AND YOU THOUGHT WE WERE DEAD!

Normandy 1944: European Theatre


Normandy '44: European Theater combines a higher level of realism with a more elaborate doctrine system, which incorporates almost 50 different military units that took part in the campaigns of Jun-Sept. 1944. This spectrum ranges from battalions of free Polish and French units serving under the main allied armies to volunteers from the Eastern Front that served in the German Wehrmacht. This is only a small portion of the doctrine variety however, as we feature numerous well known units of all factions as well. The mod also features numerous new abilities and custom made units each with a completely revamped size and structure. Between custom made units and structures with historically correct skins, Normandy '44 offers over 150 NEW UNITS, making for an almost endless variety of different scenarios and unit actions. Combined these factors provide for an experience unlike any other mod for COH that has earned us a spot in the Top 100 Mods THE LAST THREE YEARS RUNNING. 
We hope you'll join us.

I would like to personally decide this modification to a very special component in my life. Without whom, I would not be who I am or where I am today in my life. Which is suffice to say, for the first time in many years, happy.

Thanks, Alfred. I love you, little guy.


 Regardless of my own personal dedication, this mod continues it's dedication to our former team member and hallowed friend, Christian Werner von Schlippenbach, who contributed so much.



DOWNLOADING & INSTALLING

You can play Normandy 1944: European Theater with ANY VERSION OR COMBINATION OF VERSIONS OF Company of Heroes. Whether it be either of the stand alone versions, COH: Opposing Fronts, COH: Tales of Valor or the base, "Gold" or "Game of the Year" editions.
Any form will work just fine with our modification.
ET44 v2.0 Alpha IS FULLY COMPATIBLE WITH COH v2.602 

Simply download either the MANUAL OR AUTO-INSTALLER version of v1.7 or the necessary installaion files for the v2.0 ALPHA from our DOWNLOADS section  , install and then follow the icon creation instructions in the READ ME or in our Field Manual, available HERE. 
Do not download any of the versions labeled "OUT DATED".


Playing with a Steam version of COH is also not an issue either. Simply install the mod to your proper folder under this path "Steam > SteamApps > common > (YOUR COH FOLDER)" and follow the icon creation instructions in the READ ME or in our Field Manual, downloadable HERE.



PLAYING ONLINE

Check out our groups below for some online action.
Steam -
Steamcommunity.com
Xfire - Xfire.com





POSTING BELOW

Please note that your query may not be answered by
a Normandy '44 developer if you post it below. 

 Comments and questions related to project content or technical issues are
welcomed, but posting such in an accusatory or exasperated tone will not help
the situation.

For more engaging discussion on either of the subjects,
Please see our NEW AND IMPROVED  Forums.relicnews.com!)

PLEASE DO NOT POST WEBSITES OR WIKIPEDIA CLAIMS
We've gone to incredible lengths doing research for our project
with credible, published references. Please do us the same courtesy if
you're going to make a historical assertion about some aspect of our game play, such as suggesting the inclusion of a specific unit. 

Image RSS Feed Latest Screens
German Emplacements - Pt. 1 - 15cm sFH 18 Nest German Emplacements - Pt. 2 - 8.8cm PaK 43 Nest German Emplacements - Pt. 3 - 3.7 cm FlaK 43 Nest
Blog RSS Feed Report abuse Latest News: June Update; Slightly Modified ETA.

8 comments by JudgeAlfred on Jun 16th, 2013

Greetings, Eager followers!

So before I go any further; I will be making a slight modification to my estimated deadline. Instead of the end of June, I will estimate for the first week of July. Not only does this allow me more time to finish work but it also gives me much needed time to compile everything to release it, which is the only reason I am doing this. If I were to release it by the end of June, some things would be unfinished. They may seem like small and "Unimportant" things but I know to many individuals they mean a lot. Therefore, I've made the decision.

As for the current progress; I am in the midst of redoing how pricing/reinforcement is done. 

Basically, a set cost per man for infantry will be tied with the level of training, as stated earlier. How this is for the different factions varies. For example, the SS/Luftwaffe actually have the highest costs per man in comparison to the Soviets, which have the outright lowest costs per man.

