This mod has been in development since 2007. Some major features are: Corpses of the fallen will now permanently stay, population caps have been increased, and new units. Each faction receives one hero unit, you can play with and against any faction, and there are Heroes, crazy stuff (like The Maus, Powell, zombies,...). It also contains an Infantry Only mode, Early war mode, No Pop-Cap mode, and Quick Start mode in the victory conditions. This mod is only for fun! If you are looking for complete realism, try another one. Some combiners with other mods like Star Wars Frontlines - The Galactic Civil War & Eastern Front are also available.

Report RSS Happy Halloween from the NHCmod !

Happy Halloween everybody! The Christmas released of the NHCmod is still planned but since I have some good news and stuff ready to be released I decided to release them earlier!

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Happy Halloween everybody!

Preview1

NHCmod Christmas release is still planned but since I have some good news and stuff ready to be released I decided to release them with this calendar:
- NHCmod v2.700h (31 October 2022)
- Star Wars Combiner V2.700h (31 October 2022)
- EF Combiner for EF 3.1 + NHCmod v2.700h (before 25 December 2022)
- Release on Steam (2023?)

Updates for NHCmod v2.700h
==========================

  • Small changes to the Zombie survival maps.
  • Reduced the probability of the AI to build hotchkiss
  • Fixed the bug of the Nebelwerfer veterancy lvl 3 never coming.
  • Nerfed the emergency self repair ability of Ace Tanks from 37HP/s to 28HP/s
  • AI can now better use the bren with flammethrower. It is still buggy.
  • Fixed the UI bug that did not show the repair state of allied Field Repair ability by adding Blowtorch_State animator
  • The Stug IV can be upgraded to the Stuh
  • The Stug IV gets +2 range for each level of veterancy
  • The Sherman crocodile can be upgraded to the Sherman 105mm
  • Remove the is_default_action tag of ally_howitzer_barrage_ability.lua that made the 105 mm howitzer fire by accident with the right-click
  • 88mm Flak 36 can be redeployed elswhere with a Opel Blitz tranport for Whermacht and Panzer Elite.
  • Panzer Elite capture squad also start with lvl 1 veterancy with the sergeant upgrade.
  • Pioneers can only have one minesweeper per squad. Having more was pointless.
  • Elefant wreck can be crushed by heavy tanks
  • Royal Engineers can repair damaged bridges that are not destroyed like the Bergetiger
  • Panzer II gun's penetration against Stuart tank’s armour increased from 0.085 to 0.2298
  • Reduce AI probability to build kangaroo in Early war mode
  • light MG42 only takes 1 slot instead of 2
  • Tommy squad can have up to 3 upgrades instead of 1
  • Edited Tommys squad ability UI positions to fit fully updraded squad
  • Commonwealth Sharpshooter upgrade only use 1 slot item instead of 4
  • King tiger can have 6 level of veterancy
  • Japdpanther population set to 5 instead of 12
  • Reduced the factor of reinforcement cost of mobile 17 pounder AT gun from 0.5 to 0.2
  • Increased the range of the flammethrowers of the bren carrier with flammethrowers by 10
  • Commonwealth officers, lieutenants, captain and commandos can be upgraded with sniper rifle
  • New game mode "Resources +50%" where you get 50% more income from all resources

Preview2

Star Wars Combiner V2.700h
=========================

Major overhaul, Star Wars units can be built from AT-MB (All Terrain Mobile Base) and Imperial or Rebel HQ. US and Whermacht starts with an AT-MB and can immediately build Star Wars units. Soviets and Commonweath needs to build a radio to have a smuggler squad that can build a Rebel HQ. The Panzer Elite needs to build the Kampkraft centre to get a Imperial Engineer squad that can build an Imperial HQ. Both AT-MB and HQ can call in squads and use special abilities. The Empire can call Orbital Bombardments to clean a whole sector and the Rebels use Bothan spies to reveal area and weaken enemy communications. There are some differences between the AT-MB and HQ: The AT-MB can secure sectors, research veterancy upgrades, hold infantry squads and provide a small economy boost in manpower, fuel and ammunition; while the HQ builds squads faster, it can also produce heavy vehicles and provides large manpower boost and some fuel. AI can build all units (excepts HQ and heavy vehicles), so expects some challenges to defeat them!

preview3b


The Star Wars combiner is actually the most stable combiner I have ever made since it uses an old version of Eastern Front that will not change. It required a lot of bug fixing since it was had very old bugs that today EF 3.1 does not have anymore. It greatly improves the experience of CoH and I play this combiner more often than my own mod. Here is the log changes for this combiner:

  • Fixed the IS-3 that caused AI crash in the Star Wars Combiner
  • Fixed wrong UI name for Stormtrooper
  • Fixed the partisan demo charge sometimes not showing
  • British emplacements and teamweapons inside emplacements caused crash in EF when trying to recapture them. This bug has been 'fixed' by making the occupants invincible preventing the bug to occur.
  • Repaired the Commonwealth AI
  • Repaired the Wehrmacht AI
  • KV-2 Ace added
  • Secret heavy vehicles added


EF Combiner for EF 3.1 + NHCmod v2.700h
=======================================

The combiner for the steam version of Eastern Front 3.1 is mostly ready except for the British AI of EF 3.1 which seems to behave very badly with my mod. It still requires some bug fixing. All the other factions work fine. Among the changes for EF Combiner :

  • Converted the scar scripts for EF3.1
  • British emplacements and teamweapons inside emplacements caused crash in EF when trying to recapture them. This bug has been 'fixed' by making the occupants invincible preventing the bug to occur.
  • KV-2 Ace added
  • Artillery strikes added to the radio
  • Changed the possible upgrades of the radio
  • Panzer Elite fix, overwrite EF version by NHCmod version.
  • Restored the old 122mm howitzer to the soviets.
  • Steel Legion (Easter egg) added

The KV-2 Ace is a new soviet hero vehicle. Like all heroes it has 6 level of veterancy, special abilities, higher range and firepower. The main particularity of the KV-2 Ace is that it can be upgraded with Stalinium armour which makes it nearly invincible.

KV2preview

It was directly inspired from the real story of a KV-2 that practically stopped a German army alone by itself


Another important good news I wanted to share is that, after searching for a very very long time, I finally learned, thanks to Celution how to post my mod on Steam. The only issue is that it is not free unlike Moddb or many mods on Steam for other games. To post a mod for Company of Heroes I need to pay 100$ to post it as if it was a game I wanted to sell and then contact Relic so that it is registered as one mod of Company of Heroes. I have always released my mod for free and I have always been reluctant to setup a donation page because I was very uncomfortable using online payment methods because of (irrational?) fear that some hackers would empty my bank account. This was more than 10 years ago and after all this time I have to admit that I now can routinely buy stuff online, especially since the COVID-19 lockdowns. I have therefore setup a Paypal account where people can donate. You can choose the goal of your donation from:

  1. Funding for putting the NHCmod on Steam
  2. Just donate because you enjoy NHCmod
  3. Donate to see more crazy stuff in NHCmod
  4. Pay me a coffee
  5. Donate for replacing my 10 years old pc with a decent computer
  6. Donate because you have too much money
  7. I just want to say thank you
  8. Donate for no reason
  9. Donate to pay less taxes
  10. I have read the license agreement and want to get my soul back

preview4

If I manage to receive at least 100$, I will put my mod on Steam. This would make installation of the mod and updates much easier for most players. If you want to support the mod and make donation:


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