An ambitious total-conversion modification for Relic's award-winning Company of Heroes franchise, Modern Combat transports players into the midst of a high-tech
war between the current-day Chinese and U.S. militaries.
Incorporating all-new factions, units, doctrines, gamemodes, artwork, music, maps, and singleplayer
missions, we aim
to craft the most immersive and enjoyable strategic representation of 21st-century combat possible on the PC.
Our team has adhered wherever possible to the unique and innovative gameplay mechanics that made CoH the fantastic RTS that it is. Players will need to rely
upon a variety of traditional tactics in order to succeed, such as directional cover and weapon teams, doctrinal abilities and combined-arms unit formations,
whilst at the same time utilising to full effect the highly-advanced weaponry and equipment employed by the armed forces of today. Modern Combat caters to newcomers and veterans alike, and incorporates both conventional and 'Hardcore' damage systems.

Modern Combat Full Installer 1.015



If you encounter any issues during installation or whilst playing, visit our
technical support forum.

If you have any suggestions or wish to provide feedback, please do so via our official balance forum.




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Predator Drone Humvee US Engineers
Blog RSS Feed Report abuse Latest News: Full Version v1.019

52 comments by I_am_a_Spoon on Aug 31st, 2014


Hi everyone. Time for another patch!


We haven't changed anything major this time around, however there are some important alterations that should probably be explained in more detail.


Firstly, we've disposed of the old MSI installer, which was becoming unintuitive and causing issues with repeat installations. We've reverted to a simple but reliable archive format instead.

We've also added an Uninstaller to make things easier. If you have an existing version of the mod, you need to uninstall it before extracting v1.019!

For detailed installation instructions, please visit our official download page at the following address: Coh-moderncombat.com


Secondly, we've added 7 new maps by Omnicron and Unreal-Eugen, who have done a fantastic job in not only making these maps for you but in finding innovating new ways to use existing assets. We hope you like them!

We've also removed a number of unconverted community maps that were added to the mod despite being set during WWII and containing no modern assets.


The team has been quiet lately; we've been reduced to only a few people, and we're all beset by real-life obligations that have drastically reduced the time we can contribute to further development of this mod.

That said, we hope to persevere and have exciting plans for the future. It'd be premature to make promises at this point... but if all goes as planned then you can look forward to a new iteration of Modern Combat unlike any that have come before it. More news on this at a later date.


We hope you enjoy Modern Combat 1.019, and that all the players who have been experiencing installation problems can finally run the game without issue. Sorry it had to be a full re-release and not just a patch, but it was the only way for us to ensure everyone stays compatible online.

Have fun!

~ The Modern Combat Dev Team

CoH: Modern Combat - Full Version 1.019

CHANGELOG

General:

  • Added an Uninstall batch file.
  • Fixed a fatal SCAR error that was occurring at the end of skirmish matches.
  • Increased default and maximum camera heights by 5 metres.
  • Increased slot item drop probabilities by 20%.
  • Several mine triggering and UI placement improvements.
  • Removed obsolete DLLs.
  • Removed obsolete manifest XML.

US:

  • Removed the Predator drone's weapons load.
  • Removed the Paladin's lockdown ability (which the AI couldn't use).
  • Increased the range of the Paladin's default barrage.
  • Increased the speed of the Paladin's projectile.
  • Replaced placeholder 60mm mortar with an M224.

China:

  • Reduced the munitions cost of PLA AT mines (from 50 to 40).
  • PLA AT mines can no longer insta-kill light vehicles, but are now guaranteed to cause an engine or tread critical when triggered (the probability of which was previously only 85%).
  • Reduced the munitions cost of PLA incendiary mines (from 20 to 10), and added a fuel cost (5).
  • Incendiary mines are now more effective.
  • Booby traps have been revised (increased in power, cost and ability duration). They now trigger a sequence of grenade detonations around the target point.
  • Fixed ZTZ59Ds being able to fire ATGMs with damaged main cannons.
  • Tweaked the formation of PLA Engineers.
  • Replaced placeholder 82mm mortar with a PP87.
  • Replaced placeholder flamethrower with a Type 74.

Campaign:

  • Some rebalancing and tweaks.
  • Gave special weapons to certain PLA troops.
  • Fixed Corpsman healing ability being permanently deactivated at random.
  • Removed shared timer on "Mark Target" ability.