The difference is in how pricing works when it comes to buying the unit, and reinforcing it.

I've always found there to be major issues in general with how costs and reinforcement costs are done in many modifications, and even in the base game. The general incentive is "It costs less to reinforce my men, I should keep them alive."

Yet there is no way with that system to simulate heavily Veteran units, nor is there an effective way to simulate "En Masse" or "Fodder" infantry. Because the system is so basic in planning, it falls short on these completely.

So I thought that modifying incentive based upon what "Type" of faction they historically were was the best way about going through this process. For example, although the SS/Luftwaffe have the highest per man cost out of all the factions; their reinforcement costs are much lower in comparison to what you would make them out to be.

That doesn't mean an SS soldier will be cheaper to reinforce than a Conscript; but what it means is that the more experience a unit has, the less they will end up costing to replace. The initial cost of buying the entire unit itself will continue to rise, but the percentage of savings per man for keeping the unit alive and reinforcing men will lower as the costs for the entire unit raise with how "Vet" they are.

This means that as it historically was, completely reforming and rearming more experienced units is much more taxing on one's command structure than it would be to simply find replacements to "Fill the gaps" of casualties, as it were. This pushes incentive for more experienced divisions to keep their men alive through the roof.

As for fodder infantry, their reinforcement costs are fairly "Stagnant" in comparison. The percentage of savings that the player gets for reinforcing men is much less in comparison; but the overall cost of the unit is much cheaper to begin with, along with the build time being faster.

In the case of the Soviets (Who are super-di-duper special); this differs entirely. As manpower was so easy to come by throughout the Union, reinforcement costs will be a flat rate, regardless of what type/build/experience of the division or regiment they come from. Although there will be a difference in the initial cost, build time and time it takes to reinforce an individual man the per man reinforcement will be an extremely low, flat rate. No other faction will be able to match this, or even come remotely close to it either.

This allows Soviet players to field enormous amounts of infantry, and continually assault the Axis forces regardless of casualties in most cases. However; the Soviets have a disadvantage to counter-balance this. (Technically, two.) First off, none of their infantry is considered to be within the highest HP per man bracket. (Costs reflect this also, thus explaining the cheap costs across the board and reinforcement rate which is flat.)

However, traditionally throughout the war the Union had a major issue with supplying arms to their own troops. Although I refuse to represent this in the modification by having men run around without weapons whatsoever; I feel it would be wrong to not represent it whatsoever. Thus, Soviet infantry have a munitions cost tied to them. The munitions cost will only be tied to the initial purchase of the unit, so the players incentive to keep squads alive is so that they don't end up paying munitions along with the manpower for another unit.

This forces the Soviet player to express his "En Masse" tactics with restraint. Although he can field infantry left, right and center in comparison to everyone else; he will constantly be gripped by munitions woes if he is unable to strategically use his own men. Losing squads doesn't hurt him very much in the Manpower department, but it's a fairly deep wound for Munitions.

Another difference is that all Vehicles will only cost Fuel. Munitions/Manpower will no longer factor into this equation, as the idea that a player should choose vehicles or infantry in a modification that is supposed to represent historically accurate scale and conflict (Too some degree) is rather...odd to begin with.

This allows players to field units to assist and combine with their field infantry, instead of having to choose between them. Emplacements of all variants will cease to cost anything but Manpower. As they cannot move whatsoever, and are niche in nature it seemed unfair to tie any other type of cost to them. 

Build times may increase in some cases (If they are stupidly fast to build and unlimited in quantity, for example) To prevent abuse. At the end of the day these changes as a whole will help spur incentive and the use of combined arms, which previously were hampered and limited. I hope this is fairly informative to everyone; and although I will not speculate to give very specific details please be aware that this has been planned quite painstakingly so as to not upset the balance of anything.

And no, you aren't going to pay 25 Munitions for your Fodder Tier Conscript squad, so Soviet players keep in mind that although the Muni cost will exist for your infantry it will not completely hamper or ruin your ability to field them, it will simply add pain to careless actions in a different way in comparison to how it effects other factions.

