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@danghuutien97, It is a problem in the core game that mods are not fully compatible with savegames. I cannot fix that.
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!
The singleplayer content can sadly not be modded at all. Mods can exclusively be used in the custom game mode.
@Malata Societa' Official, sad :(
@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.
Do you intend to bring your amazing mod to CFH3?
I would love to see your work in the new game
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.
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.
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.
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.
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
Edit the field entity_blueprint_ext/animator in ebps to: environment\objects\xp1_test_buildings\base_building_02\base_building_02
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.