Company of Heroes 2

Company of Heroes 2

Tactical Commands
70 Comments
Kiririn 20 Apr, 2024 @ 5:32pm 
Do you still have the files for this? I would like to integrate it into a mod for personal use.
Ragnar 3 Aug, 2023 @ 3:50am 
oh i thought this was an mod for the Tactical Map.....im still gonna try this mod out tho.
P34C3 14 Jul, 2023 @ 1:00pm 
Please make this mod with good zoom levels :D
Nice Mod so far tho
commissar viktor 25 Nov, 2021 @ 12:48am 
a 300 pop cap one
commissar viktor 25 Nov, 2021 @ 12:38am 
can this have a pop cap version whiw a income x3?
King Douchebag 19 Aug, 2020 @ 3:19am 
will this be updated at some point. maybe make it posible to exchange manpower for fuel or ammo. or maybe exchange fuel for manpower or ammo.
SaMuRaI 24 Nov, 2017 @ 12:30am 
This should be in core game.
Kiririn 11 Nov, 2016 @ 3:57pm 
Could there be made a version with 500 pop cap please?
SquidNeko 8 Oct, 2016 @ 6:32am 
Can this be made a mod somehow?
/CZ/ WHISKY940 17 Feb, 2016 @ 1:50pm 
does it work for AI????NEED INFO,THANKS
dominicawb 3 Jan, 2016 @ 5:09pm 
Can you please add the Camera Unzoom functionality to this? Or atleast make a different version with it?
Commander-LVJ 25 Nov, 2015 @ 11:27am 
(Tsar) I have no idea what may be causing it but I have experienced this error all be it in entirely different circumstances: but what I've found works to correct it or at least make the game playable is to simply pause and then unpause the game and it should be playable again...
Tsar 4 Nov, 2015 @ 5:01am 
I seem to be having an issue where this mod causes a Fatal Scar Execution error when I play as the brits on the "Frontline 2" map. It only happens when I build the Command Post. I've tested all the variations and it only fails when I enable this mod. Any ideas what's causing the issue? Thanks.
Tototo191 10 Aug, 2015 @ 1:03pm 
i recently replayed the campaign and i really liked the feature to remove my own troops from the battlefield. i think this mod might be even better if he had this feature too.
apache 12 Jun, 2015 @ 3:18pm 
Tri-Faction Iminent! Prepare For Enemies Making Use Of Soviet, Wehrmacht, And Oberkommando Builder Units All At Once! I Repeat, Tri-Faction Iminent!
ExarKun 5 May, 2015 @ 3:23pm 
Is there any way to combine with mod with War Drive? That would make the matches much more realistic.
PlaysWithWolves 27 Feb, 2015 @ 8:00am 
If possible, could you make it so a unit trade is only able to be made if the recepient has enough population cap space? I'll often suddenly find extra big tanks in my unit list just because the other player wants to make more. Thanks a lot for your hard work.
Janne252  [author] 16 Feb, 2015 @ 2:18am 
Update: FIxed some compatibility issues with other tuning packs.

