Company of Heroes 3

Company of Heroes 3

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Melfina's All Unit Mod
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16.085 MB
24 Jul, 2024 @ 8:12am
11 Sep @ 11:40am
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Melfina's All Unit Mod

Description
Melfina's All Unit Mod


Description
Melfina's All Unit Mod for Company of Heroes 3 expands the battlefield with a comprehensive set of units from the Axis and Allied forces spanning Company of Heroes 1, 2, and 3!

Updated for 2.1.5

The Axis faction contains all the combined Wehrmacht, Italian, and DAK forces (and favorites from previous CoHs!); the Allied faction contains USF, Italian Resistance, and all the Commonwealth forces (and also favorites from previous CoHs!).

Note that you must select the Wehrmacht as the 'Axis' faction, or USF as the 'Allied' faction. The mod is intended for PvP custom games; DAK and UKF will not work.

As there are now nearly 100 unique units for each faction, the tech trees have grown to accommodate the new units and their related upgrades; many buildings and upgrades are codependent.


Extra Notes
Battlegroups are disabled in the mod as special abilities, call-ins, etc. are included within each faction. Nearly every ability is available, although a few especially buggy abilities have been omitted. Some units exist only as partial models and may appear incomplete or have missing graphics, but should otherwise function correctly. Given the huge number of units and abilities in the mod, some stats are still being balanced and may differ slightly from the vanilla game.

Battlegroups can still be selected in game to open up UI space, but unfortunately the main UI element for the Battlegroup ability selection menu and Command Point counter cannot be removed at this time. The Command Point value does not affect gameplay in the mod and can safely be ignored.

The mod is still a work in progress, so stay tuned for updates. And finally, this mod has not been tested for compatibility with any other mods. YMMV.

Other Melfina Content
Popular Discussions View All (2)
4
29 Jul @ 11:12am
Some nerfs
Soggy Peach
1
12 Jul @ 6:30pm
High-Velocity Armament
puyiw
240 Comments
tricon  [author] 4 Oct @ 9:20pm 
@jim I've been working on dialing back the AI's use of strafing/bombing strikes as well as the CWT truck. I haven't seen the 4.2" mortar much in testing, but I can take a look at the mortar too.
jim 3 Oct @ 11:00am 
HOW DO I GET the AI to quite building the 4.2"heavy mortar/cwt 15cwt aa
tricon  [author] 23 Sep @ 7:05am 
Then after you have your new ability built, you'll need to modify the requirements in some way so it is unlockable in-game. For MAUM, I created all new UI elements since the abilities are no longer coupled to the battlegroups. If you are still wanting to use the battlegroups, I would suggest creating a copy of the battlegroup upgrades. You can find those in: 'Attributes/upgrade/attributes/<race>/battlegroups'.

And then once you're done with the ability, you also need to add it ability to the army so that it loads properly when the game starts. You can do that from: 'Attributes/army/attributes/<race>'. Your new ability will need to be listed under 'army_bag/abilities' for the correct race.
tricon  [author] 23 Sep @ 7:05am 
@Slick My Duck I've only been able to make those types of abilities work by duplicating and modifying an existing ability. You should be able to find all the existing ones under: 'Attribute/abilities/attributes/races/<race>/battlegroups'. From there, check under the abilities 'custom_properties' node and often you can find the state tree references you'll need to call an ability.
Slick My Duck 23 Sep @ 1:56am 
may I ask how can I edit battlegroup abilities?I'm trying to made a barrage ability for german, but it won't work
andreas.miska 7 Sep @ 1:11pm 
ttrriiconn Vaaniilla COH Extrem SSuuppeer
tricon  [author] 5 Sep @ 3:42pm 
@andreas.miska Glad you like it. Were you playing against Axis or Allies? There are a couple of somewhat broken Allied ability combinations that the next patch should help address.
andreas.miska 5 Sep @ 3:16pm 
SSoorry No GGo
andreas.miska 5 Sep @ 2:39pm 
Geillerr MMood KKannnn Deen FFeeiindNNiccht SSchlaageen TTrrottz Exxttremm schitt
tricon  [author] 2 Sep @ 6:51am 
Well, the M8 doesn't have a switch yet, but I'll see if I can add an artillery mode ability or button so it can fire long-range as well.