Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Updated Tags [LSB / USO]
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Update: 20 Dec, 2024 @ 1:58am

I finished working on both the Early German and Russian rosters. I thought I'd do Early and Mid and post together but figured I'd just continue to procrastinate, so here we are.

Again, sorry for the wait. Didn't see a lot of downloads so put this low priority.

ANYWAYS!

The highlights (besides the obvious) are that I fixed some comment inconsistencies within the German Late mod file and added the German Sd. Kfz 10 to Infantry Squads as a Transport. I hadn't realized that the vehicle was a transport because I never called it in. I also modified slightly the readme file. Finally, I finished working on the Early tab of the units spreadsheet within the User Resources folder in the mod directory.

The units and their tags follow the same structure as the Late era. Please check the Discussions if you're curious about how the units are sorted and comment if you have questions or concerns!

Update: 21 Nov, 2024 @ 8:55pm

Went through and finalized what I forgot in the last update.

Added the 'elitesquad' tag to any infantry squads labelled as Elite. Now you can disable these units by removing the 'Elite Infantry' category.

Work will begin on the Early Era next.

  • German Offensive
    • Großdeutschland Panzerpionier Squad
    • Großdeutschland Panzergrenadier Squad

  • Russian All-Round
    • Guards Rifle Squad
    • Elite Guards Rifle Squad

  • Russian Defensive
    • Guards Marine Rifle Squad

  • Russian Irregular
    • Veteran Partisan Rifleman Squad
    • Veteran Partisan SMG Squad
    • Guards Rifle Squad
    • Elite Guards Rifle Squad

  • Russian Lend-Lease
    • Guards Cavalry Squad

Update: 20 Nov, 2024 @ 11:31am

Worked long and hard to hopefully finish both the German and Russian Late Era rosters!

I have included a lot of personal touches to what I've done, from organizing the mod files for easier reading on your part and mixing up some of the tags to hopefully allow more user freedom.

There is one issue I don't know how to fix quite yet, but it doesn't appear to have any issue on gameplay. A second-tier Russian doctrine unit displays its string name instead of its regular name, i.e. ???doctrine_---_---_---. I'll continue to look into it because it bugs me. :P


I created a User Resources folder with some of the stuff I've created while working on this mod, but have begun incorporating some of it within the mod files as comments, such as available tags and which categories are affected by them so I could consider removing the folder and unnecessary files.

There's a readme.txt file in the mod directory that includes credits, information, and instructions on opening, navigating, and editing the mod files.


Some of the core changes focus on mixing given tags to hopefully allow more user freedom. Here are the changes:

  • Light Combat Vehicles
    Added the 'light' tag, allowing you to disable light vehicles with a combat focus while retaining recon and transports. This allows you to remove them with the 'Light Tanks' category.
    • Sd. Kfz 221 / 222 / 231 (Germany)
    • BA-64 / BA-10 (Russia)

  • Flak Trucks
    Perhaps you don't want trucks with AA guns on them to spawn. They have been given the 'cannon' and 'lightcan' tags, allowing you to remove them with the 'Cannons' or 'Light Cannons' tags.
    • Opel Blitz 2cm (Germany)
    • GAZ-AAA 72-K (Russia)

  • Light Artillery
    Some of the light infantry field guns were classified as medium artillery, so they were reclassified as light artillery, allowing you to remove them with the 'Artillery' category.
    • 7.5cm leIG 18 (Germany)
    • 76mm M1927 (Russia)

  • Transport Trucks
    This one took some thinking because it's a weird change but I feel like it will fit nicely. I removed the 'wheel' tag and instead replaced it with the 'infsquad' tag, removing it from the 'Wheeled Vehicles' category and placing it within the 'Infantry Squads' category. I did this because I wanted to allow the option of having transport vehicles during infantry-only matches. Now you can move your infantry along the battlefield quicker provided you have both the 'Vehicles & Tanks' and 'Infantry Squads' categories enabled.

