Back to Basics is a full conversion mod for Company of Heroes and its expansions. Along with new units, abilities, upgrades and commander trees, the mod adds a balanced but entirely new weapon damage system. The focus is on improving and expanding gameplay while adding additional tactics to both aggressive and defensive play.

The damage model is more lethal, adding realism and more consequences to mistakes, but at the same time it is as fair as possible with almost all instances of instant squad wipes removed from the game. Those who take the time to understand the depth of all the units and the entirety of the mod's damage model will find that the battles are quite dynamic with a large spectrum of different play styles being viable, whereas the impact of weaponry feels strong and realistic. Combined arms, support weapons, officers and unit positioning are extremely important.

Penetrating vehicle armor can have strong consequences: although vehicles have longer range and strong performance against all targets, there are now more critical hits involved in vehicle combat. No tank can take endless punishment, and taking rear hits is doubly punishing. That said, the element of randomness is made easy to read and play around, there are no one-shot kills, the accuracy of each weapon is redone completely, the penetration values are intuitive. Vehicle role is shifted towards being best when supported by infantry, although some elements of aggressive playstyles and timing pushes remain in tact. Heavy vehicles such as Tiger and Pershing are available in the default tech tree and their command tree counterparts are replaced with sidegrades. Experienced players will have a good understanding of what the outcome of vehicle battles will be and have a large selection of choices available for any situation at hand.

Artillery damage model is completely redone as well. While it is still perfect for accruing damage over long games and flushing out dug in enemies, the splash of artillery damage works very differently. Each impact has a large area of effect, applying damage to squads in larger radius but the lethal radius of the explosion is reduced, reducing instant squad wipes. Infantry in trenches can be shielded from the blast and the same logic applies to armored vehicles - shells have to hit close-by to be most dangerous. Munitions income is very important for sustained barrages as every barrage has a munitions cost associated with it. Artillery play is a concious choice, and its overall exponential strength growth potential that is present in its vanilla design is reduced.


The mod includes a slew of aesthetics improvements. Graphics, sound, UI, unit skins, ground textures, physics all have been improved:

  • New weapon and engine sounds
  • New unit skins for every unit in the game
  • Weapon tracer beams have been completely reworked
  • Improved models and model details for some of the more iconic units
  • Additional "fake" ambient occlusion shadows for infantry added
  • Custom made ground textures with additional detail added
  • Improved crater textures with additional specular maps and fixed crater depths
  • More realistic and less floaty physics. Increased ground friction, modified gravity which allows for more realistic look for those massive explosions where sometimes you see a crew member of a tank flying half way across the map
  • Additional minimap icons for specific unit types allowing for quick reading of the battlefeld
  • New high quality unit icons, symbols and portraits
  • Modified camera controls - increased default zoom, showing a larger portion of the battlefield, faster transitions allowing for lower response times and overall more responsive controls and experience.
  • Improved unit descriptions for each unit providing full information about their features


Back to Basics AI is proudly unique and advanced. All AI systems have been worked on and improved, to the point of creating a completely new AI battle experience. AI oppotents will feel more human-like and cheat less, while the challenge will be greatly increased. AI improvement highlights include:

  • All AI combat behavior is now controlled by a custom script, improving a plethora of its behaviors in combat such as taking cover, ability use, clumping up, getting to optimal engagement distances and quickly assaulting the enemy to overwhelm their positions, retreating, vehicle facing, vehicle repairs
  • A completely new decision making system for units. AI will choose its attack approaches very carefully, flanking constantly and hitting you where you're most vulnerable
  • Improved decision making regarding defensive play. The AI can now make a decision to become defensive, stop attacking and consolidate its forces until it sees a new vulnerability or has enough units to push again. This is also influenced by number of victory points remaining, by the percentage of territory it already has and other factors
  • Vastly improved unit preservation - AI will keep artillery behind the lines, away from harm. The retreat logic is completely redone by a completely custom script that controls it, allowing for proper retreat decisions to be made
  • Improved point capture decisions - AI will try to avoid capturing points under fire, capture key points to break off your territory, capture points in an order which lends to its faster arrival to the frontlines, capture high resource points faster, capture unconnected territory, break enemy supply
  • AI will appear near the frontlines much faster, especially near high resource points, and try to keep the pressure on you from the very start
  • A wide variety of game breaking AI bugs fixed
  • Full support for all the mod's units and abilities
  • Vastly improved logic and targetting of standard game abilities
  • Redone build decisions for all structures
  • A comletely overhauled decision making system for purchasing units. AI should always spend its resources and buy every unit in the game while still trying to counter what you have and make logical decisions in regards to any type of special units
  • Vastly improved defensive structure placement. There are now ~70 markers added to every vanilla map that allow the AI to use additional logic with, including placing defensive structures. AI should always build defensive structures near the front line but not directly in harms way. Decision making for which defensive structures to purchase at which point in the game is vastly improved as well
  • Custom specific script now controls the behavior of mortars, HMGs, snipers and AT guns for AI. This prevents AI from ever running in with these support units into a defensive line of enemy units and instead places them (or attacks moves them on the edge of sight line in the case of snipers) in strategic positions, facing approaches that lead to the enemy
  • Custom script added that controls British HQ placement. The script makes decisions between travel distance, overall danger of the area, whether or not the point is a high resource point and other factors, whereas vanilla HQ behavior was rather broken
  • Officers will now follow and support other units in a logical manner
  • Numerous other improvements such as entering buildings logic, ability avoidance, technology rushes, appropriate callin unit priority calculation, added previously unused abilities, custom barrage unit control, custom engineer control for placing healing stations & repairs and more

