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Description =======================
Attention
=======================
-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 2.5 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
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Changed in v2.51
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*Discipline now appears in supply center
*Changed Icon for Smoke Grenades
*Changed Icon for Tank Crew
*Thompson upgrade now requires supply center
*Ranked infantry now Requires Supply Center
*Tank Crew now Requires Motorpool/Axis Tank building
*Scouts Removed Abilities
*Run! Now appears on US Infantry
*Grenades And Bazooka Upgradable for Commandos
*Axis Paratroopers Removed MP44 Upgrade
*Ostwind Flakpanzer Increased Damage
*Scout Limits to 1
*Scout cannot call paradrop on any part of the map. they must be near.
*Airborne Squad With 30.Cal now works fine
*Sherman Upgrades now appear in Supply Yard
*Fixed Bug with Ranked Rifleman (They were in something like godmode)
*Commando Squad is not for front fighting. Now instead of 4 Thompson, they have 1 Thompson and 3 Carbines.
*Axis Officer now have MP40 and not an invisible weapon
*Run! duration decreased to 5 seconds and recharge time reduced to 30 seconds.
*Jeeps and Motorcycle more expensive
*Panzerschreck upgrade needs Veterancy Center (axis)
================
Changes since v2.0
================
First, say thanks to 'awush' and 'KCE' for giving important suggestions and all others who gave feedback
Check mod's blog http://revolucion09.wordpress.com
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New Features
==========================================
-New Unit: 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.
-New Squad: Commandos Squad For allies (with new abilitys, as cute wires, hide and other. Excellent for Flanking or taking AT Guns, etc)
-New Squad: Knight's Cross Squad for Axis (highly trained axis infantry).
-New Ability: "Run!" Units can Move without firing faster *Upgrade neded: Discipline, enables Run! ability in Supply Center (allies) and Veterancy Center (axis)
-New Unit: Tank Crew. Cheap unit for using MG's in vehicles
-New Upgrade: A serrated fragmentation sleeve, Splitterring. (other type of grenades for grenadiers.) Requires Upgrade in veterancy center (axis)
-New Upgrade: Hand held smoke grenades for rifle men/grenadiers.
-Upgrade Change: Vehicles get MGs only when there is someone inside (like Tank Crew or any infantry)
-Upgrade Change: Common Grenades for US dont need upgrade of Supply anymore
-Squad Change: airborne now have Heavy Machine Gun 30.cal instead of sniper
-Unit Change: Officers with Weapon MP40
-Squad Change: GreaseGun Troops for Paratroopers
-Feature Change: Infantry from Tank Squads removed
-Equipment Change: Engineers and Pioneers have sattle charges and wire cutter included
==================
New Gameplay Features
==================
Depends on how many affects gameplay difference between clasic coh and Commando
-Heavy Change: A Shot of any weapon can kill a soldier with one shot! So, Micro your infantry, get your head down, soldier! take cover!
-Heavy Change: A Tank could be destroyed by only one Attack from another Tank. As realistic, a sherman couldnt be shooting around 30 shots to destroy another tank, its me or you! better shot, wins.
-Heavy Change: An AT Gun good attack can destroy tanks with one hit! So, guard your tanks and have infantry at hand
-Medium Change: Warnings before Artillery and Paratroops Removed
-Medium Change: Infantry is 50% cheaper (as easy to kill if they're not protected)
-Heavy Change: Infantry squad can ride vehicles, allowing faster infantry mobilization (enables up machine gun in vehicles)
-Light Change: Snipers move faster like normal infantry or closer to it.
-Medium Change: Snipers can pin a squad, forcing them to go down or take cover
-Heavy change: Sticky Bombs must be placen over the tank (not thrown)
-Light change: Grenades have more distance of throwing
-Light change: AT Guns and Similar can retreat. (will not take on shoulders AT Guns, though)
-Heavy change: Units inside buildings have Heavy cover
-Medium change: Repair is going back for all
-Medium change: Tanks give heavy cover, so, on open fields, get your infantry follow near the vehicles.
=========================
Minor Changes and Bug Fixes
=========================
*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 corrected
*Times (producing units, vehicles and capturing minimal changes) changed
*Grenadiers are more effective and cheaper
*Tanks are bit more expensive in Fuel
*Panzerschreck has more accuracy
*Improved Tanks and Infantry Axis (also more expensive)
*Allies are cheaper but worst. Though they have good tactic abilities and different squad types.
*Tanks give more Suppression
*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.)
*88s do more damage
*MP44 do more damage
*Scout and Commando Squad need Resource Center
*Motorcycle now in Grenadiers Center
*Tanks now cost a little ammunition
*Tanks Armor and Damage redone
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Interface Changes
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-Icon for Run! Ability and for discipline Upgrade
-Icon for splitterring grenade ability and upgrade
-Icon for smoke grenades and upgrade
-Icon for Commando Squad
-Icon for axis and ally Scout
-Icon for Tank Crew
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Main Feature
================
-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.
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-Units and Weapons list
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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 33 shots)
*MP40 (SMG 33 shots)
*MP44 With Grenades (SMG 33 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)
====================
-Gameplay Changes.
====================
*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.
=====================
-Other Changes.
=====================
*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)
=====================================
=====================================
-AI Tweaked for using infantry, tanks and abilities
=====================================
-Around 200 game changes! Ive counted the modified files and this is real!
==========================
-Gameplay Hints:
==========================
*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
*Micro you're infantry, specially Commandos and Ranked. Because if you micro them well, they can win many battles, get them as better protected
*Heavy cover was usefull in close combat, dont forget sandabgs!
*Use Run! ability to get some point faster, or to move between cover points
*Use smoke grenades to cover infantry from MGs or Tanks
*Micro well your tanks, or some better tank will crash it. Or worst, an AT Gun..
*Dont trust anything, Artillery wont give warnings before falling
===============
CREDITS
===============
-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
-Awush, KCE and other testers who helped me