Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Independent AI Economy (Beta) for Dynamic Campaign
142 Comments
Kuikka 44 minutes ago 
Is it supposed to be a waiting game in defense once there's the message "enemy has been cut off by our allies" or similar? No enemies to kill and points advance quite slowly.
THIEFs 27 Oct @ 4:59pm 
amazing work.. really how I think original game spawn should have been . standard on medium + Loot difficulty,

the next step up loot + hard for more challenge.

really lovely mod...
Kiyo 27 Oct @ 7:09am 
Bug report (using Horton's Frontline):
1. No officer comment at the beginning when officer is in vehicle-packed units
2. It seems need to reduce the chance of "enemies get cut-off", where I have no way to loot the vehicles. And such condition in defense means a lot of trash time and sitting to win
Forvet 26 Oct @ 7:45pm 
I seem to have done something wrong somewhere. But after the first mission, every mission since has been immediately started with "We have encircled the enemy" and one enemy unit spawns.
king George III 23 Oct @ 5:47am 
comanderkiller3pro3 are you using a modded faction or just the base game one
comanderkiller3pro3 23 Oct @ 5:39am 
there a bug where the enemy wont put anything on the defence, had multiple games where the enemy ai is just gone, there only the defender ai alone
celsius 19 Oct @ 7:55pm 
i cannot play this with a friend in conquest. is it unsupported?
{DBD} Kmoney_93 19 Oct @ 2:10pm 
How is supply cut-off for enemy army determined? What are the affects?
Osama bin laden 18 Oct @ 3:27am 
game crashes W mod
Asier 17 Oct @ 1:21pm 
Officer doesn't say anything. I deploy him right after the game started.
Koochie Krumbs 16 Oct @ 12:27am 
Super fun mod, i love this, i wrote a huge comment but steam doesn't allow 1k plus characters. Enemy keeps getting supply's cut off. I hope to see more of your future work coming into play.
Johnny 13 Oct @ 11:40am 
*Bad English Alert*
I wanna tell you guys after i was play 2 battles in conquest mode with valour and this mod. Everything is fine but the problem is AI not gonna spawn in attack or defend if you wanna AI spawn or deploy or whatever you called it , if you want its work just make sure your enemies is VANILLA ( like USSR , GERMANY , USA , FINLAND ) then it will working and AI will deploy , spawn or whatever you called that . Like Poland vs USSR ( AI Enemies ) , France vs Germany ( AI enemies ) . Just make sure the AI Enemies from VANILLA then its will working fine
caigua1 12 Oct @ 5:13am 
A new problem. Starting from day 5, the defensiveAI has little to no reinforcements. I hope to resolve this issue. It is not caused by other mods, because this never happened in conquests before using your mod.
SaltyCoffee 11 Oct @ 7:52am 
I am going against 10 tanks and 400 troops in my second battle on 2 star. 5/5 will start new campaign again
Jackelzz 11 Oct @ 12:08am 
Why am i going against 10 tanks and 400 troops in my second battle on 2 star, Definitly not balanced.
caigua1 8 Oct @ 2:04am 
Very good mod, but the AI resources are too few and not enough for play. I hope they can be increased. Adjusting the 'gamelogic.pak' file didn't help either.
konker777 8 Oct @ 12:59am 
@chrisnos
This is the path. minus the "\\"

This is also how i pout it into custom folder when i was testing it out.

custom_folder = "C:\\Users\\vjram\\AppData\\Local\\digitalmindsoft\\gates of hell\\log\\game.log"
chrisnos  [author] 7 Oct @ 11:56pm 
@konker777 can you share your game.log path?

@bakedRussian. Try a higher difficulty or increase the budget curve with the tool attached to the mod. This will decrease the probability they gonna be cut of. It happens more often in offense mode because AI's defender units are substracted from the budget.
BakedRussian 7 Oct @ 10:37pm 
im playing this with mace and this mod loaded last. On offense every mission has their reinforcements cut off immediately. This a mace compatibility issue?
Silver Scorpion 7 Oct @ 8:51pm 
@Konker777 Are you switching the sever from singleplayer to multiplayer? If so, see my below post.
konker777 7 Oct @ 3:45pm 
I keep crashing at launching a game. I get to 100% finished loading then it will just close out the game.

