Company of Heroes 2

Company of Heroes 2

NHC2 Mod
44 Comments
///A\\\  [author] 30 Jul @ 2:57pm 
@win_diezel we still creating new contents, but this mod you said sounds bad because it needs a real players to playing with for the AI we need to change this officer to not moving at all because the AI it will attack with this unit or he will do some other stupid AI things with this unit, insted i was thinking to creating a new mod have you heard the Operation: Assault and Operation: Panzerkrieg in Coh1? i was thinking to recreate this mods to the Coh2 with the same maps and they will be playeble with all the factions & maybe they will have more maps to playing with. when i balance this NHC2 mod first so it will take a long of time
win_diezel 30 Jul @ 12:41pm 
Thanks for still creating new content for this game! Awesome scenario! By the way, is it possible to make a Castle Kings (Regicide) mod like in Age of Empires? For example, where every player has a general, and killing them is one of the victory conditions. The general could hide inside buildings or vehicles, sprint, camo, extra health, and other necessary abilities.
///A\\\  [author] 21 Jul @ 3:04am 
@dangminh25 of course they can but they can't only setup mines i didn't find the code to how i can make them to setup mines, the AI to build something i have the priority on randomly sometimes it will be low or high i need to change that because he build too many defensive bunkers and closed the road it happens in long matches times. but i have only seen the pantherturm,mortar bunker,AT guns,howitzer & the 17-pounder without the pit, the ai can't build like the player only a few emplacements can build
dangminh25 20 Jul @ 9:48pm 
i have some question about the AI
did the AI able to built things like Player, like setup mines, built AT gun, howitzer ?
///A\\\  [author] 19 Jul @ 3:54pm 
@kingbode of course you can share some ideas for my mod if you want it will not hurt anything but also still i didn't run out of ideas i'm just not adding them because i'm still finding errors & bugs in my mod if i make new ability i will lose time because maybe causes some problems and dalaying the balance & bug fixing the mod, for now we stay with this we have and the next update not this update i will change the lmg+hmg weapons like accuracy etc... vehicles also counts like the top gunners.

don't worry it will be not like the Wikinger MG ones and for some reason the Wikinger MG42 is more deadlier than the Coh1 Blitzkrieg Mod MG42 in Blitz has an ability on/off to change the burst rate if you like your MG to be too accurate deadly or too inaccurate but deals more suppression but Wikinger has both in one without the inaccurate and this ability it's pretty good for all the hmg's, even this ability it's on the bunkers too & my mod too
kingbode 19 Jul @ 9:02am 
while Spearhead/Ironside is the most fun, balanced and realistic MOD for COH2, in my opinion. if u have the time and interest, u may try it to find out for urself. maybe it can help u find some inspirations for further great ideas for NHC.
kingbode 19 Jul @ 9:00am 
that really is great new, i.e. the changes u have made. making AI less annoying and frustrating is the KEY. thanks for the hard work, i know it must not be easy to maintain and update a MOD purely out of love for the game.

i've also played Wikinger and All Units 170, frankly, i think they have some good ideas, but the products are quite shitty, 'cos they put too many restrictions and restraints on the gamer, but what's worse, the AI in them are even more exaggerating to a total motherfucking level. e.g. in All Units 170, AI enemy infantries can charge directly against my MG34 and MG42 and just push through my defence line, which is totally unrealistic. and they have the same AI ability abuse problem: the airstrikes are even more powerful and frequent. an extreme case is that in Wikinger, once enemy used only MG strifes to beat up my whole defence line. that's right, just using a MG.
///A\\\  [author] 18 Jul @ 2:51pm 
@kingbode i haven't played other mods, i played only wikinger mod | All Units (170 added) & Coh1 Blitzkrieg Mod + NHC mod the most of the times even today so i don't know what these mods have in them from what you said but it's ok if you know the NHC mod from Coh1 the original it will be the same in Coh2 too but balanced, i have some new things to add but i need first to balance and fix all the units first. the new damages that i made are bad balanced and the armor+penetrations are still from the Relic. i'm trying to make them to feel 50% realistic not 100% i don't want them to be killed too easy or the vehicles to be too slow realistic you get the point, it needs many updates to be done.

also i have some very good news i have removed all the AI commander abilities and change them to be choosing in random with longer recharge times the spam air & artilleries has stopped now every AI has only 3 commanders Max air or artilleries so the rain will be less and longer times
kingbode 17 Jul @ 10:55pm 
thanks a lot for the great work of u and ur team. like i said, this MOD has some great ideas, and if ur guys can execute ur plan to change the disgusting AI setup by Relic, then this MOD will definitely be fun to play.
to be frank, i've played almost all popular MODs of COH2, and urs stands out. i must admit that my current most favorite is Ironside/Spearhead, but urs can be quite close to it. and even Spearhead was very shitty at its beginning, it only managed to be great after so many updates.

