Company of Heroes 2

Company of Heroes 2

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Infantry Emphasis Game Mode
   
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Item Type: gamemode
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28 Mar, 2015 @ 3:15am
29 Dec, 2023 @ 3:08am
36 Change Notes ( view )

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Infantry Emphasis Game Mode

In 1 collection by Trigg
Infantry Spectrum Game Modes
8 items
Description
Description:

Re-implements the Infantry Emphasis Tuning Pack as a Win Condition, so you can use it with your favorite tuning pack that makes other kinds of changes. (Thank TehRoast for the suggestion!)


Features:
  • Reduces the role of vehicles:
    • Doubles the cost, build time, and population cap usage of buildable vehicles. Exceptions: US ambulances and OKW sWS halftracks.
    • Doubles the cost of call-in vehicles. (The population cap usage is not increased, for technical reasons.)
  • Resource adjustments:
    • Removes the AI's resource cheats. Humans and AIs now get the same base resource income rates.
    • Further reduced the Hard AI's munitions income by 50%, to cut back on excessive bombardments.
  • Allows selecting a population cap of 100, 250, 500 (or leave it at the map's default).
    • If you set the population cap up to 250 or 500 the upkeep cost is lowered in proportion, so that you can keep building units longer.
  • Allows the camera to zoom out 4x as far as default. (Beyond a certain point the units and other details will be hidden by the fog, but you still get a good overview of the landscape.)

The variants will show up in your game options as something like:

Inf Emph / AN vx2 p250
Inf Emph / VP vx2 p500

where "AN" = "annihilation", "VP" = "victory points", "vx2" = "vechicle costs x2", "p250" = "population cap 250", "p500" = "population cap 500".

Options with no population cap mentioned use the map's default population cap.


Compatability:
  • This game mode is known not to work with the following tuning packs:
    • All Units mod Now works! Thanks to SneakEye for the fix.
    • Spearhad
  • For my Late 1944 tuning pack, you must use the no-commanders version of this game mode.
  • It does work with my German Metafaction tuning pack, except allows building trucks and halftracks to be built to bring in Panzergrenadiers.
  • It is not expected to work with other tuning packs that add new call-in vehicles, or where some vehicle builds are enabled by player choices after the game starts.
  • For maps and other tuning packs you'll just have to try it and see. Please post results in the Comments so other players can benefit from your experience.


Known Problems:

Memory Usage -

Apparently applying a lot of modifiers with a script eats up a lot of memory. I reworked the code to try to minimize this. However, if CoH2 crashes while trying to start a game it may be because the game+mod used up all your memory. Try restarting with an identical setup, except without this mod. If it starts OK, you will know that the mod's memory usage pushed your system over the edge.

Things that might help:
  • Close other applications before starting the game.
  • Reduce your graphics settings to reduce the load on your system.
  • Play the map with fewer players, e.g. 6 instead of 8.
  • Play on smaller, less-detailed maps.
  • Play without the mod.
I have an old system, and there are a few maps that I can't play with this mod. Reworking the code made a few of them playable, but some of them still won't work. Tell Santa that I need a new computer!

AI Resource Cheat Neutralization -

For some strange reason my debug code shows that an Expert AI on one team may get 5%-10% more resource income than an Expert AI on the other team. Oddly, you can sometimes make it go away by swaping the factions between the teams. I have not been able to pin down the exact circumstances that lets it happen. Note that this was true before I started modifying the AI's rates; I assume that either (a) the function calls are not reporting the numbers correctly, or (b) there is a bug in their initialization code. I have not tried to detect and fix it with the script.

Using this option I still see a surprisingly high rate of air/artillery strikes from the Hard AI, so I reduced the Hard AI's munitions further as described above.


Related Mods:

See the list of my Infantry Spectum tuning packs,
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=808737999


If you spot a unit that I missed, or any other problem, please post it to the discussion and I will look at it. Be sure to tell me what map and tuning pack you were using.
Popular Discussions View All (1)
7
16 Mar, 2024 @ 10:04am
Interactions with German Metafaction tuning pack.
Trigg
96 Comments
Redarmy 11 Jan, 2024 @ 3:36am 
Thanks Trigg. Any chance in the future youd be willing to make a X4 times or X3 times cost version of the mod, without any resource or zoom changes? After much playtime,X5 seems too much as AI or even i have trouble getting even a medium tank out,and X2 still boils down to a tank fest towards endgame.

i think a 3 or 4 cost multiplier would sit perfectly for the experience. i understand if time doesnt permit this im unsure how much editing it requires but wanted to leave the feedback anyway.
Trigg  [author] 11 Jan, 2024 @ 3:28am 
Thanks. Sounds like all the call-ins have the problem. I'll work on it when I have time.
Redarmy 7 Jan, 2024 @ 9:29pm 
Also : Tiger tank call in - doctrine mechanized assault- CP is doubled in the X2 version of mod.. I havent tested any other doctrine call ins but it seems like maybe they are all affected by the CP changes? or newer released ones?

Also - mechanized assault doctrine- 250 halftrack call in( filled with panzergrens) states on UI it costs 11 CP. However in reality costs 14 CP. Im unsure if your mod affects this or if this is vanilla issue. But PZ Grens by themselves cost 8CP so i dont see how (if UI was just setting CP cost of vehicle itself) PZ grens add 3 extra CP instead of 8. I believe its maybe a Relic issue/intended

Also : Mortar halftrack from Festung support: says 6CP but is 11 CP in Inf emphasis X2. Im gona stop testing there. I think pop cap usage for call ins is broken across the board
Redarmy 7 Jan, 2024 @ 7:22pm 
Hey Trigg. Got another one for you. Stug 3 E,call in vehicle under OST defensive doctrine. Marked as 8 pop cap, being brought in for 40 CP in the inf emphasis X5 version. Most likely 16 in this X2 version too
Trigg  [author] 29 Dec, 2023 @ 11:26pm 
Thanks. You too, and anyone else reading this.
Redarmy 29 Dec, 2023 @ 8:48pm 
Cheers Trigg. Have a good new year
Trigg  [author] 29 Dec, 2023 @ 4:16pm 
Yeah, that's annoying when you're working on a skin and need to zoom in to look at some detail.

I dowbt that it's something we can modify, but I'll be thinking about it.
Redarmy 29 Dec, 2023 @ 10:39am 
Trigg, your mods seem to be the only ones up to date. iv tested 20 mods in two days(mostly tuning) and all of them have massive issues/not supported anymore.

I was wondering if,(i ask because i think this may be a quick simple addition to make,maybe im wrong) you might consider adding to your mod a removal of the team colors and/or selection circles when mousing over a unit. You know not the actual "team colors" , but the shader that covers the ENTIRE unit because relic think we dont know who we are hovering over.

I like looking at my infantry and uniforms as the game has good detail,and this ruins it for me.

Iv gone through COH2 config lua,there is nothing pertaining to this shader,im assuming its within a game file.

i wanted to try to mod it myself but i ran into issues,and you seem to be the only modder to update here. Is there any chance you might make that included into this mod or a tuning version?

this is what i mean

https://img.youtube.com/vi/1aoRlyoyLrI/0.jpg
Trigg  [author] 29 Dec, 2023 @ 6:14am 
You're welcome.
Redarmy 29 Dec, 2023 @ 3:59am 
No worries and thanks for promptly replying and updating. I see the X5 version has been updated. too Sweet!