Company of Heroes 2

Company of Heroes 2

All Units (170 added)
9,401 Comments
SneakEye  [author] 14 Jul @ 9:36am 
@Bayu, The AI is customized for the features in this mod and furthur improved with certain aspects from Zycat AI, but certainly not everything.

@danghuutien97, It is a problem in the core game that mods are not fully compatible with savegames. I cannot fix that.
Bayu 14 Jul @ 9:32am 
Bro, is this really using Zycat AI? It feels kinda different, like the original one was harder 😅 But thanks for the mod, it's been a lot of fun!
danghuutien97 7 Jul @ 3:21am 
Hey team,

Just wanted to flag a recurring issue related to save and load functionality in skirmish mode, specifically when certain mods are combined.

I've observed that the save and load options become locked (greyed out) when using the "Advanced Commander Mod" (Steam ID: 350031348) in conjunction with the "CheatCommands Mod II" (Steam ID: 692412438).

Given that "CheatCommands Mod II" is noted on its workshop page as being incompatible with Company of Heroes 2, it seems likely that this combination is causing conflicts that prevent the game's core save/load system from operating correctly.

It would be great if this could be looked into, as it significantly impacts gameplay when these mods are active together.

Thanks!
SneakEye  [author] 28 Jun @ 5:22am 
@Arkhan, The AI spends its resources very efficiently and can therefore out tech the player when the territory is equally devided.
✪ Andrew ✪ 27 Jun @ 8:53am 
Why are the Soviets spaming T-34 already so early? I am playing on Standard and its so hard barely
SneakEye  [author] 20 Jun @ 9:43am 
@Angelis Mortis, This mod is a tuning pack, which means it can be combined with a win condition which can increase the pop cap. Like this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=333857863
Angelis Mortis 19 Jun @ 9:34am 
is there a version with increased pop cap?
AEGK 12 May @ 8:57pm 
@SneakEye i think that indeed its useful, u save a nice bunch of fuel wuth the call in, dont needing to build the company post and the midle building saves u a lot allowing u to have it faster imo
kellym 9 May @ 6:39pm 
ahh ok thank you sneakeye
AlpokoLoco 9 May @ 1:17pm 
Hello all. I have been playing this mod with friends in 1v1 custom games with a huge map rotation. We are looking for a few more players to keep things interesting. We have win and kill tracking me. Add me if interested.
SneakEye  [author] 9 May @ 5:10am 
@kellym, Welcome back :)
The singleplayer content can sadly not be modded at all. Mods can exclusively be used in the custom game mode.
kellym 9 May @ 3:58am 
I've been playing this mod on and off since it was brand new at less then 66 units, now i've returned almost 8 years later, and now I have a question for @SneakEye, is there a way to implement this tuning pack in a less variable more permanent way? i'd really very much like to try and play the single player content with this mod activated for the single player story line if possible? I know more about modding sc2 or wc3 or barotrauma then i do coh2, so I figured id ask you here: is there a github version of this mod I can just left click drag into the directory to use this mod/tuning pack on the campaign maps? i'd like to revist all the old single player content but under your mods new light. If its not possible, thats ok I understand. Thank you for your time sneakeye.
SneakEye  [author] 6 May @ 8:24am 
@AEGK, The call-in was not very useful in the mod, because the Land Mattress is available by default in T3.
AEGK 5 May @ 7:17pm 
Just buyed the land mattess commander and see in the mods it changes the mattress for a concentration barrage, why?
danzloblaha13 27 Apr @ 2:07am 
also when was area of repair stations sized up ? its used to be like half ??!! :D
danzloblaha13 27 Apr @ 2:03am 
...*IT can target...
danzloblaha13 27 Apr @ 2:03am 
correction in very rare cases i have seen AI shot ptrs and other small slot weapons at tank traps or barb on Achelous river infantry bridges then you take down all the bridges between ai and you ... i can target tank traps if no way out !! :steamhappy:
HeavenStormer5249 22 Apr @ 11:15am 
Thanks @SneakEye! No problem, hope you get to fix the issues reported in the future when you have the time.. still playing this from time to time and I don't seem to get tired because of your mod and how much versatility it offers :)
SneakEye  [author] 22 Apr @ 8:51am 
@Ritter Ayla, That is very kind :)

