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 3 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 Files
Back to Basics v4.1

Back to Basics v4.1

Full Version 27 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 40 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

Comments  (0 - 10 of 1,586)
GreenDevils_st1
GreenDevils_st1

It seems silly, but I do not know how to start it without Steam, Thanks.

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AGameAnx Creator
AGameAnx

I don't know if it still works without steam. Steam version has been repeatedly updated over the years and we removed the explanation on how to launch without steam a while ago... But it probably should work.

The idea is the same as "Alternative method hiding the prompt" explanation we have on our moddb page. You just copy all the files to the folder where company of heroes is installed (BackToBasics folder and BackToBasics.module files go to the folder where RelicCOH.exe is). Then make a shortcut of RelicCOH.exe, go to that shortcut's parameters and change the Target line so that it has -mod BackToBasics at the end. That's it, just use this shortcut and it should start the mod.

The other explanation uses Steam.exe as a shortcut but that's pretty much the same thing. It tells steam that we're launching CoH and so steam basically launches RelicCOH.exe itself with the rest of the parameters.

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SunkenHues
SunkenHues

Hello Celution and AGameAnx,

I really love this mod. This is for me the real COH. The amount of effort and thought you guys have put into this mod, it's mind boggling, and inspiring. Even as of now, this is the mod I consider above every other out there and rightly so. I hope you guys are doing well with your present ventures. Wish you guys well. And thanks for making this mod possible.

Thanks and regards,
Daulat

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AGameAnx Creator
AGameAnx

Thank you so much! It's just as amazing to us that people still enjoy it. Thank you for playing!

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Mightsetevik
Mightsetevik

Hello, I've got a question. I unpacked and edited camera.lua and put it in \BackToBasics\Data\ but it did not help. How can I change the maximum camera height in the game? Tried to put it in \Company of Heroes\WW2\Data\ and run game with -dev param, but... Without mod it works. Sorry for my English)

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AGameAnx Creator
AGameAnx

Could be something with the way we've setup our .module file.

The release version uses .sga archives so it's different from the way we work with mod files ourselves. The .module might have certain archives prioritized higher than the individual folder files which would cause what you're describing to happen (because we do have a custom camera.lua in our mod).

That's about as much as I can help you with this right now... The .module files aren't that difficult to understand so maybe you can play around with it and get it to work on your own.

Celution might have a better answer to this but he's on vacation right now.

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remle
remle

Hi as you know i have been studying how to Mod COH using corsix modding tools, and your The Grand How to as my guide. i want to make a jeep ambulance that have a "heal ability, can you give me a step by step process on how to do it. Thanks very much and more power to your Mod which is my favorite.

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Celution Creator
Celution

Hi! It's awesome to see that people are still using The Grand How-To after all these years!

Modding is a lot about thinking logically. It's an art of utilising and reshaping that what already exists to create the new thing you have in mind. While "advanced modding" (i.e. creating things that do not yet exist in the base game) may resolve around creating new features from scratch, basic stuff such as abilities and upgrades is mere copy-pasting from what is already out there.

My top recommendation is therefore to first review your concept and think whether the feature you want to create already exists within the base game. If this is true, it may then be traced and used as a base template to realise your concept.

In this particular case, the ability you want to create already exists in the form of "Medical Supplies" available at the Commonwealth Casualty Clearing Station. You can basically make a copy of this ability, adjust it in order to make it fit your preferences and then add it to the Jeep. The Grand How-To covers a part about adding new abilities to units, so refer to that for a more detailed explanation concerning this.

Good luck, you can do it! :)

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mostsurpremepontiff
mostsurpremepontiff

Where does one find The Grand How-To guide? tried Google but nothing..

is it possible to tell rather or not the ai performance is being affected by any bottlenecks or lack of system resources ect?

thanks

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remle
remle

Hi heres the link theres a lot of modding how to on this archive:https://web.archive.org/web/20140914154011/http://forums.relicnews.com/forumdisplay.php?209-How-To-s-and-Tutorials

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AGameAnx Creator
AGameAnx

Not sure about the grand how-to. It used to be hosted on relicnews forums which are now shut down. I don't know if there's a back-up somewhere. I'll ask Celution once he's back from his vacation.

In terms of AI performance - it's almost always your CPU. If you want to know for sure, you can set all of your settings to low. This almost quadruples the framerate in pvp matches. In AI matches, however, you'll notice that your framerate will become very stuttery, or feel almost the same.

What happens is that the framerate becomes very high between ticks (although AI's computations are completely asynchronous they're still happening more or less every 0.25s unless you've changed it in default.ai).

If you still can't see it visually, you can use the statgraph: Open the console with ctrl+shift+` and type statgraph and then statgraph_channel('fps').

If you actually do want to debug separate parts of AI and determine which parts of it bottleneck, that's a pretty difficult and complex task. As far as I know (because our AI systems are so much different from vanilla AI), vanilla AI's computations are separated into only a few small different parts, so it's very annoying to determine which ones lag. In our mod I have different AI computations split up into different ticks, so if I like to I can always disable some parts of it and reload a save game to see how the framerate changes.

It's still very finicky and there aren't proper debugging tools available for this as far as I know, so this is the method I use right now.

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mostsurpremepontiff
mostsurpremepontiff

Interesting, thank you.

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remle
remle

Hi Celution,
I got another question again about Modding,i have always noticed that tanks in the game would fire first at the enemy infantry even if there is an enemy tank in front of it.Is there a way to make it, prioritize to shoot tanks first rather than infantry? If the answer is yes how? Thanks.

