Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Cheat for Conquest
305 Comments
king George III 9 Oct @ 11:15pm 
works for me robthegoat16 are you using any other mods
robthegoat16 9 Oct @ 11:04pm 
doesnt work for mace :{
juliebriggs7914 8 Oct @ 4:57pm 
yeah i figured out it was a unit set mod for me
vlad_8011  [author] 8 Oct @ 10:51am 
Tested entering research tree, no crashes, played few battles, no crashes.
Active mods:
https://imgur.com/a/iewmcEo
vlad_8011  [author] 8 Oct @ 2:23am 
Yeah, don't bother it.
king George III 8 Oct @ 1:18am 
is the localisation folder in the mod meant to be empty
Talium 7 Oct @ 3:27pm 
yessir
vlad_8011  [author] 7 Oct @ 2:51pm 
I will look into it maybe tomorrow after work
Talium 7 Oct @ 2:10pm 
game crashes
juliebriggs7914 6 Oct @ 8:45pm 
everytime i open the research tab my game crashes
vlad_8011  [author] 6 Oct @ 11:58am 
Quoting other user from comment:
"Still works, Also I tested it with Valor. Remember Valor has to be re-cached by activating/applying and restarting the game. Then the Cheat has to be applied/activated after last."
la Pasion 6 Oct @ 2:11am 
is there a verson for valor?
vlad_8011  [author] 5 Oct @ 2:32pm 
Yes, there is. Head to save game location (my documents, my games, gates of hell, profiles, your number, campaign, save game archive (use 7zip), status (extract to desktop, open with any text editor, edit, save and add it back to save game archive). Other possible location of save games is C, users, your user name, app data (hidden), digitalmindsoft, gates of hell.
start.bat 5 Oct @ 2:26pm 
is it possible to manually change in a save game the number of research points?
vlad_8011  [author] 2 Oct @ 12:56pm 
Thanks for reminding me to edit description.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3164956087
Here it is, but keep in mind, it is no longer maintained.
Maddii 2 Oct @ 12:42pm 
Hotmod - NO, separate version available in my workshop, cant seem to find it...
Death22_fighter 24 Sep @ 9:41am 
Your profile is set to private so i cant find your conquest V2 cheat mod
macedonich 17 Sep @ 9:32am 
Thanks a lot!
vlad_8011  [author] 17 Sep @ 2:27am 
Sorry for splitting this on 2 comments, but max character limit is 1000 per comment. Great description of each line is in Call to Arms - Gates of Hell/resource/gamelogic.pak/set/dynamic_campaign/values.set .

If you would want to edit which vehicle groups are used in conquest, then go to Call to Arms - Gates of Hell/resource/gamelogic.pak/set/multiplayer/games/ , and edit campaign_capture_the_flag.set
vlad_8011  [author] 17 Sep @ 2:24am 
So one line by another:
{StageCP 9999 9999 9999 9999 9999} - Each "9999" is your call in stages.There are 5 above.

{SpecialCP 9999} - This is counted as support stage

{EmplacementCP 9999} - this "buildable by engineer" is.... unknown. Each enginer got it own resources, so that doesnt make sense.

{Bots
{StartMP 1.25 min 500 attackerMultiplier 1.6}
{FinishMP 1.25 min 500 attackerMultiplier 1.6}
^^ Thats is multipler of enemy units. I leaved this on default as i dont quite understand it, but increasing 1.6 higher, probably will result in bigger enemy waves. You can look at this file in Conquest Enhanced mod, there enemy waves are crazy big.
vlad_8011  [author] 17 Sep @ 2:24am 
CP and DefenseLevel doesnt matter here, PaybackFactor SellFactor, ScavangedVehiclesSellFactor, RiskFactors are self explainatory, now we go into Resources.
These are rewards after round/match complete.

{SP ;// Special Points (airstrikes)
{StartVal 9999}
{WinGain 9999}
{LoseGain 9999}
{MapRewards
{Airfield 8}
Thats are all rewards. Vanila values are

{SP ;// Special Points (airstrikes)
{StartVal 4}
{WinGain 1}
{LoseGain 0}
{MapRewards
{Airfield 8}