as for bugs, i will love to report them if i find any. now i am not seeing anything other than the abuse of air strikes by AI, but maybe that's because i haven't played ur MOD long enough. i will keep trying.
may i make a suggestion regarding the design of this MOD? would u consider adding in more "varieties" for each commander choice, like diversified unit types, extensive call-in options, similar to Ironside/Spearhead? that would make the MOD even more fun. thanks a lot.
///A\\\  [author] 17 Jul @ 1:52pm 
@kingbode thanks, also the Mod in the first release it was worse that it is now, we have overworked to make it fun and playable mod but now we don't know if the mod has any more bugs so if you have saw any bugs you can report it to us it will help a lot. also we took a break some days soo the changes will be only AI nothing alse i think.
kingbode 17 Jul @ 1:11pm 
your plan is great, and if it works well, then the MOD should be fantastic. now it's just annoying and desperate. but i understand, the problem may be caused by some self-claimed "genius" & actual stupid imbicile shit at Relic.
///A\\\  [author] 17 Jul @ 1:10pm 
@kingbode i'm aware of this AI bothers me too, i have a plan to remove all the ai abilities and change them to equipt with random abilities and less for example bombs or planes can't have both something like that with longer recharge times only for the AI, the mod had too many bugs but now it's playable in this update so i will work only with the AI in this days to stop the annoying spamming. i will remove some abilities from the AI the next update maybe it will take a week to make sure it will be fine
kingbode 17 Jul @ 11:46am 
this mod has some good points in it, but unfortunately, the finished goods turned out to be shit. i've tried several PVE battles, in each of them, whenever i have managed to build a defence line in shape, the AI enemy just called in air strikes to blow it all up, despite that i have put somewhat strong AA defence in there. and AI's air strike can come as frequently as a dirty slutty monkey jerk itself off. in all, this MOD is quite a failure in regard to PVE.
///A\\\  [author] 19 Apr @ 11:57am 
@r4yman i know, something in the coding goes wrong it will take a day or 2 it will not take long, i have tested before the update it worked fine but when i updated it broke somehow, i have saw it today but i will looking on it tomorrow and fix it
r4yman 19 Apr @ 11:25am 
hello

