Company of Heroes 2

Company of Heroes 2

(SP/Coop) Schildkroteberg
47 Comments
NuTrynity 8 Oct, 2022 @ 8:57pm 
@Wenck I cannot add more players in the map, but only changing the way Resources are received. Ask the author for that
Wenck 13 Sep, 2022 @ 10:58pm 
(SP/Coop) Schildkroteberg
Can you change it to 4v4?
Wenck 13 Sep, 2022 @ 10:56pm 
Hello, NuTrynity can you share it with me?
NuTrynity 23 Aug, 2022 @ 7:30am 
Hello.

I have a slight edited version of this mod so can I ask if you're okay with me uploading an edited version of your scenario mod in the workshop?
NuTrynity 19 Jun, 2021 @ 9:24pm 
Is it possible to change the resource code to per minute in this map?
This challenge was always near impossible for me to finish even in Normal mode in Theatre of War
chris.a 1 Feb, 2018 @ 2:59pm 
best map i ever play XD the fight was intense and epic *-*
i am a beginner in COH2 baut i succeed to survive after the Third try ^^
the only problem was... after 1h and 55 minutes ... no wave 11.. still in wave 10.
so i guess we just WON ^^:steamhappy:
[HR] Cpt. Haddock 29 Sep, 2017 @ 10:49am 
Dezent asozial schwer ! :steamsad:
Tris 28 Apr, 2017 @ 8:45pm 
It's very unbalanced, not even fun =(
Jick 10 Feb, 2017 @ 12:53pm 
20+ Squads at once all armed with Anti-Tank rifles, how is this fair?
«*» ']['øfféL ☆彡 3 Jul, 2016 @ 10:30am 
good work, please add more time between waves so we can build something. when i have no off map arty i need some seconds to build mines :)
Leonidas 12 Mar, 2016 @ 3:58am 
hi i have followed ur instructions but the mod does not start. it freezes. any suggestions? i tried both coop and sp. what should i do?
[CN]突击队队员 27 Jan, 2016 @ 10:45pm 
game crash when cars coming.
happening in playing with AI.
AGameAnx  [author] 17 Aug, 2015 @ 10:38pm 
In any case, ask further questions in the modding forums, I should notice your post there and might help you out further. I'm pretty sure there are tutorials for this sort of thing if you look properly too, but I think I've pretty much described the most important things to you already. So there you go. And sorry for the multiple posts, read them from the bottom up. Steam doesn't let posts to be more than a thousand characters long, which is very problematic for my long winded explanation personality type :P
AGameAnx  [author] 17 Aug, 2015 @ 10:36pm 
The whole AI functionality topic and overriding of squad AI behaviors is quite complex and buggy actually, so I'm not going to go too in-depth here.