Launching the mod

Make a shortcut of the game using steam, go to shortcut's properties and add //-mod BackToBasics to the end of the target line.
The entire target line should look like this:

steam://rungameid/228200//-mod BackToBasics

Alternative method hiding the prompt

Go to your steam install directory (for example: C:\Program Files\Steam) and make a shortcut of Steam.exe
Move the shortcut to your desktop, change its icon if you want
In shortcut properties add -applaunch 228200 -mod BackToBasics to the target line. The result should look something like this:

"C:\Program Files\Steam\Steam.exe" -applaunch 228200 -mod BackToBasics

Additional target line parameters

You can add some additional parameters to the target line which will slightly increase game's performance, unlock all campaign missions without you needing to finish the campaign from the start and skip playing game intro movies

-novsync -unlock_all_missions -nomovies

Download Back to Basics v4.1

Before downloading Back to Basics please make sure that you patched Company of Heroes to v2.700.2.42
Back to Basics v4.1

Does not require a previous installation of Back to Basics. Make sure to
remove any existing mod version before installing.


Feedback

We really appreciate all kinds of feedback. Let us know here on ModDB or on RelicNews what you think about the mod and we are sure to reply

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Company of Heroes: Back to Basics v4.1


Today we're releasing a large update for Back to Basics.
The update focuses on all aspects of the mod, update highlights include:

  • Improved performance
  • A plethora of balance tweaks to bring certain units more towards their intended roles
  • Some changes to core gameplay to further improve the flow of the game
  • Unit veterancy tweaks
  • Overhauled casualty clearing station balance
  • Complete mortar overhaul
  • Further tank aoe and scatter improvements
  • Squad handling improvements (CoH2 style squad AI)
  • A plethora of bug fixes
  • Updated AI resource bonuses
  • Reduced AI cheating (now works even more like a human would in regards to seeing into fog of war)
  • Updated and added brand new AI funcitonality
  • Campaign bug fixes
  • Tweaks to Rails and Metal map
Back to Basics v4.1


For the full list of changes we encourage you to read our full changelog here.

Company of Heroes: Back to Basics v4.0

Company of Heroes: Back to Basics v4.0

News 2 comments

The long awaited v4.0 update of Company of Heroes: Back to Basics is now available!

Back to Basics v4.0 new features spotlight & changelog

Back to Basics v4.0 new features spotlight & changelog

News 19 comments

As version 4.0 nears its final shape, it's time to spotlight the things we've been working on. Today we reveal the full changelog and feature an article...

Back to Basics v3.1 Update

Back to Basics v3.1 Update

News 7 comments

After a pretty smooth release of v3.0, we are releasing a patch to even further polish up the mod. The patch addresses some gameplay bugs and imbalances...

Back to Basics v3.0 Released!

Back to Basics v3.0 Released!

News 4 comments

After more than eight months since the last update, we proudly announce the latest version of Back to Basics which is the most polished, complete and...

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Back to Basics v4.1

Back to Basics v4.1

Full Version 7 comments

The v4.1 update of Company of Heroes: Back to Basics is now available!

[OUTDATED]Back to Basics v4.0

[OUTDATED]Back to Basics v4.0

Full Version 39 comments

The long awaited v4.0 update of Company of Heroes: Back to Basics is now available

[OUTDATED]Back to Basics Update v3.1

[OUTDATED]Back to Basics Update v3.1

Patch 13 comments

[REQUIRES BACK TO BASICS V3.0 AND COMPANY OF HEROES PATCH v2.602] This patch addresses some gameplay bugs and imbalances, fixes some language errors and...

[OUTDATED]Back to Basics v3.0 FULL

[OUTDATED]Back to Basics v3.0 FULL

Full Version 51 comments

Latest full release. [REQUIRES COMPANY OF HEROES PATCH v2.602] Patch v3.1 available for this release of the mod.

