Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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I.A.E.M
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Tags: Mod
File Size
Posted
Updated
424.888 MB
17 Apr, 2024 @ 8:56pm
5 Sep @ 11:26am
2032 Change Notes ( view )
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I.A.E.M

In 2 collections by 22222222
[Compatible mod collections and mod patches]兼容的mod集合和mod补丁
20 items
I.A.E.M地图包(I.A.E.M Map Pack)
11 items
Description
My first mod is also a piece of 'experimental ground'.

This mod expands the fun of the vanilla game with a mechanics overhaul. It's compact, supports all DLC, and is focused on PvE.
Please avoid using other mods that modify the same mechanics to prevent partial functionality loss or game crashes.
Because the mod adds numerous different tags to entities to optimize target selection, overwriting these tags can cause units to fail to recognize and attack targets. Therefore, this mod is purely customized for the vanilla game.

This mod makes reasonable adjustments to all vanilla light weapons and vehicles, encouraging better coordination of "Infantry - Armor - Tanks - Artillery - Rocket Artillery - Air Force" tactics to complete a match. It also reduces the frequency of player micromanagement, striking a balance between playability and realism.
Compared to the vanilla game, this mod offers a completely different experience. Note: Some vanilla model details and animations have been modified.

* Or maybe you just want that battlefield atmosphere – then this is the mod you need.
* How to use: Multiplayer → Last Stand / Frontline → Choose the Defender side → Deploy units → Sit back and watch (Watch the AI fight).
* This mod is based on an unlimited ammunition setting (ammunition consumption is significant in this mod, and I don't want players to constantly manage logistics just to enjoy the combat). Of course, if you don't want this feature, check the discussion section below for instructions on how to remove the unlimited ammo functionality.
* All changes apply to both the player and the AI. The AI is equally lethal – it's fair.

* Below is a general list of content modified or added by the mod (Modified parts will be marked with `IAEMadd` for easy identification):
The folder name where the MOD is located is: 3225523571

---------- Improved Infantry Survivability ----------
Enhanced protection buffs for infantry behind cover and in the prone position.
Explosion blast damage is significantly lower than vanilla; shrapnel is the main cause of casualties.
Bullets are now more effective than shells at killing soldiers. Elite infantry units have greater resistance to explosions.
Passive health regeneration effect is enhanced.

-----------Improved Infantry AI, Vehicle AI, and Animation-------------
Squad optimization (squad members have a degree of independence) and individual AI behavior logic optimization.
AI infantry squads better perform suppressive fire and advance.
Changes to infantry movement behavior and mobility.
AI soldiers will prioritize taking cover behind obstacles when encountering grenades, rather than running around randomly.
Optimized targeting for AI infantry units against hostile units within their radius, improving anti-armor capability and efficiency.
Player and AI units will automatically throw grenades under certain conditions to attack enemies in cover.
Player and AI units will automatically throw smoke grenades under certain conditions for offense or defense.
Player and AI units will prioritize using various anti-armor weapons (like bundled grenades, anti-tank grenades, satchel charges, etc.) against enemy vehicle (armored) units within range.
Player and AI units will automatically throw white phosphorus or incendiary grenades at enemy vehicle (armored) units within range.
Allows AI signallers to use flare guns to call artillery support on player units in cover.
Optimized character animations and animation logic; replaced some animations to improve infantry combat efficiency (e.g., modified the turning-and-throwing grenade animation).
Optimized the bolt-action and running animations to make them appear smoother and more natural.
Armored units prioritize attacking other armored units.
Allows armored units to aim and fire at targets while moving.
Player and AI artillery and rocket artillery units will automatically attack enemy units within sight and range, primarily targeting soft targets.
Player air force units will attack enemies along their flight path, prioritizing light armored targets with their cannons.

---------- Light Weapon, Soldier Equipment Modifications, Soldier Uniform Adjustments ----------
Almost all light weapons have been modified and contain specific tags.
Modified the equipment for all soldiers in the vanilla game. Equipment is relatively more abundant compared to before (German and American paratroopers have better gear, medics get an additional rifle or SMG, squad leaders carry binoculars and have the binocular skill, etc.).
Slightly increased gun ranges, balancing different weapon types.
Firing mode is selected based on distance. Machine guns no longer fire in bursts but sustain fire for longer periods (cover provides a buff reducing firing interval). Semi-automatic rifle rate of fire is slightly increased. Automatic rifles like the STG and BAR are enhanced.
Significantly reduced sniper aiming time to increase their tactical usefulness.
MG42 gun sound adjusted. All tracer effects and visuals adjusted.
Flamethrowers nerfed and improved.
Rifle grenades, Panzerfausts, anti-tank rifles, and Bazookas have the longest range (105m). They pose a greater threat to armored units.
Rocket launcher reload time reduced from 10 seconds to 7.6 seconds. Rocket launchers modified to use historical penetration data. Improved vanilla rocket launcher mechanics; penetration now varies with impact angle.

