Company of Heroes 2

Company of Heroes 2

All Units (170 added)
9,423 Comments
SneakEye  [author] 20 Sep @ 9:54am 
@Frost, yes it is.
Frost❄ 20 Sep @ 2:52am 
I have another question, was the veterancy from the vanilla game for the churchill that gives it's turret a free top gunner, wielding a Vickers K, emerging from the hatch next to the commander removed?
Ren 31 Aug @ 3:50am 
@SneakEye, found it thank you.
SneakEye  [author] 31 Aug @ 12:34am 
@Ren, Literally the squad with the name 'Soviet Irregulars'. They are located in the 'HQ of the Partisan Movement' (The structure near HQ which becomes available after constructing one tier)
Ren 30 Aug @ 4:52pm 
Brilliant mod - thank you for this, it has really helped with a lot of achievements. One question though: what infantry counts as Soviet Irregulars? I can't seem to find it
✿ ¦ Felix Femboy ♡ 23 Aug @ 5:19pm 
Absolute sigma mode :CallTheGuard:
Frost❄ 21 Aug @ 5:41pm 
@SneakEye thanks for the response! :steamthumbsup:
HeH462 19 Aug @ 11:11pm 
Oh ok thanks man :)
SneakEye  [author] 19 Aug @ 8:15am 
@Frost, @Hikari, The re-buy upgrades have been removed on purpose, but the squads should still be able to grap new weapons on the ground or from the racks.

I don't think any new content will be added. Currently I am not working on the mod and don't want to promise too much.

@HeH462, Yes they still work.
HeH462 18 Aug @ 9:34pm 
Umm Mr,SneakEye I have a very simple question, does the intel bulletin effect still works in this mod since I can't tell since the units are been modified
Frost❄ 18 Aug @ 6:58pm 
I also have an idea. could we have the victory strikes as abilities too? like the might of the air force, Sturmtiger saturation and others victory strikes?
Frost❄ 18 Aug @ 6:14pm 
@SneakEye its somewhat consistent in my games when i make full assaults or whenever I retreat them, there is a chance they drop the weapons they have and cant re-equip them from the upgrade they got it from. I tried this in vanilla and whenever the Panzergrenediers loses one of their 2 Panzerschreck you can re-equip them from the upgrade, costing only 50 munitions, (100 total for two Panzerschreck). then to prove this doesn't work in this mod i tried it again with the cheatcommand mod. And I can safely say i cannot re-equip the panzergrenadiers' Panzerschreck and the Urban Assault Panzergrenadiers' Flammenwerfer upgrades. I did try the cheatcommand for vanilla too and when i removed one of their Panzerschrecks i can re-equip them again from the upgrade, only costing 50 munitons. i think its just an odd bug but still i like the mod for its added content for this game.
Hikari 17 Aug @ 2:05pm 
@SneakEye i'd like to say it's not a rare occurrence. If you use infantry a lot, it's a VERY common occurrence. Besides, it is also a problem that has carried over from COH 1!

It can be replicated in Blitzkrieg Mod(and others), as it also changes some weapon upgrades.
SneakEye  [author] 16 Aug @ 10:36pm 
@Frost, I have tried multiple times to understand why this happens, but cannot reproduce it reliably. It seems to be a very rare occurence (luckily).
DongShuangZl 16 Aug @ 4:26am 
非常好的模组:steamthumbsup:
Frost❄ 14 Aug @ 7:40pm 
the mod is great and makes the game more great with the other units but i do have this slight issue, not sure its part of the mod or not but whenever my infantry gets their weapons via upgrade (not from the weapon racks) and when they drop them i cant seem to have their weapons back again, cant re-equip them from the upgrade and also cant pick up other weapons. i found this odd issue in the Wehrmacht units, especially the Panzergrenediers' Panzerschreck upgrade and the Urban Assault Panzergrendiers' Flammenwerfer Upgrade, causing them to be less effective or useless in their assigned roles in the battle :c
SneakEye  [author] 10 Aug @ 2:41am 
@Cesarz Fryderyk, German infantry were deemed stronger, so their LMGs are a bit harder to get.

@Frost❄, That feature is already available :)
The abilitiy is called Transfer Order and can be used from HQ.
Frost❄ 10 Aug @ 1:23am 
I have a suggestion: why not have a feature to disband units that you no longer need from the early game phase? so we dont just send them to their doom
Cesarz Fryderyk 31 Jul @ 9:13am 
but i got one suggestion

wermacht opel blitz truck with upgrade "weapon workshop"
give him the opportunity to create MG34/MG42 Lmg

because USA got M3 which can create any american weapon, but wermacht cant create one thing the lmg. please add this :steamhappy:
Cesarz Fryderyk 31 Jul @ 9:10am 
bro this mod is awesome
SneakEye  [author] 27 Jul @ 10:15pm 
Santiagoooo, Thank you!
UrbanRat 26 Jul @ 6:00pm 
Mate I played this mod last night, it’s absolutely exceptional, my god you have done well this has added hundreds more hours of gameplay for me well done.:soviet:
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://gtm.steamproxy.vip/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.