[OUTDATED]Back to Basics patch v2.1

[OUTDATED]Back to Basics patch v2.1

Patch 6 comments

[REQUIRES BACK TO BASICS v2.0 AND COMPANY OF HEROES PATCH v2.602] Back to Basics Patch v2.1

[OUTDATED]Back to Basics v2.0

[OUTDATED]Back to Basics v2.0

Full Version 6 comments

[REQUIRES COMPANY OF HEROES PATCH v2.602] Back to Basics v2.0

Post comment Comments  (20 - 30 of 1,455)
rendiemonkzilla
rendiemonkzilla

Just download this mod and very enjoy to play this mod. much better than original game.
whats your plan for next update??
can you add ability to merge squad unit like COH 2 does?

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AGameAnx Creator
AGameAnx

Thanks!

We released an update just a few weeks ago (4.1). Next one is kinda in the works, but I think the mod is in a really solid state right now. Celution is working on some really obscure things, it's really nothing too important I think. I'm mostly taking a break.

In regards to squad merging - unfortunately that's not easily possible in COH1 engine. It would have to be done using scripting, which is inefficient and complicated. I think there aren't really any units that match the description of COH2 Conscripts anyway, it would be a bit tough coming up with strategies or tactics that would be interesting to be used with such an ability. In my opinion, the tactics that are used with it in coh2 are pretty cheesy too. Primarily the flame thrower squad reinforcement in battle. Right now our flame thrower squads can do an insane amount of damage, if they also gained this artificial survivability it would probably be too much. So yeah, just as with everything, there's a lot to consider balance-wise, and more than that, it's also complicated in regards of implementation. Probably won't happen.

Reply Good karma+1 vote
Demoz775
Demoz775

Just to sat that the PE AI struggles with vechicle repairs and in world objects such as bridges. Also some doctrine icons are blank. And Brits are missing the standard Cromwell tanks.

EDIT : I was playing with and vs Brutal AI

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Celution Creator
Celution

Repairing is one of those things that is particularly difficult to find a sweetspot for. This goes especially for the Panzer Elite as their backbone combat unit is also their primary repair unit (excluding the Supply Halftrack and LGF). The last thing we want is the AI following damaged vehicles with hordes of Panzergrenadiers as it commonly does in vCoH. Besides, we rather have the AI focus on keeping the pressure up rather than repairing every single damaged vehicle.

You should also not expect the AI to be great on bridge maps such as Lyon or Achelous River, not only because of them being chokepoints but also due to the fact that bridge repairing is not within its stengths and easily countered by a player.

We currently have a functionality that the AI retreats its vehicles to safe locations and it will repair them if it has a unit available within a proximity. Having a Wehrmacht AI together with a PE AI will help a lot due to it constructing repair bunkers and using its Pioneers to repair.

Can you be specific on which icons are missing for you?

The Cromwell is interchangable with the M4A4 Sherman, which is turned on by default in the reward units tab. If you want to use the Cromwell, you will simply have to turn off the Sherman reward unit.

Reply Good karma+2 votes
Demoz775
Demoz775

I have just played couple (in the axis team) of games on the Route N13 map with fixed locations and annihilation mod.
These are the glitches ive noticed.

General :
- I was missing some doctrine call in units icons. For example the tank destroyer for wehrmacht terror doctrine.

The Brits:
- They often like to place their trucks near the corners so for example the new created tanks are being stuck between the trucks and the walls.

- After clearning out the 25 pounder howitzer and taking it over with my volks grenadiers i could not end the game until destroying the emplacements. Not sure if it happens to other emplacements.

The Axis
- They seem to get confused about the end game as they group their units on a point near the enemy bases and dont attack until you signal them to attack. Also not all units attack some just stay directly at the point and few try to attack.

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Celution Creator
Celution

Hey, thanks for the feedback!

I've heard more reports of missing unit icons and it's very strange since the one you refer to is an icon that comes with the came by default. I'll try to fix it for the next update.

I can't answer for the brit trucks as AI's behavior with them is something AGameAnx is more familiar with. I've never heard of the bug where captured emplacements still count as "opponent" when it comes down to total annihilation. As I understand the issue is that the game doesn't end at all while they're still present?

About this AI behavior that you're talking about, I really can't stress enough that you should NEVER send out the Attack (red) and Defend (yellow) minimap pings when you have an AI on your side because it completely breaks its functionality. It's a real shame that someone at Relic thought it was a good idea to hardcode this into the AI..

Reply Good karma+1 vote
Guest
Guest

Is it simply down to cost calculations that the Brutal German AI rarely uses its doctrine-specific infantry call ins? On lower AI levels they often invest in a couple squads but on Brutal they usually just spam Grens/PGs and virtually never build the unique infantry units, with the notable exception of Stormtroopers.

