Company of Heroes 2

Company of Heroes 2

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

Hi ^2[psyke]^0Nanabush;

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

UI position is how I described earlier (remember don't use slot 34 inside build menu's)
^2[psyke]^0Nanabush 1 Nov, 2022 @ 3:42am 
I would like to know how you give a sapper multiple build menus in COH2?
Please :)
the E 10 Jul, 2021 @ 4:34pm 
game over suka
[TFB] The Pink Gentleman  [author] 17 Mar, 2021 @ 7:36am 
Lol; the potato man <3
the E 16 Mar, 2021 @ 11:24pm 
take my points
[TFB] The Pink Gentleman  [author] 22 Nov, 2020 @ 2:16pm 
Thanks whoever did the award; that's awesome. :steamhappy:
[TFB] The Pink Gentleman  [author] 22 Oct, 2019 @ 2:00pm 
I am still around although I've been busier of late. There's still things on my "to do list" so it'll be worked on more. I haven't had chance to run this in comparison to the latest patch to see what's broken though. So do report shit that doesn't work to me here and I'll at the very least fix those issues.
SaMuRaI 22 Oct, 2019 @ 1:53pm 
Will be this updated ?
Valeriy 31 Mar, 2019 @ 12:59pm 
I'd love to see this mod but with the defensive structures only. It would be great if it was possible to only download the part with the defensive structures.
[TFB] The Pink Gentleman  [author] 8 Sep, 2018 @ 11:05am 
Does spearhead have a win condition pack to go with the tuning pack? If not I'd love to know how they've done it my self as I thought it required SCAR (which is basicaly lua) which can't be utalized in tuning packs.
Potätr 8 Sep, 2018 @ 10:16am 
Maybe ask the person (or persons) involved with making the Spearhead Combat Overhaul tuning pack. They were able to stack one row of abilities on top of the other
[TFB] The Pink Gentleman  [author] 8 Sep, 2018 @ 4:55am 
Yeah been trying to figure out a way around that but the only way I know of invovles scripting win condition packs to go with the mod and that maybe more than I can manage. I appreciate the feedback though mate.
Potätr 8 Sep, 2018 @ 12:09am 
I'm only giving this a thumbs down because the commander abilities expands too far and covers up the amount of resources you have. I'd love to try this mod again if that gets addressed. Keep up the good work though - I love the reinforced sandbag poitions
[TFB] The Pink Gentleman  [author] 6 Feb, 2018 @ 4:30am 
Well this way round is only in the mod and only for this one item. I remember how painful base off-mapping could be and I'm glad it can't be done now.
lemurcatta 5 Feb, 2018 @ 11:55pm 
Ah, I had no idea there was any way around the arty vs base restriction.

I remember when Relic first added this limitation -- before then I had a lot of fun using the pre-nerfed Air Supremacy to wipe out bases with a couple of strikes.
[TFB] The Pink Gentleman  [author] 5 Feb, 2018 @ 4:11am 
To use 25lb's to destroy a base you have to send either a Sniper or Advanced Recon unit (from the reinforcements) They have a special pyrotechnic grenade that you can throw into their base. The standard pyrotechnic grenade found on the Tommy squads won't work as this one can't be thrown in the base sector.
lemurcatta 4 Feb, 2018 @ 5:15pm 
Ah, that explains it. I was trying to determine the range but I guess that's moot in this case.

Also, I was trying to attack a base and that won't work. I enjoy destroying bases from afar.
[TFB] The Pink Gentleman  [author] 4 Feb, 2018 @ 2:11am 
Basically treat them as extentions of the guns on the base already and you're adding to that existing arsenal. They ultimatly work in the same way.
[TFB] The Pink Gentleman  [author] 4 Feb, 2018 @ 2:10am 
Use pyrotechnic grenades (From British Infantry and Snipers), royal artillery direct fire ability or advanced emplacement's counter battery ability.
They where designed not to have a direct barrage ability.
lemurcatta 3 Feb, 2018 @ 10:33pm 
For some reason the 25lb UKF emplacement isn't working currently. It builds but doesn't have any way to fire. The only available controls are Stop and Target here and Target Here doesn't work.
[TFB] The Pink Gentleman  [author] 2 Feb, 2018 @ 2:22am 
I'm glad you like them bud, I like having options even if it's more options than you need. It's fun to be creative with how you build the defense lines. It may be helpful to know the light barricades can be built inside each other and clip through other objects. They're great for filling gaps.

Also you may like the Soviet At emplacement and British 25lb emplacement. Those are quite fun I think.
lemurcatta 2 Feb, 2018 @ 12:20am 
Excellent! Back in business. I really like the additions to fortification types in your mod, they give you a lot more variety to work with. Using large dragon's teeth with heavy barricades can let you build a sturdy tank + infantry exclusion.
[TFB] The Pink Gentleman  [author] 31 Jan, 2018 @ 8:21am 
Thanks for the post mate. It should all work again all though the abilities are a bit jumbled up.
lemurcatta 30 Jan, 2018 @ 11:32pm 
The Jan. 29 update broke the vanilla UI so that you can't access the higher value commander options. For example, you can't order in Priests or most artillery strikes . It looks like the overlay for the mod options is covering the original commander options.

I really appreciate this mod for comp stomping but I can't use it currently. I do like the new tweaks that were just added like the medic station for the Soviet faction and the infantry officers.
[TFB] The Pink Gentleman  [author] 17 Oct, 2017 @ 3:00pm 
What a nice reassuring comment, thanks Dusty.
Walsingham 15 Sep, 2017 @ 4:20pm 
I'll wait on the full fat version, but your thinking so far sounds interesting.
[TFB] The Pink Gentleman  [author] 13 Sep, 2017 @ 4:37am 
Yeah it's priced out of the game as I'm having trouble getting it to work atm. Annoying as I had it working fine in the last mod but for some reason in this one I'm having issues.
vanilla fudge 12 Sep, 2017 @ 7:26pm 
hey you have 9999 fuel needed to build a bunker on the OKW. Just so you know.
[TFB] The Pink Gentleman  [author] 10 Sep, 2017 @ 4:58pm 
The exploit was fixed along with the broken pak's / howitzers etc.
[TFB] The Pink Gentleman  [author] 10 Sep, 2017 @ 9:57am 
So there's an exploit relating to a certain mine and problems with static weapon crews affecting both Soviet and German howitzers, Pak43's and Flak emplacements. I'll look into this and will try have a patch out within a few hours.
[TFB] The Pink Gentleman  [author] 10 Sep, 2017 @ 4:25am 
That would be reall yhelpful Vanilla thanks.
vanilla fudge 9 Sep, 2017 @ 6:33pm 
I'm playing it now I'll give a good detail of the match when I am done. Sounds great though.
[TFB] The Pink Gentleman  [author] 8 Sep, 2017 @ 10:03am 
Please be aware this is only just in a playable state. It's very early in development and there's a lot of rough edges. The balance between factions should be about right although the US reinforcements still need some work.That said the balance between the actual obstacles common to all factions hasn't been done yet.

NOTE: Build the communcations dish as fast as you can.