---------- Vehicle Unit Modifications and Adjustments ----------
Nearly all Gun-class weapons have been altered and include specific tags.
Optimized vehicle steering. Vehicle units can now turn at sharper angles without stopping (provided the map's terrain settings are reasonable).
Increased the base movement speed of deployed weapons.
Removed the hull-follows-turret mechanism for turretless tank destroyers and increased their turret traverse angles.
Modified the bailout system, increasing the probability of capturing vehicles and reducing the chance of vehicles catastrophically exploding.
The protective performance of light, medium, and heavy tanks is now more distinct.
Rocket artillery mechanics overhauled.
US tanks spawn with an additional roof machine gunner.
Air Force and anti-aircraft guns strengthened.
Players can manually control aircraft during a match.

--------- Game Model Detail Optimizations, FPS Optimization Items ----------
Modified various trenches to be indestructible.
Extended the duration of track marks left by medium and large vehicles, etc.
IAEM-exclusive performance optimization.
More modifications await your discovery; word count limits further listing here.

--------- New Squads, New Custom Vehicles, IAEM Map Pack Suited for Mod Engagement Distances ----------
Prevents reinforcement AI from spawning snipers in Conquest mode (this change does not affect defender AI).
German tech tree modifications.
Multiplayer (MP) unit modifications.
Multiplayer mode AI-generated unit tendency modification (2.0 infantry weight, 0.5 vehicle weight).

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The captured German tank skins used in this mod are from @Nuk Duckem:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3438057060&searchtext=skin

Due to potential load order conflicts with "certain other mods", we have integrated their functionality directly into this mod and made optimizations and improvements.
The original mod links are as follows:

Injury animations from @KIRIN STRONG: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3299530307

https://www.bilibili.com/video/BV15f42117Z3/?vd_source=d2b54374752391f17bfe21f23788478b&spm_id_from=333.788.videopod.sections

https://www.bilibili.com/video/BV16eg5zQE2J/?vd_source=d2b54374752391f17bfe21f23788478b

Thanks for playing :)
Popular Discussions View All (9)
11
1
14 Aug @ 6:29am
PINNED: How to remove unlimited infantry ammunition如何移除步兵无限弹药
22222222
1
20 May @ 11:33am
炮兵不能补给弹药
君士坦丁宝
2
31 Oct, 2024 @ 1:41am
cant get this to work with Conquest Enhanced V2 (BRUTAL CONQUEST) :((
TheGamingLizard
990 Comments
无法拒绝炸酱面 5 Sep @ 8:23am 
好玩!特别是减少了爆炸冲击波伤害还有战壕无法被摧毁这些,搭配Tank Projectile Sound Overhaul体验感太棒了,只可惜不兼容勇气,原版的国家太少了(哭
tristansimmons74 4 Sep @ 6:01pm 
how come aiming and throwing grenades is so off target
Nexus 4 Sep @ 5:42am 
any method the units dont empty all the ammo in inventory ?
wfx79 4 Sep @ 2:19am 
@22222222 Thanks for the information.
22222222  [author] 3 Sep @ 10:42pm 
@wfx79 Before the official improvement to the squad spacing mechanism, the movement speed of individual units must be maintained at a relatively high level. The original sprint speed value is 18, while the mod uses 15.2; the original walking speed is 13, while the mod uses 15.3.
wfx79 3 Sep @ 1:33pm 
@22222222 Soldier walking and I think other movements are too fast any idea ?
wfx79 2 Sep @ 2:36pm 
Does anyone have any information about the soldiers movements so fast?
22222222  [author] 1 Sep @ 1:28pm 
@Nexus In Campaign mode, you can use supply vehicles and personnel to replenish unlimited ammunition, because in the settings, the tank's various ammunition stocks are set to 999 rounds. Campaign mode is relatively special, as the vehicles are usually manually placed by the creator, and items are also placed by themselves.
Nexus 1 Sep @ 12:55pm 
how ur method of unlimited inf ammo work my man have after some time no ammo can u change to a method that ensures that the last 5 cartridges never run out and the arty tank bison (if I'm not mistaken in the mod) you forgot to give it more ammo (German mission in Sevastopol)
Snowy 31 Aug @ 3:54am 
What setting was changed to reduce the sniper aiming time? I can't find anything in the files.