Unfortunately every modder has to do a lot of testing on their own and figure out the quirks of scripting this game on their own a lot of the time. You can't expect somebody to have perfect knowledge to be able to help you with the exact method you're going to want to try to implement your map with. It seems what you're trying to accomplish is in fact a copy of my map, so you should just use the archive viewer and copy the script, maybe remove the NIS cinematics and update the wave table. Again, I'm making an updated version that will have all races, difficulties, and all squads, but that's currently unreleased.
AGameAnx  [author] 17 Aug, 2015 @ 10:35pm 
If you extract my map you'll see that it utilizes relic's methods of sending waves. It's called theatreofwar.scar, it can be found in Data.sga in scar folder if you use the archive viewer. It uses relic's 'Encounter' functionality for making AI units attack in a slightly more intelligent fashion. I'm making an updated version which will make units even smarter but that's not currently available. You can do this functionality yourself too by caching all the spawned units in a table variable and periodically checking if they're idling or have reached a waypoint or something, there are also relic's utility functions that can make squads move through waypoints and stuff, lots of ways to control units. I've overriden a few things to make the lock ups less frequent and added countermeasures for any issues that may be caused by relic's implementation. As funny as it is, relic's scripting will often require work from your side if you want it to be perfect.
AGameAnx  [author] 17 Aug, 2015 @ 10:35pm 
Check this url [fortresseuropemod.com] for all the available commands. There are actually a bit more commands than presented in this document as relic constantly updates their scar interface with new functions, but most of the ones you'll need are in fact there.
AGameAnx  [author] 17 Aug, 2015 @ 10:34pm 
3. You can't do it in a single command but relic's scripting engine is exceptionally good at providing you with data in real time, so whenever you create something, you don't need to wait a game update cycle (tick) for the squad or anything else to get initialized (except in very specific circumstances). So basically when you create a squad, you can instantly issue commands to it, which would accomplish what you want.
The two functions that you need are Squad_CreateAndSpawnToward and Cmd_AttackMove . But note that Cmd_AttackMove wants an SGroup, so you would need to put your created squad into one: SGroup_CreateIfNotFound , SGroup_Single or SGroup_Add and then use SGroup_Destroy when you're done with it.
AGameAnx  [author] 17 Aug, 2015 @ 10:33pm 
I honestly thought your questions wouldn't be so basic if you wanted to ask them here, you should head to relic's official forums and ask for help there, because I'm probably not going to answer such basic questions in the future. Forums can be found here: http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/modding I hang around those forums too. There are other communities which can help you with modding too, like coh2.org or relicnews.
AGameAnx  [author] 17 Aug, 2015 @ 10:33pm 
2. There are two scripts that are loaded with the map by default. If your map is called my_map.sgb then it loads two scripts: my_map_id.scar and my_map.scar. The ID file is created and updated automatically based on SGroups, EGroups and Markers that you've placed in worldbuilder (as I mentioned before), and the 2nd file is not created automatically but is still in fact loaded. You can see plenty of examples if you use archive viewer in mod tools and extract my, or any of the relic's scripted maps. You'll also see how the mission has to start (Scar_AddInit, OnGameSetup, OnGameRestore) and you should have a look at .options file to properly setup your mission with AI opponents, or as a single player map. Also, make sure you're distributing your map through a mod tool 'ScenarioPack' method, as that will allow you to add additional files that can be included in your main script file, in case you have pretty complex scripts.
AGameAnx  [author] 17 Aug, 2015 @ 10:32pm 
1. You can do that, you can also add them to named groups called SGroups that can be acceessed through script or just find them by using various search functions available in scar. An even better method is to use markers and spawn units through script, makes it more flexible if you want to update your map in the future or to easily reuse your script for another map. If you're going to do a wave-based defense map then you will also have to think about performance as you can't just spawn all of the squads on the map from the beginning and not have them have an effect on performance.
Kommandant 17 Aug, 2015 @ 5:38am 
Oops forgot 3.

How would I script it so that I can set up units spawning at a position and instantly heading to another location?
And that being the case, could you also tell me how i can script the above to that multiple times, or waves of enemies?

Once again I'd appreciate your help :)
Kommandant 17 Aug, 2015 @ 5:35am 
Ok Thanks :)
So here are some things I need some assistance with:

1. Is it possible to place intial units in the world builder by going to 'sbps > races' and setting them to their player being able to use them as actual units or doesn't that work?

2. Where and how does one script the map? I explains it in the wiki but it doesn't give details about exactly where and what I write?

I know it seems like a bit much but it would really help alot. :D
AGameAnx  [author] 17 Aug, 2015 @ 3:01am 
Hi. Feel free to add me and we can chat about your issues. Happy to help out
Kommandant 16 Aug, 2015 @ 11:05pm 
Hello there...

I was just wondering if you'd be able to answer a couple of questions for me?