Thats basically it
vlad_8011  [author] 15 Sep @ 2:15pm 
I will have to check this with fully working mind, probably tomorrow, this was a hard day.
macedonich 15 Sep @ 11:48am 
Just need to change parameter GlobalMaxCP and by that I can control how big will be army, because with 9999 units its very big for my PC. But I don`t understand how to make smaller amount of air and artillery strikes, SpecialCP doesn`t work in several mods, their air \art support cost 0 units points. Looks like by {SP ;// Special Points (airstrikes), but what from these ?
{StartVal 9999}
{WinGain 9999}
{LoseGain 9999}
{MapRewards
{Airfield 10}

and maybe somehow in {ResupplyCost {Airstrikes 100 % SP} ?
vlad_8011  [author] 13 Sep @ 3:25am 
You can also search workshop - I think I saw at least 2 similar mods already.
vlad_8011  [author] 13 Sep @ 3:23am 
I think it's doable to increase army size, but not researching time - their progress is dependent of campaign progress. They always start with early war equipment. I know it's possible to exclude some of equipment from enemy army (even whole groups of equipment, for example artillery).
macedonich 13 Sep @ 3:18am 
For enemy - army size and researching time.
vlad_8011  [author] 13 Sep @ 3:16am 
What this mod would do?
macedonich 13 Sep @ 3:13am 
Maybe need to do the secon , for economical mod ?:steamhappy:
vlad_8011  [author] 13 Sep @ 3:10am 
That's a good question. Honestly I haven't player without cheat much, but when I did, and decreased size of my call outs to match vanila, I haven't noticed much difference. Enemy was always calling much more units to counter my army, and it was looking like they had unlimited power of their army.
macedonich 13 Sep @ 3:02am 
logical - yes, but I mean about unit cap on each call out, by cheat I can easy use only first level with 9999 unit amount where I can put big army, without other four levels, and maybe support call out level, but for AI same as for me, or without changes ? I mean these 5 army groups with 6th support group in menu.
vlad_8011  [author] 13 Sep @ 2:37am 
Enemy ai army have their own limits. From my understanding they just pull unit types basing on your actual units, so for example when you got mostly armor (or only) in some call out stage, enemy should call AT guns, AT infantry, medium & heavy armor and artillery, if you would have mostly infantry, enemy would call mortars, infantry and light armored vehicles. It works that way when you play Soviet vs Germans or Germans vs Soviets. If you play against USA however, chances they will call Pershing are very small, but they call tank destroyers very often when you got lot of armor.
macedonich 13 Sep @ 1:41am 
But army call out levels (1to5) has only for player 9999 units cap or for AI too ? instead atandard 60 80 120... ?
macedonich 13 Sep @ 12:03am 
What I found - Pay attention to the "Army Power" rating in the conquest menu. A higher army power for you allows the AI to field a more proportional (and dangerous) army.
vlad_8011  [author] 9 Sep @ 11:28am 
Enemy spawn a lot of things, but that may be actually dependent of your army quantity. Not sure tho.
macedonich 9 Sep @ 9:59am 
In dynamic campaign level settings it says that enemy army size depends from my army power, research points and resources. So if 999999 by cheat, then will be huge enemy unit rushes from middle period, or nope ?
Daniel_Temo 8 Sep @ 3:36pm 
There is no need to use a west81 version of the mod, this works too. Load in this WITH the mods, just select it at the end, works even with extra mods. No need for manager either.
vlad_8011  [author] 3 Sep @ 5:18am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3164956763

Here. But be aware it is no longer supported.
Loltrex7 3 Sep @ 5:15am 
where is the cheat for west 81?
vlad_8011  [author] 2 Sep @ 1:36pm 
When you engage more mods into play, cheat MUST be activated as last. It's hard or close to impossible via in game menu, as setting will not last long, and any changes in activated mods, some mod download update will result random mods (or all) deactivation. Plus on every game update all mods are disabled. That's why I recommend mod manager - now there are 2, and the second one (not from mr.cookie) offer mod activation without activating any mod in game menu, and also offers presets, so activating all mods you had before update, in proper order takes seconds.
Daniel_Temo 2 Sep @ 1:06pm 
Yeah I got it to work after a lot of finicking, it does work with hotmod but if you start to add more mods it gets really hard to enable.
LowLife23 1 Sep @ 11:32am 
Still works, Also I tested it with Valor. Remember Valor has to be re-cached by activating/applying and restarting the game. Then the Cheat has to be applied/activated after last.
vlad_8011  [author] 1 Sep @ 8:37am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3164956087

I have not taken it down for users that already subscribe it, but be aware it is no longer maintained.
John Lakota 1 Sep @ 8:22am 
I found out recently that this version does work with hotmod if you enable it after
vlad_8011  [author] 1 Sep @ 12:41am 
No longer supported
Daniel_Temo 31 Aug @ 6:47pm 
Where is the hotmod version of it?
vlad_8011  [author] 27 Aug @ 10:57am 
It works fine. Be sure you really activated it, game modanahing in menu is broken, and nods can deactivate itself. Also be sure to activate it as last, after other mods.
Kuffu 27 Aug @ 9:59am 
I dosen't seem to work, unless you need to do more than just press "activate" before starting a new conquest
Fact Checker 21 Aug @ 12:30pm 
Sorry for not responding, my files were in fact there, thank you. This is also still working for me.
vlad_8011  [author] 21 Aug @ 2:29am 
Something is not working? As I was checking yesterday, it was working.