Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Conquest Rebalanced v2.3 - AI Rebalance + New Units
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Tags: Mod
File Size
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514.448 MB
24 Feb, 2024 @ 4:44am
23 Aug @ 1:33pm
60 Change Notes ( view )
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Conquest Rebalanced v2.3 - AI Rebalance + New Units

Description
What does this mod do?
  • This mod changes what the AI chooses to deploy in conquest: The AI will buy much less artillery and will instead deploy more tanks, infantry, anti-tank/anti-air guns and mortar teams. Battles will become more intense -- make sure you bring supply units!

  • Adds new over 60 new infantry squads to Conquest: a mix of Early and Late squads for USA, GER, USSR both for players and the AI

  • Adds vehicles to USA, USSR + Germany including (Late) models of AT guns (better ammo), snowmobiles, beutepanzer and more

  • Introduces a small probability of the AI spawning supply and engineering units that you can capture

  • Gives the AI a selection of "tank squads" that it can deploy and use. You will see formations of 2-4 tanks/SPGs moving and fighting together. The AI still has individual tanks to buy as well.
*Not the US because the US has no early option

Latest update
Update 2.3 (Early Release)



New vehicles:
  • Sdkfz 10/5 (with hull armour) for Germany

Other changes:
  • Air Supply!: In addition to off-map artillery and airstrikes, players now have access to off-map air-dropped supplies. GER+USSR+USA now have access to air dropped small arms, munitions and explosives that can be used to turn the tide of battles and strengthen weaker infantry units.
  • Campaign length is now GONE -- all campaigns are now set to 'long' difficulty and the player now controls the start date only. This will hopefully fix the problem of 1944 and 1943 start dates leading to artificially short campaigns.
  • Conquest nations and map selection is now fully unlocked -- you can play as USA vs USA or play as the Soviets on Liberation maps. Many, many thanks to Coopy for allowing me to integrate his excellent mod into this one.

The campaign length feature in particular is highly experimental. I expect players will find problems and I encourage you to report them as best you can -- if it's a crash, ALWAYS include the last bit of your log file.

Defense mission preparation time: how to choose your own settings
This mod sets defense mission preparation time to 10-13 minutes by default. If you want to change this, please do this:
  • Open the mod directory C:\Program Files (x86)\Steam\steamapps\workshop\content\400750\3167249047
  • Open resource/script/multiplayer/modes/conquest.lua (Don't be scared, all you need is notepad)
  • Change "StartSpawnTime". This sets how long the AI will wait before deploying units (in miliseconds). The first numbers (10, 13) are how many minutes the bot will wait.:
    -- Bot is attacker AttackMin = 10 * 60 * 1000, AttackMax = 13 * 60 * 1000,

Need the old version with no new units? Try the Legacy Edition!
For those of you that prefer to play without new conquest units, you can use the Legacy Edition. This version only rebalances the AI's unit purchases, nothing else.

Note for Finland players:
If you want to play as Finland, I strongly recommend downloading both this mod AND Sandels' Finland Overhaul mod that adds lots of new units and voicelines to the game that make it much more authentic and immersive. The two mods work well together, and I will try to keep them working together in future.
Link to Finland overhaul:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2875301257

USING THIS WITH OTHER MODS:
This mod will either not work with, or ruin the experience of any mod that adds new units (e.g. Valour, MACE or CE). Use this mod at your own risk!

In testing, I have found that this mod works with:

Users have reported that this mod does NOT work with:
  • CE (Conquest Enhanced)
  • German Reskin Pack - War Over Europe

How does the mod work?
Part 1: Changing what, when and how the AI buys units
This mod changes the file inside the game that the AI uses to decide what to buy during Conquest. Here are a few lines from the game's original settings:
--Artillery {priority = 2.0, type = {"Cannon", "Artillery",}, unit = "105mm_m2a1"}, {priority = 2.0, type = {"Cannon", "Artillery",}, unit = "105mm_m3"}, {priority = 0.1, type = {"Cannon", "Artillery",}, unit = "114mm_m1"},
This mod knocks the 'priority' figure down to 0.1 for all cannons, and between 0.1-0.5 for self-propelled artillery pieces. In testing (mostly against a US AI) this forces the AI to spend much more on frontline units. I also increased the priority values of most frontline units to really push the AI to stop wasting so much money on cannons.

If you want to set your own figures for the AI to follow, it's quite easy to find and adjust these figures yourself. Make a copy of the files in C:\Program Files (x86)\Steam\steamapps\common\Call to Arms - Gates of Hell\resource\gamelogic\script\multiplayer and then pack them into a mod following this guide.

This mod also changes the wait times for the AI. You now have about 3 minutes at the start of an attack mission before the AI will start to send reinforcements. Defense missions also have a slightly longer wait time for the AI.

Part 2: New units
I took inspiration from Sir Johan's Latewar Infantry mod for the v2.0 update which introduced a large number of Earlywar and Latewar infantry squads. Since then, I have also added missing tanks, anti-tank guns, artillery pieces, trucks, snowmobiles and tractors for players to use. I have also given squads small arms and grenades that exist in the game files but are missing in vanilla, like the 'Hawkins' AT mine and GGP/40 rifle grenade.

Some squads have been put together using historical TO&E info rather than being copied from MP, so they might play a little differently to other GOH squads.

The AI has access to tank squads of 2-3 vehicles that it can deploy. These armoured groups will move and fight together, giving the player an extra challenge especially on the offense.

Credits
  • Thumbnail image courtesy of HM Government/His Majesty's Stationery Office
  • Thanks to the creators of Ground Pounders mod for the idea of changing what the AI deploys
  • Thanks to Sir Johan for allowing me to use some of the code from his Latewar Infantry mod
  • Thanks to Kirin Strong for his help getting the Panzer I (Flamm) weapons to work correctly
  • Thanks to Georider for his excellent Panzer I desert skin
  • Special thanks to the people on the GOH Discord #modding channel -- without the help of users like Mine_Detector, KapitanSWAT, MrCookie and others, this mod would never have got off the ground.
Other
If you would like to support the work that goes into this mod, please feel free to visit my ko-fi[ko-fi.com] page or get in touch directly!
Popular Discussions View All (3)
99
6 Oct @ 12:35pm
Bug Reports
Red_Snow
69
25 Aug @ 10:33pm
Suggestions/Ideas
Red_Snow
670 Comments
✞ Shinoxxi 4 Oct @ 2:18am 
are you planning on adding more to germany?? @Red_Snow
NOOBSIR 3 Oct @ 4:33am 
can i use with MACE?
Red_Snow  [author] 2 Oct @ 9:10am 
Only 1 faction at a time for now. Maybe if there's some major game change in the future such a thing will be possible
афроказак 2 Oct @ 8:55am 
ебать вы сатанисты
Consumer Of Potatoes 1 Oct @ 1:53pm 
incredible mod, i actually feel like using the engineers now
Fat_Collector 1 Oct @ 1:48pm 
Is there any chance of adding an option to be fighting multiple factions? E.g. as Germany against USA&USSR
Red_Snow  [author] 30 Sep @ 2:31pm 
Then I have absolutely no idea.
SS7Dhk 30 Sep @ 2:28pm 
is ilimited conquest
Red_Snow  [author] 30 Sep @ 12:16pm 
Sounds like you're playing an endless campaign.
SS7Dhk 30 Sep @ 12:08pm 
When I activated and played the mod, I tried using the option to play all maps. Why do I keep seeing the same four maps? How can I fix this?