CREDITS
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-Kyranzor for helping and giving tips
-Fenwe and Warnstaff for let me use their ADVANCED AI MOD and helping me into AI Tweaks
-EZ-Nixon for making ALL the icons
-Halftrack for all skins
-And all those who supported me