It's just I'm having trouble making a SP mission and the Modding Wiki... doesn't really help.
AGameAnx  [author] 23 Jul, 2015 @ 10:23am 
Thanks and sure thing. It's based on relic's map in the first place
Brasdax 23 Jul, 2015 @ 8:47am 
I'm a really big fan of this coop map. Am I allowed to use your mod as a basis for another mod? I would give you credit and indicate that changes were made.
Madmunchkin 16 Jul, 2015 @ 5:38pm 
Sometimes there is a bug at wave 10 or 11 that stop the spawn of the AI and the next wave.
AGameAnx  [author] 4 Jul, 2015 @ 1:56am 
Thank you very much! I really enjoyed Joint Operations back in the day too :)
23-Down 3 Jul, 2015 @ 11:57pm 
A very well made map.. I hope to see more maps from you this reminds me partially on the good old "Joint Operations" maps of COH1. Fantastic.
ICAT 2 Jul, 2015 @ 5:09am 
its okay i just wanted to know :)
AGameAnx  [author] 2 Jul, 2015 @ 12:54am 
It would require a very large amount of work :) The balancing of it takes multiple playtests and the dynamics of the map change quite drastically when additional players are added (right now there's not really any space for additional players even). I'm not really one to release things without testing, and it was hard enough to find people who didn't mind being asked to play the same map with me 10 or more times. So yeah, I apologize, but I must say no.
ICAT 1 Jul, 2015 @ 1:22pm 
can u update for a 4 player coop?
Trevor Reznik 29 Jun, 2015 @ 12:40pm 
Thanks !
AGameAnx  [author] 29 Jun, 2015 @ 8:18am 
Just invite using the invite button in the lobby. If you open it to public it should work too.
Trevor Reznik 29 Jun, 2015 @ 8:08am 
How do you launch co-op ?

I've only found out how to play solo.
AGameAnx  [author] 26 Jun, 2015 @ 8:42am 
Fixed the reported wave lock ups, amongs other improvements. The update is up.
DumkaThe[FRAUD] 26 Jun, 2015 @ 12:25am 
well, noice
good job m8'ty :jorji:7
AGameAnx  [author] 26 Jun, 2015 @ 12:19am 
Yes, as stated in the description. You can also find a lengthy list of changes that I made, they aren't as small as one might think. Especially something like added coop. This map's code didn't even support it so I had to go in and learn the entire thing and override certain functions to make it work.
DumkaThe[FRAUD] 25 Jun, 2015 @ 8:10pm 
Wait a second
Its a remade TOW scenario?
AGameAnx  [author] 25 Jun, 2015 @ 3:01pm 
Hm, I have measures implemented already that prevent wave lock ups. I've been testing quite a few rounds today and it seems to work fine. Nevertheless, tomorrow I'll make sure that it works and upload any fixes that I make. In the meantime, you can just retry, or try to scour the map for any remaining enemies. When there are 2 or less enemies remaining (not counting team weapons), they should retreat and the next wave should start.
abc1 25 Jun, 2015 @ 2:49pm 
hi there, im stuck at wave 9/11. The bar is not moving. Btw good job. Pls fix it. (im playing SP)
MentalWarfare.- 25 Jun, 2015 @ 2:42pm 
wow really great ;)
AGameAnx  [author] 25 Jun, 2015 @ 12:32pm 
Hey. Every map would probably take almost as much work as this one did. This one took around 20 hours so far, I think, and most of it was already working because of ToW code. I did improve code by quite a bit, meaning further implementation would already be easier, but a good chunk of the work is playtesting and balancing, and I'm still in progress of doing that even for this map, even though I feel it's in a very decent state now. I am somebody who works on a lot of things regarding this game, not just maps, and still coh1 too :P So I can't promise anything right now. I have quite a few systems in mind to simplify the implementation and balancing of such maps but if I am to do those systems they'd probably end up being tested on this map first, and only then I'd try working on additional maps. Hopefully this lengthy answer is fair enough :p
Blue [ITA] 25 Jun, 2015 @ 11:41am 
thx for givimg us more content, great work, a llittle wish :) can you make a defence scenario, like a castle or a fortress.
AGameAnx  [author] 25 Jun, 2015 @ 7:03am 
Thanks! More updates are gonna come, I am still experimenting with features and trying to diversify the possible playstyles. The added territory points should already increase the amount of required decisions and situational awareness by quite a bit, AI may even use commander abilities against the players now. I might unlock the entire tech tree rather than sticking to y1941 units too.
Lito 25 Jun, 2015 @ 3:05am 
Awesome meat grinder. Love it.
Necron 24 Jun, 2015 @ 11:17am 
thank you!!