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AGameAnx Creator
AGameAnx

Celution is on vacation right now so I'll try to answer.

What you're talking about is target prioritization. To change it you need to look into the weapon files you want to change.

When a weapon looks for a target, it'll calculate a priority number for every single target within its range and then fire at the unit with the highest number.

Firstly, there are base priorities which are set for every target type - target_table.*type*.priority values.

For instance, to get the base targeting priority of a sherman you take the value weapon_bag.target_table.tp_armour_allies_sherman.priority.

So you could simply increase these numbers for tanks to achieve what you want, but I'll explain the rest of this mechanic anyway.

weapon_bag.priority is the second part of this. You'll see it has some multipliers and numbers which control the basic behavior of the weapon when it is trying to choose its target. The initial priority will get modified by the settings inside this table.

current_target number would be added to the priority if the weapon is already targeting this target. You want this value to be relatively high especially for maneuverable vehicles as you don't want them to always change targets as you're moving around. But this may also be the thing that's causing your tanks to continue firing at infantry even when tanks enter their range, the priority of tanks compared to infantry may simply not be high enough to overcome the current target's priority.

Every time you right click an enemy, your unit will be forced to fire at that enemy. But, if, for instance, you want to circle an AT gun or enemy tank, then as soon as you right click the ground giving your unit a move order, current_target becomes very important and it's important to have this value set just right so that your units behave the way you want them to behave in these situations (ie maintain their current target even if units which are slightly more suitable for it to target enter its range in the meantime).

Distance table values are added to the final value based on which distance bracket the target is in (closer targets are rated higher than distant targets).

Next, there's the rotation. The rotational distance in degrees to the target is multiplied by this value and added to the final priority (although it's always a negative number so the more the weapon has to rotate the bigger will be the number that's subtracted from the final target priority).

suggested_target and position_target are usually set to 0 so I assume they aren't very relevant. I don't know what these fields do anyway.

You can also completely disable certain weapons targeting or automatically searching for certain target types within the target_table. So for example you may stop your infantry from automatically firing at tanks with small arms as small arms are ineffective vs tanks anyway. Simply set disable_auto_search to True. disable_target will completely disable this weapon against that target type (I think...).

I'm not sure if all of my explanations are 100% correct, but it should at least give you a general idea of how it works.

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mostsurpremepontiff
mostsurpremepontiff

I kind of have a question about a different mod but about mods in general. I've tried to try out the 'war on AI mod', but whenever I install it it messes up the key bindings and a few other things somehow, even after I delete it and replace all of the modded files with the originals from a back-up.

After installing the mod, the following things happen;
The blue circles and other overlays (all ui overlays/underlays) disappear when I press the space key. I can use the cheat-mod to restore the overlays (F2 shortcut in cheatmod) by they disappear again when I click space. Clicking space does not restore the overlays.

It also messes up some of the graphics. For example, the flag over resource points become corrupted slightly.

I have to reinstall the entire game to fix it. Do you know why it might be doing this? Thanks.

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AGameAnx Creator
AGameAnx

Be careful that mods don't overwrite game files. What you're describing should never happen unless the mod overwrites game files. In coh1 mods can do pretty much everything if setup correctly without the need to overwrite any files so my guess is that the mod was made incorrectly in that regard...

Also, I don't know how cheat mod works since I've looked at it such a long time ago, but it probably shouldn't be possible (or is at least dangerous) to run two mods at once. Probably you just copied cheat mod's files to the other mod's folder, but that can easily mess with things since it's possible that some files also needed to be overwritten.

So yeah, generally speaking, whenever you need to overwrite something when installing coh mods, it's probably dangerous and will mess with things.

You may be able to verify game file integrity instead of reinstalling the whole thing next time which should substantially reduce the download size (it'll reacquire just the overwritten files).

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mostsurpremepontiff
mostsurpremepontiff

Maybe kind of a dumb question, but do you know what the physics graphics option does exactly? I can't tell much of a difference between turning it off and turning it on high, other than sometimes it has an impact on fps.
I can't seem to figure out the best options for tracer effects, like setting it so that as much of the projectiles show up as possible for mortars/artillery in flight and tracers and ricochete effects ect. I did notice that the Wehrmacht registered artillery has the nicest projectile effects..

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AGameAnx Creator
AGameAnx

Physics settings change the update rate and object limits on physics objects. Physics objects are various large splinters/rubble/rocks that usually get created when objects get destroyed. It also enables ragdolls for when soldiers get killed. On low physics setting you may see physics objects slightly teleport around because then the physics update rate is much smaller than the framerate. Higher settings have a higher update rate and allow for more objects to be simulated at once.

The setting itself has nothing to do with effect fidelity (tracers), apart from some rare effects which create physics objects. It's a bit hard to tell the difference between particle system effects and physics objects, and some game engines allow particle systems to simulate physics on the particles in various capacity but in CoH as far as I'm aware the way effects look doesn't get improved by the physics setting. Of course the way objects get destroyed and moved around from explosions around the effects is still part of it, so that's what the setting influences.

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mostsurpremepontiff
mostsurpremepontiff

That's enlightening thanks. I arrived late to COH never played it until recently and i've been playing a lot lately thanks for the in depth answers and info.

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remle
remle

Thanks so much for the info.Can i make a suggestion? i have this (mod) idea of making infantry squads be able to ride on top of a Tank but i know its to complicated for me. Maybe you guys can do it on your next Back to Basics Mod update.Cheers to you Guys!

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remle
remle

Thanks so much.

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Company of Heroes: Opposing Fronts
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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

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