Copy all folders and the .module file into your Company of Heroes folder.Create a new shortcut (copy your old one) and start the game with these parameters:"-dev -mod ECL" e.g. it could look like this > "X:\Program Files\Company of Heroes\RelicCOH.exe" -dev -nomovies -mod ECL"
@you the installer:
1.start with a clean install (delete all previous versions and locale file for the mod) then install the enhanced combat leader mod eclver.2.94buildxxxxxxxx.exe (the x = current build of Enhanced Combat Leader: Beyond Overlord ver.2.94) and extract that to your company of heroes directory @ "C:\program files\thq\company of heroes\" or "C:\Program Files (x86)\THQ\Company of Heroes" or if you are running the latest steam version "C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes Relaunch"
2.then run the game from the shortcut. (enhanced combat leader).
i've made the download availible, to try out the beta you can download it from the relicnews forum i included the link below:
I have increased maximum Line of sight ranges for units based on the categories of class for example all tanks have smaller sight ranges to detect objects on the battlefield and almost no chance to detect hidden squads or snipers, while infantry have the best chances to spot objects at the longest ranges and have very good chances at spotting hidden units or snipers. Maximum range visible to detect objects for tanks is 35m when the tank is "buttoned up" and 45m when "unbuttoned" because crews in vehicles with semi-exposed fighting compartments have better sight ranges than crews in enclosed fighting compartments. However infantry troops can see very far the maximum range visible to detect objects 65m.
Suppression is far more prevalent weapons dealing variable rates of suppression, so the rate-of-fire is key. That is why all machineguns and some types of infantry squads have suppressive fire ability which increases the rate of fire, lowers weapon accuracy, and increases the rate of fire, and suppression a weapon causes temporarily. Certain types of Infantry Combat Criticals for machineguns and artillery can cause units morale to break in combat this will cause units to flee to the nearest rally points. Rally Points and Medical Aid Stations can be built in territories to rally all broken squads in an area. Medical Aid Stations can now also reinforce wounded/KIA units a squad incurs during combat.
Infantry Combat Critical. The most common Infantry Combat Critical is the casualty; weapons also have a variable chance to kill an enemy unit outright. Casualties last for a long time to give medics a chance to save them. Other types of Infantry Combat Critical for cannons and artillery can cause a unit to be stunned in combat which causes units a decrease in rate-of-fire and weapon accuracy penalties.
Cover in Infantry combat. Cover reduces the accuracy, damage, and suppression a unit receives. The heavier the cover the better the protection from the effects of received damage, suppression, and being pinned, so flanking fire will be essential to victory.
Tanks and Tank Critical
Tank damage is based on realistic penetration values cannons and artillery can cause a unit to be stunned in combat which causes units a decrease in rate-of-fire and weapon accuracy penalties. Cannons and artillery can cause a destroyed engine and immobilized will also make the tank actually be stuck. Cannons and artillery can cause a unit to have the commander killed and the vehicle losses all external mounted machineguns and suffers reduced rate of fire penalty on all weapons. Cannons and artillery can cause a unit to kill the gunner and destroy the main weapon (unit cannot fire main armament). Cannons and artillery can cause a unit to have the driver killed or the vehicle goes out of control and explodes.
All small arms, light machineguns, and anti-tank rocket launchers engagement, sight, and maximum range increased to 50m
All ATG, artillery, heavy machineguns engagement, sight, and maximum range increased to 150m
New tactical formations such as sections: 2 or more squads; squads: 9-12 squad members; teams: 2-4 men. To enhance game play with new combat elements.