@Führer Byson AI won't use the special abilities but you can transfer your resources and units to the AI. The AI will use them.
Führer Byson 15 Feb, 2015 @ 4:51pm 
Does this work with ai? the commanding portion
Janne252  [author] 15 Feb, 2015 @ 1:21pm 
@maf I assume you included the attrib files via Intermediate Cache then?
maf 15 Feb, 2015 @ 12:52pm 
Hi Janne252. Thank you very much for your response. In fact i already did. There was no need for reverse conversion. I can send you the project as a proof. But don't worry, i use it only for personal playing with my friend and I am not planning to distribute it further. It's a pitty (for the others mainly) that you have no plan for additional pop cap, but it's your decision and your right. I respect it. Thank you again for your mod.
Janne252  [author] 15 Feb, 2015 @ 12:28pm 
@maf: You can't do that due to not being able to convert burned attirb files back into .xml. I have no plans for adding more population cap options.
Pinguino132 15 Feb, 2015 @ 12:28pm 
Ok thanks for informing me :)
Janne252  [author] 15 Feb, 2015 @ 12:27pm 
@☭PDW-R☭ Pinguino132: I completely forgot about that. Thanks for reporting! I'll fix it asap.
Pinguino132 15 Feb, 2015 @ 12:20pm 
Hi, is the unit transfer compatible with other mods because i tried and it gave me a Fatal Scar Error.
maf 8 Feb, 2015 @ 7:36am 
Hi Janne252. Thanks for this great mod. Could you just add pop cap 500 and 1000? I tried to edit your mod (ONLY FOR PERSONAL USAGE), but i'm having some trouble to repack it back to sga, as it throws me some invalid file structure error when when loading it. If you want i can already send you the updated scars and wins for merge to minimize your effort. Thank you very much
Führer Byson 3 Feb, 2015 @ 9:08pm 
Does this mod even work with AI?
NKTN 25 Jan, 2015 @ 6:59am 
@Janne252 Can you add the camera unzoom function like in BKMOD II ? Would be really nice ;)
Draekai 23 Jan, 2015 @ 6:50pm 
@Janne252 Thanks, great mod nevertheless. Thumbs up!
Janne252  [author] 23 Jan, 2015 @ 4:54pm 
@116. Panzer Division: I thought about that too but I think directly sending the resources is simplier and cleaner way of doing it. For example, if you'd like to transfer 1000 manpower, you'd have to drop 10 resource drops to their base. That gets pretty cluttered after a while.
@Bullit_3142: I'll consider that, thanks for the suggestion.
Tototo191 23 Jan, 2015 @ 6:37am 
i`ve just fot an idea, that might be interesting. Transfered Recources could be deliverd as air drops, that would give it a small cooldown ( since the plan needs to arive first ) and it would be easier to increase the abilitys cost. also it would look better (in my opinion), because the resources would habe to be collected, instead of just appearing
Janne252  [author] 23 Jan, 2015 @ 6:04am 
@Draekai: Can't do that, as you said, only one 1 "Win condition" can be selected at once.
Draekai 23 Jan, 2015 @ 5:44am 
Apologies in advance if I'm asking a stupid question, not really a modder here. Is it possible to use this as a "Tuning Pack" instead of a "Win Condition"? My friends and I like to use another mod that increases resource generation for ridiculously huge battles but we would also like to use this alongside our game as well. Since i don't think we can put more than 1 "Win Condition", we're not able to use both? Help is much appreciated.
Matt 23 Jan, 2015 @ 1:44am 
i think charging people for unit transfers is a good idea, but it should probably only be a little bit, like 25 manpower or something.
colton.kinder 22 Jan, 2015 @ 6:14pm 
I'm sold. I think it's the greatest mod ever. I haven't found many uses yet for the arrows, but the resource sharing, unit sharing, and the 200 pop cap is amazing. I don't think your and their ideas of "taxing" players for resource sharing is a great idea. My two cents? Odds are, players are going to need them, and a balanced team won't need ALL the fuel, or munitions. I use primarily infantry for early game, and have RIDICULOUS amounts of surplus fuel to share to my guys who opt for mechanized roles early to mid game.
Janne252  [author] 21 Jan, 2015 @ 11:35pm 
Dismiss ability sounds like a good idea. I'm not sure whether or not I want to "charge" people for transferring resources/units. I'll see. In one of my test games I gave my team mate 300 manpower and in return I got a combat engineer squad. There's also an opportunity to trade with players which kinda makes the extra charge a bit unnecessary. I'll see how this develops.
little_cyclone 21 Jan, 2015 @ 10:59am 
Used this add on a few times now, and find I'm really liking it. It definitely helps all around with coordinating movement and resources with other players.

To add a little balance it might not be a bad idea to put in some kind of cost for the transfer of resources and units, maybe a flat 10 or 15 charge for every 25 resource transferred (IE, I give you 25 fuel but it costs me an additional 10 to do so), and a flat rate of 100 manpower per unit (unless you could figure some way to make it a percentage?) .

I'd also like to concur with 116. Panzer, and would like to see if theres a way to integrate the "dismiss unit" ability/button from the ardennes campaign.
Tototo191 20 Jan, 2015 @ 5:58am 
would it be possible to add the ability do dismiss units ?
Armored Baron 19 Jan, 2015 @ 10:07am 
Thank god this is a game mode, thanks dude!
Lestrad 19 Jan, 2015 @ 7:48am 
Definitly needs to be added into the game as a basic feature. If for no other reason than I can't use this and Historical Commanders at the same time.
apache 18 Jan, 2015 @ 1:14pm 
Great description of an OKW teammate.
20/10
CraiwLeR 18 Jan, 2015 @ 11:28am 
They should add this into the game. nice ideas thumbsup :german:
Allenjs 18 Jan, 2015 @ 11:25am 
Someone add this into the game!
Fieldy1994 17 Jan, 2015 @ 5:53pm 
if you can you need to increse the cam hight
Bogs 17 Jan, 2015 @ 3:00pm 
Alright, I was reading this and then that thought came across my mind :D
Janne252  [author] 17 Jan, 2015 @ 2:42pm 
@2Spooky4u: All base buildings are disabled and so is OKW trcuk (now), thanks for reporting.
Bogs 17 Jan, 2015 @ 2:05pm 
And when I said "Possibly even buldings?" I meant for example, soviet player gives a building to US player to let US player make those soviet units?
Bogs 17 Jan, 2015 @ 2:04pm 
I just realised something, is it possible to send a OKW building halftrack to an ally to let them make OKW structures, in turn letting them make OKW units? Possibly even buildings?

Would be strange but cool!
Bunny 17 Jan, 2015 @ 12:48pm 
thx for the mod the allowance of resource transfer is what i have been looking forward to for so long!
Janne252  [author] 17 Jan, 2015 @ 12:47pm 
Update: You can no longer transfer your units to the enemy.