Media RSS Feed Latest Video
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Normandy 44 : ET v2.0 Alpha Hotfix

Normandy 44 : ET v2.0 Alpha Hotfix

Oct 1, 2012 Patch 20 comments

This hotfix includes the fix for the StuGIII missing RGT error as well as the fix for non-English users "no-range" text errors. Once this is approved...

Normandy 44 European Theater v2.0 Alpha Zip2

Normandy 44 European Theater v2.0 Alpha Zip2

Sep 27, 2012 Full Version 7 comments

This is the 2nd of 2 parts needed for the Alpha version of N44:ET's version 2.0 (which includes the Soviets!). You will need the 1st part as well (the...

Normandy 44 European Theater v2.0 Alpha Zip1

Normandy 44 European Theater v2.0 Alpha Zip1

Sep 27, 2012 Full Version 29 comments

This is the first of 2 parts needed for the Alpha version of N44:ET's version 2.0 (which includes the Soviets!). You will need the 2nd part as well (the...

[OUTDATED] European Theater: 1944 ver. 1.7

[OUTDATED] European Theater: 1944 ver. 1.7

Jan 1, 2010 Full Version 211 comments

This is the newest version of Normandy 44 : European Theater It replaces/updates all previous versions of European Theater: 1944 to Beta v1.7 for CoH:ToV...

[OUTDATED] European Theater: 1944 ver. 1.7

[OUTDATED] European Theater: 1944 ver. 1.7

Dec 30, 2009 Full Version 25 comments

Here is the newest version of Normandy 44 : European Theater (Version 1.7). It can replace all previous versions and is a full version.

N44ET Field Operations Manual-Basic Training

N44ET Field Operations Manual-Basic Training

Dec 23, 2009 Tutorials 8 comments

This will aid newcomers to Normandy 1944 install and start playing ghe mod, as well as some tips and strategies

Post comment Comments  (20 - 30 of 1,725)
griffine
griffine May 18 2013, 9:07am says:

i got a problem xhen i launch the game i got:
Notice
could not verify media

ok (come back to desk)
leave to windows (end of game)

i'm blocking here can someone hep me ?

+1 vote     reply to comment
Karol_PL
Karol_PL May 24 2013, 9:01am replied:

Relic servers are off. You must instal CoH on steam or you must have company of heroes cd.

+1 vote     reply to comment
griffine
griffine May 24 2013, 9:12am replied:

but CoH is yet installed on steam

+1 vote     reply to comment
Karol_PL
Karol_PL May 29 2013, 7:21am replied:

Do you have alpha 2.0 or 1.7 ?
Do you use in shortcut -dev or any other commends ?
You launch mod by creating new shortcut and then modify this and next launch with it or trought steam ?

+1 vote     reply to comment
mmcclp
mmcclp May 15 2013, 11:56am says:

what are the conf settings to play ???

+1 vote     reply to comment
sgtbilko68
sgtbilko68 May 11 2013, 10:32pm says:

What perimeters are needed for playing N44 through steam?

Thanks!

+1 vote     reply to comment
DerKommissar
DerKommissar May 13 2013, 3:05am replied:

-dev -mod EuropeanTheater1944

+1 vote     reply to comment
iDSD
iDSD May 11 2013, 2:50am replied:

Same here... Soviets not working in this mod neither EF mod...

Is here coming fix for this?

+1 vote     reply to comment
DerKommissar
DerKommissar May 13 2013, 3:03am replied:

Is it just the soviets that don't work? Or are the other factions also vanilla? Could be a problem with the patches if the only the soviet factions are missing. If all the stuff is missing, then you're not running the mod.

+1 vote     reply to comment
iDSD
iDSD May 13 2013, 5:20am replied:

I see the soviets in list, but can't choose them.
Only vanilla factions are available...

Looks like New Steam Version broke third faction, because it's not from those 3 parts of CoH1(+OF/ToV).

Same problem in this and EF mod... In both the soviets not work...

+1 vote     reply to comment
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Platform
Windows
Developer
N44 Dev Team
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Official Page
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Release Date
Coming Q3 2013
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Real Time Strategy
Theme
War
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