Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Changing "Conquest Tweaks" to your own preference
By TirolerKaiserjäger
This guide is for those players that don't like certain changes in the mod, and want to tweak them for their own liking or get rid of them altogether. Also this guide can somewhat serve as a light modding guide, but i bet there is a better ones around here
   
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Economy, bot resources and veterancy, CP limits
Those things are summarized, because they are determined by one file for each resource preset selected at the campaign creation. They are located here: Drive\SteamLibrary\steamapps\workshop\content\400750\3456859082\resource\set\dynamic_campaign
3456859082 is id of Conquest Tweaks mod, i memorized it already, and it helps to easily detect mod folder, especially if you are using more than one mod. But that is not important now, were looking for resources_low.set, which is responcible for, well, what the title says. Name of the file is self-explanatory, it is used on low resources option. resources_standard.set for normal, resources_high.set for high and resources_very_high.set for very high. We'll use resources_low.set for an example. I'll be using Notepad++ for this one, but you can choose whatever text editor you like more
{GlobalMaxCP 1550} on line 2 states how much troops you can hold in reserve
;{StageCP 70 80 90 100 110} on line 3 and 4 determines CP limits for each stage. Here it is 70 for stage 1, 80 for 2 and so on. Not sure why it is doubled, but it's better to make both of them even
{SpecialCP 100} on line 5 is for your airstrikes\artillery call-ins
next block determines AI manpower. To keep things easy, {Base "0:150"} on line 11 is all you want to change. It is a vanilla value, decrease it for less ai troops to be on map, increase for opposite. Increasing above 150 is not higly recommended, game will barely handle high number of troops on map
Next we jump to line 33 as DefenseLevel block doesn't do all that much
Here is where my most questionable changes are located: AI resources and vetarancy, but we begin at line 33
{PaybackFactor 0.1} ;// MP paid back when loosing solider, squad or vehicle
I don't think that more explanation is needed for that, so move on to the next
{SellFactor 0.5} at line 34 is how much money you will get back from their original price after retiting a unit
{ScavengedVehicleSellFactor 0.5} next is for how much you will get from retiring a captured vehicle

{RiskFactor
{Low
{BotResources 1.3}
{BotVeterancy 1}
{Rewards 1.0}
This one is for AI resources and veterancy. We will look only at risk factor low, as it has same code as the others.
{BotResources 1.3} How much money bot will have to buy his unirs. Decrease for less, increase for more.
{BotVeterancy 1} veterancy for AI units. Impacts their health, accuracy, weapon handling. But not as much as difficulty files on which we will look later
{Rewards 1.0} Modifier for how much money, ammo, call-in and research points you will get after completing the battle.
Risk factor low is for one star missions, Risk factor standard is for two stars, and Risk factor high is for three

Next we will look at various rewards that player gets after each battle
{StartVal 800} at line 55 is how much money you will get at day 1
{MapRewards ;//
{Airfield 200}
{Ammodepot 200}
{Bonus 400}
{Factory 300}
{Research 200}
This block shows base value of money gain after winning a battle. It, and every other resource gain will be multiplied by {Rewards x}
Next block is for call-in points
{SP ;// Special Points (airstrikes)
{StartVal 2}
{WinGain 1}
{LoseGain 0}
{MapRewards
{Airfield 6}
{StartVal 2} how much you gain on day 1
{WinGain 1} self-explanatory

{MapRewards
{Airfield 6}
Here you can change how much points you will get, and add other mission types to it, like this:
{MapRewards
{Airfield 6}
{Ammodepot 6}
{Bonus 6}
{Factory 6}
{Research 6}
Which means that now you will get 6 points not only from airfields, but from any map. When adding something don't mess with the opening or closing tags, therefore game might crash.

Next is ammunition gain
{AP ;// Ammo points
{StartVal 800}
{WinGain "5:450 10:800 15:1100"}
{LoseGain "1:200"}
{MapRewards
{Airfield 0}
{Ammodepot 900}
{Bonus 200}
{Factory 0}
{Research 0}
Same as with money or others

{RP ;// Research points
{StartVal 6}
{WinGain 3}
{LoseGain 2}
{MapRewards
{Bonus 2}
{Research 4}

This block is for research points. You can edit the values, or add other map types as with other resources



AI accuracy, HP boost
Quite easy to undo or to change. Go to Drive:\SteamLibrary\steamapps\workshop\content\400750\3456859082\resource\set\difficulty and, depending on your intentions, you can delete all the files or entire folder to reverse AI accuracy and HP to base game level. Your troops also will regain increase in their HP after that. Or change the values to what you'll like more, and how it's done i'll explain below, and heroic difficulty file will serve as an example


{any ;// temp to give enemy stats
{health 1.3}
{accuracy 2.0}
;{burst 1.5}
this block starting from line 3 determines AI accuracy and health and is easy to understand. Change those values to your liking. Next block is kinda similar, and i'm not shure what he explicitly does. If youre trying to make your own changes, it's better to make them the same. My guess is that one is for units that ai buys, and the other is for units that are spawned near the flags.

Below AI values are values that influence player and friendly ai HP. Theyre only consisted of health section, but you can add accuracy aswell so it would look like this
}
{ally
{health 1.5}
{accuracy 1.5}
}
And now your allied ai will have 1.5x health and accuracy. You can also try to give your own units higher accuracy, but idk if it will work for the player
Increasing time to prepare for defense, and some other things located in conquest.lua
To do so, you need to locate conquest.lua file located in Drive:\SteamLibrary\steamapps\workshop\content\400750\3456859082\resource\script\multiplayer\modes

To change time before AI will attack you need to change AttackMin in line 9 and AttackMax in line 10. Again, quite easy to understand, for AttackMin you can set earliest time you want and for AttackMax the latest. It's important to only change firts numers, which correspond to ingame minutes, keeping *60*1000. Let's increase prep time for example to 15-16 min. It will look like this
-- Bot is attacker
AttackMin = 15 * 60 * 1000,
AttackMax = 16 * 60 * 1000,
And that's it. Below i'll explain what else you can change in this file
At line 15:
-- Time between each wave
DCGWaveOffMin = 2 * 60000,
DCGWaveOffMax = 2.5 * 60000,
Here you can decrease or increase timer between AI wave spawns, again only first number needs to be changed. Works both for attack and defense missions.
Following it
-- Time between each spawn
DCGMin = 2 * 1000,
DCGMax = 4 * 1000,
which tells game how many seconds must be between each unit spawn

Next block starting at line 23 determines how much units there can be in a wave
-- Number of possible units than can be in a wave attack
local WaveUnit = {
Min = 10,
Max = 20,
}