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AGameAnx Creator
AGameAnx

I have to adjust the priority of each and every unit by hand. Call-in units don't participate in anti-class calculations (countering of enemy army composition), meaning they will sometimes get abnormally high demand, and sometimes abnormally low, depending on the types of units that are currently available to AI and units the enemy has. I usually have to tune the demand lower, so it doesn't just automatically buy them every game and situation.

I will keep an eye on German call-in infantry and try to make their demand higher if it's not ok right now.

I don't believe that AI doesn't purchase those units, and actually it probably doesn't purchase many grenadiers either. It's pretty good at spamming out a couple of med bunkers though, which will obviously make it get more and more grenadiers with time for free.

Anyway like I said I'll be keeping an eye out for any changes that may be needed and adjust for the next patch, thanks for your report!

Reply Good karma+1 vote
bingo12345
bingo12345

PE AI completely stop producing units in late situation. i have save file.
it was brutal difficulty so they must have had enough manpower.

this explain why they are weak in late situation resulting defeat.

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Celution Creator
Celution

Can you share this replay please?

Reply Good karma+1 vote
bingo12345
bingo12345

Blogattach.naver.com

after base destruction, PE didn't produce any units at all. you will be able to find it easily.

they seem to be not able to produce panzer grenadier because of a kind of AI code limitation.

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bingo12345
bingo12345

the link is broken

you can use this link

Blog.naver.com

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bingo12345
bingo12345

anyway, i love this mod. i hope infantry vehicle spam fix will be soon™.

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bingo12345
bingo12345

PE don't produce panzer grenadier in late situaltion. they spam light vehicle.

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AGameAnx Creator
AGameAnx

Thanks. I've tried looking into all of your feedback already. I would appreciate if you condensed it a bit for next time, but yeah.

- Already fixed the halftrack spam, was surprised it was still happening.

- In regards to the game where AI didn't rebuild - it must've bugged out and I don't know how to fix that. It can be map dependent, it can also be some age-old bug that I can't seem to weed out where AI stops spending. I think that is probably related to some engine bug. Either way, it happens relatively rarely and if you had your base destroyed then probably your come back chances were quite slim. I'm not worried about this part of the game too much in all honesty, it's rare that it would matter. Checked the code and it has no limitations on rebuilding, in fact PE AI should probably rebuild instantly in normal conditions.

- Don't expect light vehicle AI to improve any further, it's nearly impossible to do that. PE AI isn't awful at all; it's far from the strongest, but it's competent. Of course it suffers from having units that are really hard to control using scripts, it's not for lack of trying that light vehicles tend to suicide themselves or tend to not find openings to attack. There's not enough data that I can gather from the battlefield to prevent that from happening, update rate isn't high enough, pathfinding data is not accessible at all. I'd need it to be fully aware of roads, shotblockers and how fast enemy can actually kill you with their composition to make perfect decisions. Not only is this too much calculation but it's technically nearly impossible due to engine limitations. So yes, those units are balanced for humans and humans are much more capable of controlling glass cannon units effectively, I can't fix that for AI. If you ask me, I did a good job on them as it is, it's a shame you think it's still "auful".

Reply Good karma+1 vote
bingo12345
bingo12345

Light vehicle do not attack infantry like tanks so they just move around or suicidally charge into back of enemy.

it will be better if you make Light vehicle AI like Tanks AI. Tanks AI doesn't charge suicidally into enemy or move around at least.

they keep charge into enemy base. plz look at it.

in my last test they made 9 infantry vehicle. so sad...

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Celution Creator
Celution

We have now put a hardlimit on Infantry Halftracks, The AI will not field more than 3 at the time. I'm very curious to this suiciding behavior because I have not seen it at all. I'm very curious to what map you are playing where this keeps happing on?

Reply Good karma+2 votes
bingo12345
bingo12345

the map was Wolfheze (4). enemy base was in the direction of 9 o'clock

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bingo12345
bingo12345

PE AI is auful. light vehicle movement is really bad. it needs to be looked at.

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Company of Heroes: Opposing Fronts
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8.7

122 votes submitted.

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Highest Rated (4 agree) 9/10

The mod is very realistic and the models are goodlooking.

This is worth trying. I enjoy it, and i'm sure, hundreds of people with me.

Mar 21 2011 by Boogie85

Lowest Rated (2 agree) 2/10

You can see the rifleman squad harder to beat a Volk squad , even with BAR in any range , The early game become a damn grenade war . Then the AI side group more and more . The balance is fucking crap AGAIN .
Friendly unit won't give enemy a finish because they are establish a goddamn line ! And friendly also give half territory to the enemy there they are too strong in nunmbers . AI works stupied and just know how to spam .
I give up this mod and back to play the vCoH .

Dec 19 2015 by siemens33c

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