Company of Heroes 3

Company of Heroes 3

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Base Construction - Full
   
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5.228 MB
24 Sep @ 7:48am
3 Oct @ 5:24am
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Base Construction - Full

Description
Vanilla version of the mod here

This is a beta (if not alpha) and basic things like localization strings aren't done. It is playable however, if a bit difficult to understand. Releasing it now because otherwise I'll sit on it forever and I really don't know when/if COH 3 will ever have proper modding support. Most of this mod is a compromise from doing what I wanted to do originally once I realized how little there is in the Essence Editor.

Loosely inspired by Company of Heroes 3 Expanded, this version of the Base Construction Mod includes my balance changes that are aimed entirely towards having highly efficient high stat combat units (mostly infantry) for vs AI play. Unit selection has been increased significantly for each faction but this is not an "All Units" mod.

Check the Discussions tab for a faction overview. It wouldn't fit in the space Steam gives me here unfortunately.

Your primary advantage over the AI comes in the form of several upgrades added to each faction's tech buildings, or HQ if the faction lacks a tech building.
-Each faction has at least 3 techs that unlock battlegroup abilities and passives, but not all
-The selection for each is generally broken up into Infantry/Defensive (fortifications, team weapon callins, defensive abilities), Armored/Offensive (production buffs, offensive abilities), Air/Artillery/Support (artillery barrages, bombing/strafing runs etc)
-Several battlegroup upgrades (passive abilities, e.g. Team Weapon Bolster, vehicle production buffs) have been changed to regular upgrades and are researched the same way. This is done out of necessity as their effects were not activating otherwise. Note that this process is so far unfinished and there's some missing battlegroup passives.

-Attempts have been made to make infantry feel more specialized and capable through unit upgrades increasing their out of combat speed, giving them fairly powerful sprint abilities (tooltips explaing said power forthcoming), giving them flat damage reduction and/or access to powerful abilities like AT Satchels and a portable flamethrower attack.
For a brief summary of the types:
--Note that most bonuses are either locked behind a "kit" upgrade or have an alternate version that is significantly better once upgraded with a kit. The kit upgrades right now are Load-Bearing Equipment (no other effects), Light Assault Kit (-15% damage reduction) and Heavy Assault Kit (-25% damage reduction -10% speed, also includes Infiltration Assault Kit and Heavy Sapper Section)

--Upgrading a passive sprint unit with a heavy weapon will (usually) disable their sprint due to the weapon's weight. To re-enable their passive sprint, get their kit upgrade (they'll only have access to one). If there's a unit that has a passive sprint and a heavy weapon but no kit upgrade let me know.

--There's a lot more bazookas, PIATs and Panzerschrecks to go around. Upgrades are optional though as AT guns and tanks are far more efficient.

1. Light Infantry (e.g. jaegers, aussies, usa scouts, paratroopers, any unit with M1 Carbines, G43s or other rifle upgrades)
-Out of combat passive sprint (bersaglieri sprint)
-Cover bonuses: accuracy, received accuracy

2. Assault Infantry (e.g. agrens, pgrens (wm), cav rifles, rangers, guards etc)
-Active ability sprint that reduces received accuracy at vet 3 but stops if the unit is idle (attacking is fine)
-tend to have multiple upgrades to give them damage reduction and active abilities
-Cover bonuses: received damage, burst duration, burst rate of fire

3. Line Infantry (e.g. grenadiers, rifles, tommies, oberschutzen, lmg/unupgraded palmgren)
-Can go in either direction, usually unupgraded or specifically rifle-oriented infantry like grens or tommies
-Palmgrens are only here if they don't take either g43s (light infantry) or mp40s (assault)
-vet 3 bonuses with kit are very high to offset the generally lower stats on these units as well as reward Honest Grenadier Micro (it's a livin')
-tend to have RPGs and LMGs to offset their comparatively low rifle DPS
Cover bonuses: generalist, good with kit

4. Commandos (commandos/lmg, ssf, stosstruppen, resistance fighters (usa), LRRP section (sas squad), fallschirmjager)
-Similar to Assault Infantry but lower accuracy, more weapon cooldown/reload duration reduction
-Most fully upgraded Assault Infantry resembles these units in terms of capabilities
-Can cover cloak (like snipers) and stays cloaked for up to 20 seconds out of cover
-Few weapon upgrades but pretty good at their jobs anyway
-Stosstruppen keep the MG42 when getting their kit (which replaces their G43s with MP44s)
Cover bonuses: special weapon oriented

Oh and as a note, I have no idea if any of the cover bonuses even work, aside from weapon accuracy, damage received and accuracy received. I did a fair amount of testing yesterday but it is a mystery. I just made sure to fill out the modifiers like they do work just in case. If you want a full list of the modifiers check the text file in the mod's folder.

NOTE FOR CUSTOM SCENARIOS:
Be aware that most scenario maps with complex or "irregular" (no HQ building) starts will most likely crash with this mod as it changes every single production building and almost every unit in the game, not always in terms of gameplay balance but for basic things like making them recruitable normally.
FURTHER DETAIL:
For example, Comp Stomp VII - Breakthrough crashes a few seconds after loading in, this map starts you with a single Ranger squad and some weapon crates but Comp Stomp VIII - Stronghold works fine since it starts you out with a regular base. Note that I personally have no idea why the game works like this, neither I nor the scenario makers are making these units do anything that would break scenario scripting. Like, I pretty much can't make any significant changes anyway thanks to how restricted COH 3 modding is so it's doubly annoying to also have it break compatibility for no reason because, for example, I wanted to give Rangers some weapon upgrades so they're not entirely dependent on crate RNG.

You can use any ideas from this mod freely (hopefully this isn't something that needs to be said but regardless), just be careful if you're trying to directly copy stuff over in Essence Editor, I've made a *lot* of changes.