@Malata Societa' Official, sad :(
Malata Societa' Official 22 Apr @ 6:24am 
@ritter hands down like in a station toilet full of s h it
Ritter Ayla 21 Apr @ 4:59pm 
Hands down the best possible mod for this game, thank you so much for it:cozybethesda:
SneakEye  [author] 19 Apr @ 12:49pm 
@VelasaLynch, The Soviets can build the Barricade which has the identical effect. I am currently not working on the mod though so it is not likely that other factions get it any time soon.
VelasaLynch 19 Apr @ 5:18am 
Love that you are still working on this mod, its the only reason why I came back to CoH2. I am curious if it would be possible to put dragons teeth with other factions. I used em before and they do work to slow down light vehicles but heavies can drive right over em, seems like a fair use of map denial versus traditional tank traps that you can box an enemy in with. Thanks for hearing me out!
SneakEye  [author] 18 Apr @ 9:33am 
@VelasaLynch, Correct, the tank traps are not owned by the player once finished and therefor the AI does not use focus fire on them.
Malata Societa' Official 17 Apr @ 7:54pm 
make mod for this game its useless you cant modify the single player like company of heroes 1 this modder and the others keep doing this no sense for nolife multyplayers peoplenerd its riddiculuous this modders i guues also they have the typical wrustel fingers
VelasaLynch 17 Apr @ 5:19pm 
Not sure if this has been asked already but does the AI not know how to handle tank traps? It seems that once you block a bridge with tank traps and barbed wire that area is just completely ignored.
Dylanches31 24 Mar @ 4:03pm 
asdaasdsa
SneakEye  [author] 18 Mar @ 11:56pm 
@PollyM@x, CoH3 has lost my interest. I heard it got better, but I am currently too busy to give it another try.

@darien, The image shows Panzergrenadiers with a community made skin. This skin sadly no longer works since Relic locked many modding capabilities soon after release.

@HeavenStormer5249, Technically possible yes, but that heavily impacts balance. I fear it can cause unwanted situations.
HeavenStormer5249 16 Mar @ 12:42pm 
Thanks @SneakEye! By the way, another suggestion, is it possible to change the repair stations to repair units/structures while they're in combat?
darien 16 Mar @ 5:30am 
@SnakeEye Thats all good. its more like a comparison, no need to come back for just that. All your other units are perfect how they are. its just that, when i see your main image for this mod, i see something like the obersoldaten with full stgs. If thats not them, who are those guys? If you ever work on this again, that would be great to see the Obersoldaten initialy spawn with 2x rifles and 2x stgs when spawning, then with the stg pack upgrade, we get 2x more stgs so a full stgs on ober soldaten like the other normal units you have. (falsh spawn with 2 fgs, then upgrade gives them 2x more).
PollyM@x 13 Mar @ 12:34pm 
Good afternoon my friend, how are you @SneakEye?

Do you intend to bring your amazing mod to CFH3?

I would love to see your work in the new game
SneakEye  [author] 10 Mar @ 8:38am 
@Kaleb, In ebps/action_apply add a requirement_action with vet or upgrade requirement. The action is spawn_entity.
I created new entities with the following blueprints:
environment\objects\defenses\wood\wooden_roof_bunker\wooden_roof_bunker
environment\objects\base_perimeter\gaurd_tower\gaurd_tower

@darien, Thanks! I am currently not working on any balance changes, but will review the Obersoldaten when I do.

