Company of Heroes 3

Company of Heroes 3

SS Angriff - All Units
874 Comments
Pegasus-1 21 hours ago 
Ive never had an issue saving and loading the game with Adlers Mods running, just loaded a game id saved on the 4th (Sittard) plays fine.
ADLER  [author] Oct 8 @ 12:12am 
I have never been able to save & load ‘tuning pack’ mods in COH2 or COH3. I have always thought it was a game limitation.
MoMoney420 Oct 7 @ 7:29pm 
You cannot successfully save and reload the game with this mod installed as it causes fatal scar execution failures upon loading in. I've tested this with a fresh install of the game and this mod and still have this problem. This might just be something we won't be able to save while playing but if so, it would be nice to add that in to the description because I had no idea that AI couldn't save a game and come back to it later successfully with this mod installed. The only other mod I have installed is the Nox's Realism Game Tuner Mod and that's it.
SpaghettiPenguin Sep 27 @ 8:51pm 
Awesome mod. Thanks.
ADLER  [author] Sep 27 @ 7:15pm 
I haven’t touched the support centres for the US, they are vanilla.
Choppytehbear Sep 27 @ 4:17pm 
I seem to be getting an issue where the US support centers are invincible, making annihilation victory against them impossible.
ADLER  [author] Sep 20 @ 10:37am 
It will be related to an AI mod probably, as this mod adds extra buildings to the factions to get all the units in. Thanks for testing & helping Peg.
Pegasus-1 Sep 20 @ 7:40am 
@Cid Silverwing , just played that map and it works fine,
Pegasus-1 Sep 20 @ 7:03am 
@Cid Silverwing , ive played this berfore without an issue, il give it a try later and see how it goes.
Cid Silverwing Sep 20 @ 5:29am 
This mod breaks this map https://steamcommunity.com/sharedfiles/filedetails/?id=3439418633&tscn=1758351565

When I destroy all enemy buildings, it doesn't trigger the victory condition.
ADLER  [author] Sep 17 @ 8:25am 
That was by design, I loath the other skin.
Crimson Duke Sep 16 @ 3:26pm 
The SS faction has an error, Bersaglieri deploy as Africa Korp type.
But should be the helmet type, two different skins.
Funny enough the Icon is the correct one.
Yet to encounter other errors other than that.
Takeshi Sep 4 @ 5:09pm 
Hi! First of all, thank you for porting the SS Angriff series to CoH3, it’s really impressive work.
I really enjoy the “all units” aspect of the mod, but I would love to play it in a more vanilla style: where squads and vehicles spawn without automatic weapon upgrades, so I can purchase flamethrowers/LMGs manually.
Would you consider releasing a “No Auto-Upgrade / Vanilla Upgrades” version of the mod, or perhaps share the source files so the community can create such a variant?
Thanks again for your hard work!
ADLER  [author] Jul 29 @ 10:48am 
@Chic.. can you dig trenches with anything in the game?

@1693313934 My comments are readily available advice. I will look at the 210 when I next update. I am not to concerned for minor graphics bugs.
Chicapixie Jul 28 @ 6:54pm 
Is there any pioneer from the Afrika Korps or Wehrmacht who digs trenches?
1693313934 Jul 28 @ 6:41am 
Why ignore my BUG report about the firing animation of the German 210 artillery position? Can't my comment be displayed properly?
ADLER  [author] Jul 27 @ 10:08pm 
I have mentioned this to Nox - He had me unsubscribe & resubscribe his mod & it fixed it. But it has come back for me also. I found the 'ENTER' key on the number pad allows me to get past it... with the mouse over the selection square. I agree it is annoying though.
Dominic Decoco Jul 27 @ 9:29pm 
I have a problem with the post match statistics, the back to main page buttons does not work for me and the screen just freeze there.

Then I try to uncheck it to see if will be back to normal, and it keep me stays in the game and no option to click at all.

Not sure what causes this, I'm using RGT AI as well. Trying to find the reason behind but no luck atm.
ADLER  [author] Jul 22 @ 12:30pm 
I might try that also NiNi, as I have noticed significant changes in game play in the last month. It is very hard to mod for mods... as well as keep up with the base changes.
NiNi Jul 22 @ 2:32am 
@TryingSoul I am using RGT AI, so I have know your problem
- First, do not use AI Difficulty = Advanced AI Expert option, it broken your AI , using AI Difficulty = vanilla AI option
- Second, just leave AI Custom Economy and AI Personality itself , because vanilla AI not use these function
- Third, you can modify man power, gas, pop v...v of AI without problem, it work with vanilla as well
- Fourth, set Expert both side in outside

I try it and it work and you will see massive battle if you set Expert both side at outside if you set man power 300%, gas 300%, production speed 300%, v...v with vanilla AI

