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...

RSS feed Downloads
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  (60 - 70 of 1,455)
bingo12345
bingo12345

panzerfusilier can be upgarded with 2 weapons(MG and AT) if you press two upgrade buttons at the same time.

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Celution Creator
Celution

Thanks for the feedback! I'll take a look at it :).

Reply Good karma+3 votes
diablo109
diablo109

Hi, I very much enjoy your mod. I do have one question though what are the various bonuses that the AI get at the different difficulty levels? And do they use the same strategies and scripts at all levels?

Thanks.

Reply Good karma Bad karma+2 votes
AGameAnx Creator
AGameAnx

Hello.

Vanilla setup:
Easy - no bonuses - very gimped strategies, has limits on how much territory it can take, how much units it can produce relative to the enemy team, how early it can attack the player at all.
Normal - 1.2x manpower - mostly functional, still has some limitations and obviously all vanilla AI has serious bugs (such as endless callin usage).
Hard - 1.5x manpower, 1.5x munition.
Expert - 1.85x manpower, 1.85x munition, 1.35x health (!) - didn't even remember how ridiculous these bonuses were. No fuel bonus but since callin units are manpower only in vanilla, it hardly matters a lot of the time.

v4.0 setup:
Easy - no bonuses - no back to basics AIs are gimped in any way. There are some adjustments made to aggressiveness, but that's about it.
Normal - 1.2x manpower, 1.4x munition, 1.05x fuel - notice that we do give AI some fuel bonuses, but this is somewhat required due to fuel upkeep on vehicles and fuel cost associated with call-in abilities.
Hard - 1.485x manpower, 1.65x munition, 1.175x fuel.
Expert - 1.725 manpower, 1.775x munition, 1.3x fuel.

v4.1 setup:
Normal - 0.8x manpower, 0.8x munition, 0.8x fuel - yes, due to popular demand we're actually reducing all income from lowest difficulty AI.
Hard - no bonuses.
Expert - 1.4x manpower, 1.5x munition, 1.175x fuel.
Brutal - 1.7x manpower, 1.7x munition, 1.3x fuel.

I should mention that in Back to Basics AI also receives some bonuses through scar, which applies to all levels of AI:
- 1.35x increased starting resources
- 1.5x production rate
- 1.05x veterancy rate
- 1.15x command point gain rate
- 1.2x vehicle repair rate
- 0.85x reduced upkeep
- 140 max population cap
- +10 base munitions income
- +2 base fuel income

Although these numbers do feel important, and they are, they don't make as big of an impact as you would expect. The base income modifiers are not impacted by its difficulty, so they aren't further multiplied by difficulty, upkeep is hardly relevant because it needs to win usually earlier than it can utilize this bonus, so this is a direct boost to its lategame potential, which is still relatively poor, it barely ever reaches over 100 population, production rate, veterancy rate, command point gain rate, vehicle repair rate are all basically irrelevant and just make it feel slightly closer to how a player opponent would.

In terms of different strategies - higher difficulty AI will definitely have an easier time getting heavy tanks and being able to do large wave attacks on your positions, whereas easier levels of AI will usually send few units at a time. Scripts that govern all this don't change drastically although there's some things that make AI adjust its strategies based on its income and there are some settings which adjust the aggressiveness (increase it) for easier levels of difficulty because otherwise it would never attack (it shifts the required army multiplier threshold to a lower number, making it start to defend slightly later).

Reply Good karma+3 votes
diablo109
diablo109

Hey thanks man I appreciate it. I take it that v4.1 is am unreleased patch or did I miss something?

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AGameAnx Creator
AGameAnx

Yeah, v4.1 is taking a bit longer than expected (RL stuff and whatnot), and actually made a bit more changes than expected. It'll be released very soon.

Reply Good karma+4 votes
roman9441
roman9441

will wait for it hope it improve the performance a lot :)

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mostsurpremepontiff
mostsurpremepontiff

I like the mod a lot, but sometimes the AI hits me with literally non-stop artillery all over the map. I'm not complaining. Here's what I want to know though; if I was to cut off the AI from as much munitions as possible would it actually have any effect? If not, it seems like a bit of a problem. If cutting the AI off from munitions control points actually stops them from acuring enough munitions to endlessly spam the map with artillery fire though it's actually kinda fun. Reason I ask is because I've read in vanilla coh the AI gets resources no matter what?

This is on easy BTW, 1v1.

Reply Good karma Bad karma+4 votes
AGameAnx Creator
AGameAnx

The bonuses AI gets are done with percentages, so it gets more from each resource point than you do, but if you cut off resources from it it will stop being able to use its artillery. Easy AI has no resource bonuses at all, it just has standard income in current release. We'll soon release a patch making Easy AI slightly have actually less resources than the player, heh, and reduce its artillery usage as well as making it fire at fog of war targets much less frequently.
Thanks for your feedback!

Reply Good karma+3 votes
mostsurpremepontiff
mostsurpremepontiff

Nice mod. Hotfix for 4.0 coming up soon? Mainly interested in seeing the mortar units fix that was mentioned somewhere in here. Thanks.

Reply Good karma Bad karma+4 votes
AGameAnx Creator
AGameAnx

Hello, thank you! It's coming very soon.
Actually I've added quite a lot of new AI functionality and reworked half of the values in the script due to an optimization which required that to be done. This extended the testing required quite a bit, but we're very motivated right now and doing a lot of games every day :) We've also adjusted a plethora of weapon related stuff, actually some relatively big changes towards area of effect again, we finally managed to get it working with full accuracy area of effect, which we thought to be impossible due to engine flaws. So now tank aoe (especially tigers/pershing/ostwind) feels even better than before, but is also much more powerful in some cases than before, which is what also needs to be tested and adjusted. Here's a changelog preview for you guys (everything in this can still change of course): Pastebin.com

Reply Good karma+4 votes
mostsurpremepontiff
mostsurpremepontiff

Nice. I play COH almost exclusively in skirmish mode and having a mod which such extensive AI improvement is great.

Reply Good karma Bad karma+3 votes
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Company of Heroes: Opposing Fronts
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Community Rating

Average

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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