@HeavenStormer5249, I will look into that.
Kaleb 9 Mar @ 11:37am 
how do i spawn those emplacements they seem cool?
darien 8 Mar @ 6:37am 
Only thing i feel is lacking is the Obersoldaten loadout. I feel like they should spawn already with 2 stgs. You know, like the Falshirmjagger. Otherwise, this mod is the best! Loving every bit of it. Cant play the game without it! Thanks for this masterpiece!
HeavenStormer5249 7 Mar @ 12:25pm 
No problem @SneakEye! All good! I still play CoH2 from time to time because of your tuning. :)

The Pantherturm bunker seems to take up a lot of space when placing it compared to it's size.

Sunken Mortar Bunker (WM) and Mortar Bunker (OKW) animation appears to reset when the hatch opens up and the mortar goes up again even if it's already up and firing from another angle/target. This can be replicated by doing a barrage/incendiary barrage. And they show 3 range lines. This happens when they're a vet where the range increases. There are also times where it doesn't fire on some occasions. Had to self destruct it and rebuild again.
SneakEye  [author] 7 Mar @ 8:04am 
@Kaleb, The additional props are spawned based on veterancy and unlocked upgrades.
Kaleb 6 Mar @ 3:58pm 
hey author i noticed in the emplacments screenshot it had extra stuff on the emplacements that i never saw in the mod, do you know what thats about?
SneakEye  [author] 6 Mar @ 7:43am 
@HeavenStormer5249, The missing silhouette cannot be fixed sadly. It is a model state which is not present in that model.

I have no plans to make any mod for CoH3. Initially I was very hyped and got immensely disappointed with the bad launch. But even if it is better now, my life got a lot busier and don't even play CoH2 atm.
HeavenStormer5249 6 Mar @ 7:34am 
Hi @SneakEye, the DShK bunker/emplacement when building does not show any silhouette while selecting where to place.. not sure if this was raised before.

Also, will you do CoH3 in the future? A lot has changed since it's release and I've seen some tunings that has "custom" models where they seem to combine assets (e.g., Sherman Hull with Hellcat turret).

I think it needs a proper All Units tuning, same with the great work you did on this one.
SneakEye  [author] 8 Feb @ 12:28am 
@Kaleb,
In the modtools: https://www.coh2.org/guides/26089/coh2-modding-getting-started-with-the-official-tools
The entity is: ebps\races\soviet\buildings\defensive_structures\soviet_forward_hq_urban_defense_mp
Kaleb 7 Feb @ 4:24pm 
where is the field entity?
Kaleb 7 Feb @ 4:21pm 
in world builder? cause im in ebps
SneakEye  [author] 7 Feb @ 8:31am 
@Kaleb,
Edit the field entity_blueprint_ext/animator in ebps to: environment\objects\xp1_test_buildings\base_building_02\base_building_02
Kaleb 4 Feb @ 4:32pm 
how did you get the field camps to change?
jaimemarce_123 1 Feb @ 7:56am 
Perfect mod! I need translate spanish
SneakEye  [author] 14 Jan @ 4:00am 
德棍大件☆喵星人の茵, I hope I understand your question correctly. Once the Tiger II is build, the Tiger I is no longer accessible. Okw got a too wide range of units and especially a lot of heavy tanks, this introduces a meaningful choice for balance purposes.
所以作者大大,为什么西德拍了喵王后喵式下不了呢?喵王挂了也拍不了,锁死了
ABSOLUTE 9 Jan @ 9:46pm 
@SneakEye, Thank you.
SneakEye  [author] 9 Jan @ 9:17am 
@BlackLioN, I found this thread with the same error: https://steamhost.cn/steamcommunity_com/app/231430/discussions/0/350542050094224675/
It sounds like a Steam connection issue.
@ABSOLUTE, 85 range is equal to mortars. Veterancy increases it to 100. It depends on the map, but this can often be utilized. I could look into it for larger maps.
@ThighHiDemise, New Front Commanders is sadly not combatable with this mod: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2483319686/5733650980547429185/
@er490, I have not heard such issues with this mod so I fear I cannot help. Perhaps validate the Steam cache and if you use popcap/resource mod, try without. Those can be very demanding for hardware.
BlackLioN 8 Jan @ 3:28pm 
preparing to play: Subscribed (I cant play) Error