Company of Heroes 2

Company of Heroes 2

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High Command 1.3
 
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Item Type: Tuning
File Size
Posted
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2.975 MB
Jul 11, 2015 @ 9:45am
Nov 6, 2015 @ 2:30am
9 Change Notes ( view )

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High Command 1.3

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Description
- High Command mod features -
1. Commanders replaced
You can now choose commander abilities as you see fit !
This creates great tactical freedom and relieves you of having to buy any Commander DLCs.
If you ever dreamt about creating and playing your very own Commander, now you can.
Play however you want without artificial limits.

2. Officer squads
Each faction now have access to a new officer squads (for USF, Lieutnant/Captain has their functions).
Those squads can select one of 3 auras that provide bonuses to nearby troops, and have unique faction-specific support abilities. Be careful though, because if an officer dies, nearby troops will lose morale and receive temporaly penalties. Using Officer Squads adds a whole new new meta to the game and helps to further shape your own strategy.


3. New units. New upgrades. New abilities.
There are many new units in High Command.
Some of them were in the game but were only available in Theatre of War while others are completely new and unique.
Breakdown of new units for each faction:
Soviet Union - Commissar Squad, Assault engineers, HMG nest, Field Infirmary
Wehrmacht - Oberleutnant Squad, Panzer IV Ausf F1
USF - 81mm mortar squad, Rangers squad, M3 Halftrack
OKW - Goliath, Jeager snipers squad, Volksturm squad (coming soon)

4. Rebalancing the factions.
Each faction had their tech tree slightly altered. Many new units have been added to stock selection that I felt always should've been the part of their faction roster, such as T-34/85 tanks or M-10 tank destroyers for USF.
Soviet weapon crews are now much more in-line with the Axis counterparts. Some differences were maintained to ensure each faction's unique feel is preserved.
Some underperforming weapons were tweaked, such as USF Bazookas now being able to penetrate heavy tanks at point blank range.
No drastic changes have been made to any unit. They all retain their vanilla roles and feel.

As of right now the AI does not work properly in the mod (cannot tech into higher tiers), UNLESS replacing a player that has dropped. This may prove impossible to fix, but since Relic has enabled AI editing recently, I will take a good look at this and do my best to fix it.


How to select your commander abilities ?
Here is a short instruction on how to enjoy the main feature of High Command:
1. Select your engineers/rear echelon/pioneers/sturmpioneers
2. They have an ability called "Deploy command beacon". It has a green color and C as a hotkey.
3. Build your Command Beacon on your HQ territory.
4. When you click your beacon. you can see several icons with numbers. Those are categories:
Upper row has lower tier abilities, you can select up to 3 of those
Lower row has higher tier abilities, you can select up to 2 of those.
Selecting your abilities has to be done in order to progress to advanced tiers !
Almost all abilities take just 1 slot - exception is Tiger Ace, which will take both of your high-tier slots when selected.


Detailed changes
Detailed changes can be found in the Discussion section*. Feel free to read them to learn everything about the mod, or just experiment and learn in-game as you play :)



Join the Steam group to find people to play with more easily Here
Remember to like the mod if you are enjoying it.
And of course, good luck on the front :) :freezing:
Popular Discussions View All (8)
5
May 22, 2016 @ 1:47am
Suggestions, ideas and feedback
Blackhammer
4
Oct 27, 2015 @ 10:49pm
BUG REPORTS (check known list before you post)
Blackhammer
1
Aug 12, 2015 @ 3:33pm
Complete list of unit, ability and weapon changes for version 1.0
Blackhammer
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112 Comments
Blackhammer  [author] Dec 28, 2018 @ 4:01pm 
Yeah. That's becuase the mod is 3 years old genius. It doesn't work any more and hasn't for a long while.
Officer Dec 28, 2018 @ 3:53pm 
The mod is terrible and broken. Whenever i play as OKW and i spam the "stop" button on a tank,it dosen't stop moving. It just continues fighting until it's dead.
Blackhammer  [author] Aug 5, 2018 @ 6:04pm 
Sorry no lost mod files
ARK Redeemer Aug 2, 2018 @ 9:02am 
This mod looks great! But have the British been included? I seem to notice a lot of awesome mods sadly don't include us.
Blackhammer  [author] Jan 16, 2018 @ 2:33pm 
@Sloul If I still had the files for the mod I'd update it and maybe make a vanilla version, Unfortunately I don't :/ I'm glad you can enjoy it how it is though :)

I'm not sure how the AI is doing, it was kind of in the middle of work when I lost the mod files, and this was like 3 years ago.
Sloul Jan 16, 2018 @ 1:14pm 
Man, your mod is so great. I was looking for making my own commander with existing abilities, and your mod does it all.
I would say, though, despite the greatness that you brought to us, I would have loved a mod that does that and only that, no new units, no rebalance.
Vanilla game with the ability to choose your commander perks.

Btw, how is AI doing? Does AI use the current preset available to it?


Thanks a lot for your mod.
Otto Carius 150 + Oct 3, 2017 @ 2:39pm 
@ hans. if its ok for you fine. for me i felt it needed tidying up or remodeling, just my opinion.
Commando28 Jul 10, 2017 @ 4:00pm 
thx m8

Blackhammer  [author] Jul 10, 2017 @ 1:38pm 
You can select commander abilities as you please, even from the commanders you don't own. Plus some units are different. Keep in mind that the mod is very outdated, so much has changed in the game that it may very well be unbalanced and buggy. I lost the files for the mod, unfortunately, that's why I can't update it.
Commando28 Jul 10, 2017 @ 11:53am 
the mod description is a little confusing could you explain it more please By the way the mod Looks Amazing