Art, Localisation and Sound:

  • Added 3 new environment supply caches for mappers.
  • Improved Predator specular and gloss textures.
  • Made the aircraft minimap symbol more generic.
  • Replaced current tracers and smoke trails with the original smaller versions.
  • Fixed the Type 85 SMG's tracer.
  • Minor UCS localisation tweaks and fixes.
  • Italian localisation updated.
  • Czech localisation updated.
  • Polish localisation updated.
  • Chinese localisation updated.

Mapping:

  • Added new map: Golmud Outskirts (2p) by Unreal-Eugen.
  • Added new map: Huihe River (2p) by Omnicron.
  • Added new map: Zìyóu Square (2p) by Unreal-Eugen.
  • Added new map: Apocalypse (4p) by Omnicron.
  • Added new map: Quzhou Suburbs (4p) by Unreal-Eugen.
  • Added new map: Battle for Qhuai (6p) by Omnicron.
  • Added new map: Huangtian Rice Fields (6p) by Unreal-Eugen.
  • Removed 14 non-modern community maps.
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CoH: Modern Combat - Full Version 1.019

CoH: Modern Combat - Full Version 1.019

May 10, 2013 Full Version 261 comments

Version 1.019 of Modern Combat, re-released as a single archive.

CoH: Modern Combat - Full Version 1.000 (OBSOLETE)

CoH: Modern Combat - Full Version 1.000 (OBSOLETE)

Mar 13, 2012 Full Version 204 comments

This is the selfextractor file for the fullversion 1.000 of CoH: Modern Combat. PLEASE READ THE DESCRIPTION TO FIND LINKS FOR INSTALL GUIDES

Post comment Comments  (60 - 70 of 10,775)
AAMC4
AAMC4 Nov 21 2014, 6:45am says:

Hey guys I want open a debate about what would you like see or add in Modern Combat mod?

Maybe some of these suggestions or idea can be take it by the MC developers team to be apply in this awesome game...

what do you think?

+2 votes     reply to comment
Campaigner
Campaigner Nov 21 2014, 1:29pm replied:

I want to see a clear design like vCoH has where Wehr is the defending faction and US the attacking faction.
Attacking faction strong at flanking, suprising and versatility.

Defending faction strong at areacontrol, staying power and powerful, specialized units.

Then you add that Wehr relies heavily on munitions to function while goes by with fuel.

Doctrines change everything though o.O

I don't have specific suggestions cause I don't believe in wishing for unit x or y since if those units don't fit in the developers vision then they don't get in.

+2 votes     reply to comment
AAMC4
AAMC4 Nov 22 2014, 5:41am replied:

I think this can be apply more like command tree and not generic for a faction... in WWII mod the WM and PE has lots of defensive position because they are defending the invasion...in COH the PE only defend position against british and americans and is really weird when you have access to heavy tanks... and be honest, everybody wants have a tank in the battlefield... LOL XD

the problem is the balance, for example: if you give a strong AT weapons, defensive position against infantry and against AA vehicles, will be impossible penetrate the defensive position on a bridge...the same happen if you try to advance with a defensive doctrine without heavy armored vehicles, you can control every Soldiers squad with a single MG and every light vehicle with a single Tow missile emplacement...

I am totally agree with you but the problem is how implement this, inside the game...

the objective to create 3 different command tree is if you chose the wrong doctrine, will be harder to win the match... in COH some mission will give you the chance to chose the doctrine, if you chose the wrong doctrine according with the enemy doctrine, you practically will lose the battle....(the objetive is know what doctrine selected your enemy, before chose your doctrine)

would be nice if you imagine 3 totally new doctrines and explain their function in the battlefield...take in consideration every doctrine have their counterpart...

+2 votes     reply to comment
Campaigner
Campaigner Nov 22 2014, 8:27am replied:

1v1 Automatch settings, the way it's meant to be played.
There are no bridgemaps in those.

vCoH (USvWehr) solved it almost. A few issues everybody agrees on (Snipers and too expensive Wehr tier 4) and some things people have different opinions on.

It's definetly possible to counterpick doctrines. Doing so however, makes you miss out on early abilities and advantages by not picking anything.
Also, the first 2 CPs are gathered at 65xp/CP. The third and above is gathered at 85xp/CP. So the longer you wait the longer it will take you to get your abilities.

Creating the new doctrines for Modern Combat, they already got the names right (Total Mobilization, Assymetrical Warfare, Urban Combat etc) and now needs to think about what should fit inside there.

