Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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We the Few - Infantry Conquest
   
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3.798 GB
16 Aug @ 6:29am
18 Aug @ 6:29am
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We the Few - Infantry Conquest

Description
Derived from MrCookie's Urban Conquest (only infantry), please see the original mod here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2955417615



We the Few - Infantry Conquest

An infantry only conquest mod derived from MrCookie's Urban Conquest (only infantry).

Unit trees and research have been completely re-written from the ground up, with use of units Red_Snow's Conquest Rebalanced mod, replacing Twice over the Vistula.

📌 Features
• Re-written unit trees and balance to accomodate Red_Snow's infantry tech trees.
• Adjusted to fit the balance of an infantry only conquest.
• Ammo balance changes, ammo crate regeneration disabled. Supply limit increased.
• Introduced supports, with the intention of reflecting RO2's commander call ins (recon, smoke, artillery).
• AI behaviours updated, improving survivability and ability to return fire.
• Reduced overall unit health on all difficulties, infantry are less tanky. Halved passive health regen speed, increasing reliance on bandages and supplies.
• Introduced faction-oriented strengths:
On defence, the units the AI will send depends on the faction.

Finland: Early access to snipers, average infantry that ramps into Sissi Commandos and Jaegers

Germany: Quickly ramps up the quality of infantry into mixed elite and multi-functionary squads. Transitions into Volksgrenadier and Volksstrum very late game.

Russia: Early access to flamethrowers and has poor infantry. Ramps into assault and elite squads in the late game.

United States: Early access to riflegrenades. Early use of recon infantry transitioning into elite paratroopers mid-late game.

⚙ Installation
To install, install in this mod load order:
• Contact mod GOH
• MoW2 Mod
• Conquest Rebalanced
• We the Few - Infantry Conquest

DLC Required:
• Talvisota
• Scorched Earth

⭐ Reccomended Mods
Highly recommended to use the following mods to maximise immersion. Load after the above load order.

> King of Wei's voice pack:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2958338773
Alternatively, I have created a patched version here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530267322


> hawka's First person mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2959278450


> 醒目飞鹰's MoreAccuratePlayerControl, for better first person accuracy:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2974763276


> 22222222's AI Modification mod to make the AI infantry more engaging to fight against:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3253307216

If you find defence to be a little lacklustre due to the (modified yet still very) vanilla AI, you can overwrite my changes with the above mod which includes behaviours to use smoke.


Known Issues
• There are some pathing issues on certain maps, particularly tight urban maps. You may struggle to manoeuvre your ammo crate. Plan accordingly.
• Sometimes, enemy infantry are tankier than usual.
• Balancing is still a work in progress. Please also see the balancing discussion forum to make any suggestions on balancing.

Tips
• Ammo crates are your friends, particularly on defence.
• Scavenge often. Bandages run out quick due to the slowed/capped health regen and will be your infantry's primary source of healing.
• You can store items in the ammo crate, it might be worth keeping a few of the enemies' weapons in the crate as backup should you run out of ammo.



Special Thanks
A special thanks to Red_Snow for allowing me to use his mod to rewrite the research trees, and MrCookie for the original mod.
Please also see the original map makers in MrCookie's mod for thanks for the maps themselves!

If the original mod author desires this to be taken down, please contact me.

Please also see the balancing discussion forum to make any suggestions on balancing.
Popular Discussions View All (1)
0
16 Aug @ 6:34am
PINNED: Balancing Discussion Megapost
equanimity
24 Comments
equanimity  [author] 28 Sep @ 11:25pm 
@roflcake$ please let me know, been busy lately so not much time spending to troubleshoot

@nox probably not - I think you could just play regular Conquest Enhanced by Red_Snow and change the maps/economy to late war

@s.i.black not sure how to make maps; I simply revived Mr_Cookie's old mod with new units, balancing and made it compatible with current version of the game.
nox 27 Sep @ 2:38pm 
I was wonderin if you ever considered doing one where it's only maps for the late war period in the western front, while still allowing tanks/vehicles.
roflcake$ 26 Sep @ 11:38pm 
I believe it was crashing with the recent updates but I'm not positive. Will check soon and report back
equanimity  [author] 25 Sep @ 6:38pm 
@FrodoSynthesis2

Sure, I'll need to put in some time to develop a submod and figure out vehicle balance in terms of research.

But first, is the mod itself still working for everyone? Last I tested it, I've run into crashes.
FrodoSynthesis2 25 Sep @ 6:08pm 
that could be cool, if it was an option and not mandatory yk? :beeped:
equanimity  [author] 4 Sep @ 12:44pm 
@ >> Cpt. Fives
Introducing vehicles for the AI might not be too hard, but might be buggy and I don't think I can control what it will buy for player attack missions.

Adding it for the player is a bit harder just having to do the research tree.

Might be interesting to make it AI only, so that you can use captured vehicles at best, and emphasis the need for AT inf?
≫ Cpt.Fives 4 Sep @ 8:42am 
for both players and AI, i mean the possibilitie to have greyhound, m20, halftracks, or even a stuart of a exemple of american side. but with a high cost and low priority to IA to buy.
equanimity  [author] 4 Sep @ 1:05am 
What do you consider "light armour"? And for player or AI?
≫ Cpt.Fives 3 Sep @ 6:59am 
can you make a ''light armor'' version? should be nice to see sometimes armor and vehichles on the battlefield, even if is hard to play or low priority, I tried to edit by myself but not sucess.
equanimity  [author] 1 Sep @ 1:15pm 
Go for it!