Rangers: receive SMG, Bazooka Upgrades
German 3.7 cm Flak 43 auf Flakpanzer IV "Ostwind" limited to 2
GMC CCKW 6x6 2-1/2 ton.(G-508) Truck, and Opel “Blitz” 3-ton. 3.6-36 S.[Troop Transport] can transport infantry squads reduce the recharge times on all munitions based abilities
GMC CCKW 6x6 2-1/2 ton.(G-508) Truck, and Opel “Blitz” 3-ton. 3.6-36 S.[Logistics & Supply] reduce the recharge times on all munitions based abilities, and increasing the construction speed of buildings
German Tanks have Armor Skirts and Machinegun upgrade selections for each unit deployed
Unit build placement changed
Added New Officer Abilities (Supervise, Inspired Assault, For the Fatherland)
Added New Waffen-SS Sturmtruppen Gruppe Abilities (Assault!, Zeal)
All Infantry, Crew weapons, and Self Propelled ATGs gain camouflage ability
All Player controlled units with the exception of the goliath gain ability to detect camouflaged units
Goliath sight range, engagement range and weapon damage modified
All machineguns (with the exception of BAR, Fallschirmjäger Gewehr 42, Squad MG-42) gain Suppressive Fire ability
All machineguns (with the exception of BAR, Fallschirmjäger Gewehr 42, Squad MG-42) gain Armor Piercing Burst ability
Unless otherwise noted all anti-tank guns, self-propelled anti-tank guns, and tank destroyers gain First Strike ability
Unless otherwise noted all anti-tank guns, self-propelled anti-tank guns, and tank destroyers gain Armor Piercing Shells ability
American Battalion Battery Forward Observation Detachment can coordinate Overwatch Barrage, Victor Targeter, Air Reconnaissance, Strafing Run, and Bombing Run, fire missions when the Divisional Level Headquarters Co Support requirement is selected from the command tree ability and the player purchases at least one 105-mm Gun Battery.
American Battalion Headquarters Detachment can coordinate 105mm Howitzer Barrage, Creeping barrage fire missions when the Regimental Level Headquarters Co Support requirement is selected from the command tree ability and the player purchases at least one 105-mm Gun Battery.
American Company Headquarters can coordinate 81-mm, and 60-mm mortar artillery fire missions when the Battalion Headquarters Co Support requirement is selected from the command tree ability and the player purchases at least one 60-mm or 81-mm mortar squad.
American Platoon Headquarters, Weapons Platoon Headquarters, Light Mortar Section Headquarters, Light Machinegun Section Headquarters, can coordinate 81-mm, and 60-mm mortar artillery Smoke Barrage fire missions when the Battalion Headquarters Co Support requirement is selected from the command tree ability and the player purchases at least one 60-mm or 81-mm mortar squad.
All Mortars and Howitzers have their Bombardment and Smoke barrage abilities replaced with the Counter Battery ability (see company headquarters platoon for more details)
American Battalion Headquarters Detachment, Company Headquarters, Platoon Headquarters, Weapons Platoon Headquarters, Light Mortar Section Headquarters, Light Machinegun Section Headquarters, units generate a command aura that affects all units within radius of effect
- Change ammo cap/fire rate of automatic weapons (More Historically accurate)
- Historically accurate vehicle and weapon names
- Unit Abilities and costs redone
- Higher Unit Population Cap.
- All New Doctrine System: reorganizes/amends default Company of Heroes: Opposing Fronts allied/Axis doctrines
- New Artillery Abilities for US Infantry
- SMG,RIFLE,CARBINE Tracers
- Shell speeds higher
- M4-POA-CWS 75-H2 Sherman (flamethrower) cost modified and receives new upgrades
- Goliath cost modified
- German 3.7 cm Flak 43 auf Flakpanzer IV "Ostwind" cost modified
- New Sherman variants with new/modified upgrades
- Created a new ballistic model for target acquisition, tracking and engagement for tanks that is based on real world physics which adjusts aim/time modifier ratios for all anti-tank weapons to match historic data values
- Created a new method of calculating movement rates using real world physics to model as accurately as possible all historic data values of every vehicle in the game
I have released an early beta version for public testing that can be downloaded from the first page for play I would encourage all interested parties that are willing to download the new build to play the campaign’s that are available as these have been modified from the vanilla version, also please be aware that the mod size is currently 5GB. I am currently working on stripping it down to get it to a smaller more compact size currently but it will be a difficult task as there is a tremendous amount of custom content. There are still numerous bugs that need to be tracked down so please post any bugs or errors here until the bug tracking site is available but if at all possible try to give as accurate a description of the bug/defect and provide images for any graphical errors that may be produced by the bug if possible as it will be a tremendous help to me in resolving them.