Hope this will help your problem
1693313934 Jul 16 @ 2:21am 
BUG Report: There is an issue with the firing animation of the German army's 210 artillery position. When the artillery fires, the barrel cannot rotate upwards and the shells do not come out of the muzzle. I suspect that it might be that there is a camouflage net above the 210 artillery position in the MOD, while the original game's artillery position does not have a camouflage net. This could cause the firing animation to fail to play correctly
ADLER  [author] Jul 11 @ 1:13pm 
I can’t add models or skins frustratingly.
AleeXx- Jul 11 @ 4:38am 
Hello, is there any possibility of introducing the Panzer 38(t) and the Puma into the Wehrtmatch faction?
TryingSoul Jul 10 @ 2:18am 
thank you, also love the mod
ADLER  [author] Jul 9 @ 10:59pm 
There maybe variations with maps dependant on resources... I have to change settings sometime for particular maps... turn up the pain... or dial back.
TryingSoul Jul 9 @ 8:02pm 
hello, having trouble getting AI to work for RGT, when I set allies to expert and Axis to hard I get the same result, infantry in the beginning, then after that it dies down, no tanks made except by the brits. and I turned off AI Economy as well. set AI - Expert on RGT and Aggressive personality
ADLER  [author] Jul 9 @ 12:45pm 
No frustratingly… if I do the AI won’t build it… more units means more buildings = the only way I can make it happen.
Chicapixie Jul 9 @ 12:10pm 
Could you please change the Afrika Korps infantry building? It's a bunker like the Wehrmacht.
Wieczny Silver Jul 9 @ 11:41am 
This is so nice, please more sir. :veteran::Perseverance:
Timevans999 Jul 3 @ 1:15pm 
Well done this is the best mod in company of heroes, excellent work and I was especially impressed with the unit detailing and thumbnails BRAVO!
Miki Jul 3 @ 2:11am 
i don't have my skins on brits only is this how it should be?
jarrettomand Jun 30 @ 9:48pm 
After update, A/T guns for all factions are like machine gun cannons fyi. When they are max veterancy they just melt anything within range. Its pretty wild... its like they have a reload booster 100x. Still a great mod! I'm sure there will be more tuning.
RangaNesquik Jun 30 @ 9:00pm 
Doing great work!
ADLER  [author] Jun 30 @ 12:04pm 
US Mortars were fixed last update & I am not seeing the IG guns auto firing, although the game update has changed the nature of their shell speed & trajectory. But thats not me. Great news on the UK grenades... that was way harder to fix than it should have been. I will look at the VolksGrens next update, plus have to fix my German Mortar bunkers as they are not recycling. Keep the bug reports coming please guys... 85k players of this mod... your feedback makes a big dent.
RangaNesquik Jun 29 @ 10:06am 
Hey just gave this a download, wondering whats up with the US mortar pit, just a bunch of dudes standing around and wont fire and when you get rid of it with the button they guys are still there :')
Pegasus-1 Jun 29 @ 3:55am 
Just tested the UK forces and all are now throwing correctly
Pegasus-1 Jun 29 @ 3:40am 
Just tested the Wer using the Angrif Mod and the AT weapons and artillery are now firing at proper rates, but the SS Volksgrenadiers wont throw any explosives, all other German units can throw whatever they have access to.
ADLER  [author] Jun 29 @ 12:58am 
Ta Peg, can you check the UK grenades again please... every time they update I get nervous again. I will look at the IG guns, they missed this update sorry.

Also folks, please advise of any units still firing fast. I need race/unit name/issue please.
Pegasus-1 Jun 28 @ 11:29pm 
@Vsauce @Adler yeah there is an issue with German IG Support gun firing rounds at a crazy rapid rate
codowd01 Jun 28 @ 3:01pm 
Fantastic very fun mod!
Vsauce Jun 28 @ 1:11pm 
The mod is great!. Only bug i see is the German AI pak guns and mortars shoot about 10 rounds per second. Making the game next to impossible to hold any lines. Just wanted to let you know and keep up the amazing work!
ADLER  [author] Jun 28 @ 12:04pm 
I need to know on what unit, as the ones I the units I tested threw them a week ago.
Bug reports need to be race/unit/feature please... there are hundreds of units in this mod.
Cid Silverwing Jun 28 @ 1:45am 
Just in: can confirm Light Gammon Bombs aren't working either.
ADLER  [author] Jun 27 @ 3:14pm 
The map not ending may be because there are still some point outposts or a bunker not destroyed. If an enemy building can make men, the game continues.
ADLER  [author] Jun 27 @ 1:27pm 
Thanks for feedback guys. I normally give them a few weeks to do hot-fixes before I start transferring over changes, as there are normally balance issues etc as well as bugs.

I am a little concerned for the mortar issue, so will look at that today.
In regard to some of your other comments regarding pop-cap & light vehicles building, they ar e my choice as mod creator. The US icon bloat is a frustration to me, I know in vanilla they replace each other, but when I mod, even a direct clone... that ceases to happen... they must be scripting this somehow. So regrettably, I have had to do the best I can with the tools they gave us.

Please keep the bug reports coming. I have so little time to play now your reports save me hours.
Cid Silverwing Jun 27 @ 7:56am 
Also currently the USF mortar pit is broken and neither fires nor salvages properly. Pak 38's for some reason randomly fire semi-auto and just melt all armor in their sights, they're completely invincible.

The game also bugs out on the Sittard map where it won't go to the victory screen after destroying the AI bases.
Cid Silverwing Jun 27 @ 2:56am 
Light vehicles like the Weasel, Kettenkrad etc shouldn't be able to build anything. I like having this on recovery vehicles, though.

Where USF in particular is concerned, since Assault Engineers and Pathfinders are available later, could they just replace the Engineers and Scout Squads in the build menu? Same with the Assault Carrier replacing the original Halftracks. There's a fair amount of button bloat caused by keeping the originals. The M2HB also seems to be unavailable, or I couldn't find it.
Cid Silverwing Jun 27 @ 2:56am 
Loving this mod, it's everything this game sorely needed to spice things up. But if I may offer some smol criticisms:

The pop cap of 150 needs to go. Since everything had its pop cost reduced, increasing the cap to 150 translates to outrageous blobs. Heavy tanks normally cost 20 pop but now they seem to cost 5 or none at all (depending on if you spend CP to insta-build or not), this one is perhaps the worst part - they really should still cost 20 but still without the 1-unit limit. i'd even settle for 15, because otherwise they devalue everything else.
jarrettomand Jun 26 @ 6:31pm 
The US mortar pit is not working just fyi!
Great mod!
ADLER  [author] Jun 21 @ 4:08pm 
This should now be fixed, the US AA Emplacement also.