+2 votes     reply to comment
AAMC4
AAMC4 Nov 22 2014, 8:43am replied:

really interesting all that you said...

About snipers and other soldiers units, do you think would be great add all soldiers units in the first factory? maybe with some requirements like upgrade level 2 to have access to them?...

+1 vote     reply to comment
Campaigner
Campaigner Nov 22 2014, 2:19pm replied:

All infantry in one building, all vehicles in one and all tanks in one like you modded it to be?

Nah don't think so. I like dependencies (like in WarCraft & StarCraft) but I believe the designers must follow their vision.

+1 vote     reply to comment
noot
noot Nov 21 2014, 2:47pm replied:

while i agree defending/attack faction could be nice, won't it require that defending faction has to be stronger than the other late game which in my opion puts a timer on the game and is really fun at all.

+2 votes     reply to comment
Campaigner
Campaigner Nov 22 2014, 8:39am replied:

I'm not suggesting it, just saying how it's done in vCoH.

You'd think there's a timer but I haven't seen one.
In highlvl games the US can beat Wehr thanks to their great versatility eventhough the game goes on for 50min.

SiberianPlatoon vs KoreanArmy game 4
Youtube.com

+3 votes     reply to comment
noot
noot Nov 22 2014, 3:49pm replied:

i just don't like how it reduce's the overall mobility of the game it self. woulden't the game just be focused around a couple of points then?

+1 vote     reply to comment
Campaigner
Campaigner Nov 23 2014, 11:36am replied:

vCoH (USvWehr) have always focused around certain points/an important part of the map.

In the game I linked above, Wehr takes the middle of Semois while US takes everything else. Wehr tries to capture some additional points/cut off US but US offensive power makes that risky since if Wehr spreads too thin, US moves in and takes the area that Wehr locked down = Wehr is routed and has a hard time coming back.
Alternatively, US just sends an M8 or so and chases of the Wehr cappers.

Wehr can not push forward until they get Pumas/Stugs or StuH 42's.

From there it's up in the air so to speak :)


In Modern Combat, it's kinda the same according to FeePan (great player who I never defeated).
US holds its stuff together while PLA caps around.

When I think about it, US is kinda like Panzer Elite ^^

+1 vote     reply to comment
noot
noot Nov 21 2014, 4:20pm replied:

*isen't fun at all

+2 votes     reply to comment
namor079
namor079 Nov 21 2014, 10:24am replied:

-plane protect like one plane will fly on map and ll kill tank (example A-10)plane wont have time limit(plane must be destroy)
-Anti Air (Patriot,FD2000)
-MRLS and iron dome
-new skins and abilities for vehicle
-more modern china
-some big city map with skyscrapers :D
-some missile lauchers(big rockets)
-nuke :D
i know is very hard for dev but only ideas :D
NICE MOD

+1 vote     reply to comment
AAMC4
AAMC4 Nov 22 2014, 5:54am replied:

the MC developers have something to be used like AA weapon for US faction...We will see what they have soon...

You are talking about mark a objective for plane with laser and the airplane practically follow, attack and destroy the enemy tank? would be interesting but should have a big price...

the Iron Dome is really good idea for AA defensive emplacement, totally agree with you..

I love the idea to add skyscrapers but the problem is this buildings can block your or your enemy battlefield visual...

+3 votes     reply to comment
noot
noot Nov 21 2014, 10:07am replied:

Rangers and some european tanks would be nice, also more modern maps. i really like the new one's. but even without those i still think this is the best coh mod.

+2 votes     reply to comment
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Platform
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Official Page
Coh-moderncombat.com
Release Date
Released Mar 11, 2012
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9.2

658 votes submitted.

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Highest Rated (30 agree) 10/10

Fucking Awesome

Mar 13 2012, 8:09am by Captain_Romulus

Lowest Rated (19 agree) 4/10

I think it's a great concept and everything, but really it's just Vanilla with reskins and different voices. That's what I felt when playing it, though I am a Blitzkrieg follower I prefer my tanks to kill light armored personal cars in 1 shoot and not 4 shoots, I also experienced sligtly problems playing with infantry as PLA does a pretty bad job against Amerian infantry but when I get my tanks I dominate the Battlefield. It's like the AI never really deploys tanks but only light armored cars, even…

Mar 13 2012, 1:55pm by SMGJohn

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Theme
War
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