    NOTE:
    This means transport trucks are ATTACHED to Infantry Squads. Disabling them disables the transports, but it shouldn't be a problem because if you don't use the squads, why would you need the transports? You still have other vehicles capable of transporting a soldier or two, like the Kubelwagen.
    • Opel Blitz Transport, Sd. Kfz 7 Transport (Germany)
    • ZIS-5 Transport, GAZ-AAA Transport (Russia)

  • Supply Trucks
    Similarly to above, the three supply trucks (ammo, fuel, engineer) have been removed from 'Wheeled Vehicles' ('wheel' tag) category. This allows the option of disabling all other light vehicles and retaining the ability to call in supplies, provided the 'Vehicles & Tanks' and 'Supply' categories are enabled.

  • Anti-Tank
    The 'at_squad' tag affects the 'Anti-Tank' category and is meant for infantry, but I added it to AT guns and tank destroyers, allowing you the option of disabling units capable of punching holes in armour.
    • 2.8cm / 3.7cm / 5cm / 7.5cm AT Guns (Germany)
    • 45mm / 57mm / 76mm AT Guns (Russia)
    • Marder III, Jagdpanzer 38 (Germany)
    • SU-85, SU-152 (Russia)

Update: 17 Nov, 2024 @ 9:04pm

I finished working on the second tab.

  • Tank Crew unfortunately removed from Engineers [S] and does not appear in Vehicle Crew [IS]
  • Tank Crew instead added to Engineers [S]

The change to Tank Crew caused them to disappear from all but Infantry Teams [IS]. I believe my solution will be to simply add Tank Crew to Engineers [S] until I find a solution.

Also found out I can make changes while the game is open so I can test in real time from the lobby! :D:

Here's the current progress:
  • Special Teams
    • Rifleman
    • SMG Soldier
    • Semi-Auto Rifleman
  • Infantry Teams
    • MG Detachment
    • AT Detachment
    • Grenade Riflemen
  • Engineers
    • AP Mine Team
    • AT Mine Team
    • Field Engineers
    • Tank Crew
  • Self Categories
    • Flamer
    • Medic
    • Sniper
    • Officer

Update: 17 Nov, 2024 @ 8:33pm

Second pass at adding tags to units.

  • AP and AT Mine Teams, Field Engineers, and Tank Crew assigned to Engineers [S]
  • Tank Crew additionally assigned to Vehicle Crew [IS] and assigned itself to [S]pecial Teams as well as already existing in Infantry Teams [IS]

Removing the Tank Crew from Infantry Teams [IS] also caused it to appear in [S]pecial Teams. Will be reverting that change to hopefully fix that.

Other than that, I was able to assign the Mine Teams and Field Engineers to Engineers [S] and it had the pleasant side effect of adding Tank Crew in as well. Hopefully reverting the previous Tank Crew change won't break that, but I tried a different entry.

Update: 17 Nov, 2024 @ 8:07pm

First pass with updating the tags. I have made some progress, listed below:

  • Rifleman, SMG Soldier, and Semi-Auto Rifleman assigned to [S]pecial Teams
  • MG Detachment, AT Detachment, Grenade Riflemen, and Tank Crew assigned to Infantry Teams [IS]
  • Flamer, Medic, Sniper, and Officer assigned to respective categories

The above was tested with Late Germany, and only with the second tab.

AP and AT Mine Teams and Field Engineers did not appear when selecting Engineers [S] but did appear when selecting Infantry Teams [IS] alongside it. My next pass will try removing the tag tying them to the latter.

I also removed a second tag used for the AT Detachment and Grenade Riflemen teams because it didn't appear to work. I tried removing the tag grouping Tank Crews with the other teams, hoping to add them to Vehicle Crew [IS] instead, like how Flamers, Medics, Snipers, and Officers have their own category.

Update: 17 Nov, 2024 @ 8:01pm

Mistake.

Update: 17 Nov, 2024 @ 7:17pm

Preliminary test upload to check if what I'm modifying is actually working.

  • Created a text document with tags found in parent mod (USO) to potentially assist me going forward
  • Modified the units available within the second tab (where Snipers and Medics are found), adding tags to each

Update: 17 Nov, 2024 @ 5:11pm

Uploaded blank mod. Contains only core information.