when we played co-op against 2 ki experts yesterday, unfortunately they didn't build any buildings for 2 rounds :/ otherwise great mod
⛧DarkReaper⛧ 16 Apr @ 4:34am 
ohhh ok makes sense thanks for the quick description^^ thought that it wasnt working because it never happened in the 80 minutes gametime.
///A\\\  [author] 13 Apr @ 9:54am 
@⛧DarkReaper⛧ you need 10 wounded units but it has a % chance to happen and it only works on your own units not ally's, the Secret Lab has two medics the medics can carry your wounded units on the ground if they are survived, if you collect 10 units the zombies will be available, the units can survive on the ground for a short time bleeding to death if the medic save him before his death then it will carry him to the Secret Lab to make him a zombie
⛧DarkReaper⛧ 13 Apr @ 8:55am 
Hey got a question about the OKW structure Secret Lab how does it function? I have wounded units next to it but nothing happens tried it with dead units of mine and from teammates. Can it be that it isnt functioning properly atm and still WIP?
///A\\\  [author] 6 Apr @ 8:27am 
@Deputat Patriot they are supposed to be in that way to destroy everything because of the hero units are too overpowered and with the problem with early heavy vehicles, it was for the older versions now with the new version i thing it will be ok to make it weaker, but they still will have armor-piercing bullets it means very deadly for the infantry, it will change in this bug fix update that is coming soon
Deputat Patriot 5 Apr @ 8:45am 
Разработчики, поправьте пулеметные гнезда. Они выносят всех и вся!
///P\\\  [author] 5 Apr @ 2:53am 
@Deputat Patriot thanks, now we are working with the bug fixing and then the second will we fixing the AOE damages for all the weapons etc because they are unbalanced, The third plan is to make all vehicles to fire a little slower than normal by relic, the final plan will we change the penetrations, is a lot of work, the penetration and armor is the hardest to make
Deputat Patriot 5 Apr @ 2:06am 
Предлагаю сделать больше урона Ис-2, а также пробития, поскольку у него 122мм орудие и это было бы реалистичнее. Точность плохая, но хотя бы она есть. Перезарядка и так долгая. Желаю удачи в разработке, мод очень полезный, особенно если фанат первой части.
P.S
Сделай потом и на третью))):steamthumbsup:
///A\\\  [author] 30 Mar @ 5:55pm 
@Deputat Patriot thanks, the mod is really good is mixed with "All Units (170 added)" "Blitzkrieg Mod" "eastern front" and with "NHC mod" from Coh1 it needs a lot of work to balance it, but it's 50% realistic it means the infantry's can instantly killed if the projectile lands at their feet or their torso, and for the vehicles the bigger the cannon the bigger the damage, i can balance it easy with the damage but they are too many weapons, but don't need any help, next update is coming very soon with new abilities and bug fixes, also please next time write it in english because i don't know if the translation is 100% correct to what you mean thanks
Deputat Patriot 30 Mar @ 11:29am 
Довольно неплохо, хотя выглядит немного колхозно. Я играл в этот мод в первой части, даже создал подмод с балансом для него, возможно поработаю и над этим. Жду данный мод на третью часть.
///A\\\  [author] 5 Feb @ 10:53am 
@Prometheus i didn't make a bug report list because i was knew all the bugs but i missed that truck, but don't worry i fixed it months ago, the beta has too many bugs or some things don't working, the mod is very large and has a lot of things in it thats why i missed the truck, also i changed a lot of things and i tested the mod, now it does't has any bugs it's playable but the AI is sleeping in 1 hour match relic problem, i can fix that but for another time
Prometheus 5 Feb @ 3:41am 
Not sure where to report bugs (or if it's a feature) but Schwerer Panzer HQ's flak does not work.
Pro-Digger34 <PL> 29 Jan @ 10:02am 
nice.Thx
Leondowo.exe 18 Jan @ 1:41am 
Nice Mod :) :SM2imperialfists:
///A\\\  [author] 17 Jan @ 9:34am 
@PROselyte thanks :D. the balance it will be better in the next update, the beta has too many bugs it's unplayable
PROselyte 17 Jan @ 4:48am 
niccccccce work
///A\\\  [author] 14 Jan @ 9:24am 
@Yuuka 100KG very good idea, i totally forget about it the 88mm Flak 36, it's ready for battle in the next update but is inside on the bunker to make sense. i'm not sure for Coh3 but instead we will make a new unit the Maus later i don't know if it will be added in this update because we still learning
Yuuka 100KG 14 Jan @ 4:40am 
and also maybe units from COH3
Yuuka 100KG 14 Jan @ 4:34am 
more units especially 88mm in COH1 plz. Love this mod
///P\\\  [author] 4 Jan @ 5:03am 
we know this bugs they are already fixed in the next update, but the mod is not ready yet to update because the new damages and bug fixes are not ready yet complete, the mod has too many units for bug fixing it will take some months i think, the work is hard to we make the mod perfect and balance, don't play with expert AI it makes the game to crash in short time it's the new hardest ai
Koya 4 Jan @ 4:33am 
The mod looks great but it crashes my game :)) after about 10-15 minutes of playing
Tanksalot05 3 Jan @ 7:18pm 
the hero sniper for OKW basically gives you map hacks at vet 2 (or whatever one gives you more vision) which is kinda OP
///A\\\  [author] 9 Nov, 2024 @ 1:51pm 
@Moruel i fixed the problem, it's a beta these mistakes happens but i don't need any bug reports right now in the beta version but thanks you just save me more time, now i'm adding new upgrades and new things and then i finish i will looking all the erros in the codes, so the next update it will have no bugs i hope (and in the beta version one tank is missing in OKW)
Moruel 9 Nov, 2024 @ 5:40am 
@///A\\\ at a certain moment the increase in ammunition and fuel became 600 per minute, I would like the usual supply of resources
///A\\\  [author] 8 Nov, 2024 @ 5:19pm 
@Moruel can you please explain it more better? maybe you mean the resources are too high in rates?, how to get less or the 600 resources is not possible, but to limit yes, the resources are unlimited like the base game (No Mod) it's not a realism mod to limit it or decrease it in income
Moruel 8 Nov, 2024 @ 2:00pm 
How to get less than(normal) 600 fuel and ammo?
///A\\\  [author] 30 Oct, 2024 @ 3:13pm 
@Deo-te-Hero it will have more new units like grenadiers 6 squads and scouts etc.. but now i'm working with the new damage balance, i was thinking to add the kampfkraft before even make the mod but it will be very overpowered for the germans so for now is a no, it's a 50\50 it's too early to add it now, other ways they all will burn everything in their path and their defenses will be harder to destroy, but we'll see
Deo-te-Hero 30 Oct, 2024 @ 1:30pm 
just played it and it seems nice, although infantry with different sizes (like wehr getting 2 grenadier squads with 4 and 6 men) and the kampkraft centre was something i looked for. great work so far
///A\\\  [author] 30 Oct, 2024 @ 1:06pm 
@Deo-te-Hero from what it seems yes with updated graphics and better ai but not models like T26E4 Super Pershing but this tank is in the mod but with the M26 Pershing model, it has unique skin so it's very easy to spot it
Deo-te-Hero 30 Oct, 2024 @ 12:17pm 
holy moly, this brings back memories from a decade ago