things I have tried - its the only mod activated
I have placed my path into the custom folder log even though its not in a custom location.
My game is installed in F drive if it helps
I mostly tried with USSR and Germany
Everything is vanilla.
FracturedJustice21 7 Oct @ 3:27pm 
I retract the second half of my previous comment. The two mods do work together. I just have to load them the right way
FracturedJustice21 7 Oct @ 3:15pm 
The mod is pretty awesome,only thing I'd ask for is maybe compatibility with the larger conquest groups mod
chrisnos  [author] 7 Oct @ 9:05am 
@all the mod has been updated. Please resubscribe to get the latest version (Steam does sometimes not update automatically). See Change Notes for more infos.
Åce 7 Oct @ 6:39am 
@chrisnos

Opening the file from that path worked for me.
chrisnos  [author] 7 Oct @ 3:04am 
@ace @warriorandtoaster: It's a basic html file with some java script. Wondering why it is not working. Maybe your link is broken. Try to go to
3575635370\resource\script\multiplayer\ and open the file directly from this path with chrome. Otherwise you can also edit the file ai_budget_settings.lua (same folder) directly with the editor.

@Silver Scorpion. Thanks for your support buddy.

@Zyncretic yes, you can change it before any mission is startet.

@Mr.Rizaz: It might be that the officer is overwriting somehow the defenders message. I'm working to find a solution for that.
Åce 7 Oct @ 1:22am 
I have the same problem with @warriorandtoaster, can't access the configurator tool.
warriorandtoaster 6 Oct @ 11:31pm 
I was hoping to check the configuration tool but it doesn't seem to work regardless of browser. Anyway, do the default settings of this mod basically require you to loot as much as you can? I was hoping to minimize that since it's such a grind, but I am intrigued by the variable and unpredictable enemy deployment sizes of this mod
Silver Scorpion 6 Oct @ 5:56pm 
@Hausser For some reason, every time I start the game, I have to start a conquest, leave it on single player, launch the battle, retreat, and then start my conquest mission in order to get the mod running.

That's what I was talking about in my comment below. Sorry, I should have been a bit more clear. I was neck deep in lua files and too little sleep when I wrote that initially. XD

Also, addendum, I was getting an error when I had options.set as read only when doing Horten's and the AI mod, so maybe don't do that step. Wish I could edit my previous message.
Zyncretic 6 Oct @ 4:51pm 
Hey can you make and save changes to the budget config mid conquest?
Hausser 6 Oct @ 1:44pm 
Did anyone menaged to play a multiplayer conquest with this mod? im getting an instant desinc after starting a mission
Mr Rizaz 6 Oct @ 2:26am 
I'm enjoying the mod, it's definitely a nice shakeup after 170+ hours of vanilla, so thank you for making this.

I came here to echo the sentiment of @Kimchi Andy, after extensive testing I can confirm during the defence missions the red pulsating circles that indicate the general presence of enemies does not appear at the start of the mission like they normally do, but the white arrows when the enemies spawn in after the 10 mins or however long it is do still appear.

It's definitely an issue as it essentially makes your success in these missions (at least for me) depend on whether you guessed the correct direction to set your defence up.
king George III 5 Oct @ 9:32pm 
due to some testing i think it works with M.A.C.E
Silver Scorpion 5 Oct @ 12:21pm 
If you cannot get the mod to work for the life of you, try the following:

1. Ensure mod is active in Extras main menu. Close game.
2. Ensure options.set file shows "mod_3575635370:0"
3. Right click & select properties for the options.set file, select read only and apply.
4. Launch game, start a throwaway dynamic conquest campaign, throw in an officer and a couple units, DO NOT switch to multiplayer, launch game.
5. Spawn the wave immediately upon loading (before officer countdown hits zero). If it doesn't hang/freeze, congrats you're good, go start your multiplayer campaign..
6. If it does hang, go set your custom path and also make that file read only so the game doesn't reset it, and try again.
Daxz_Mindnight 5 Oct @ 12:11pm 
@Chrisnos I dont have any mod unable on my game because all this three days i been playing with this mod. I play same dificulty as " recommend"
chrisnos  [author] 5 Oct @ 9:53am 
@InvaderPlen: try to resubscribe.

@Kimchi Andy: No it's not intended. I'm gonna check that.

@B468: Actually you don't need the custom folder any more. Try to resubscribe and try first if the mod is working stand alone before combining with other mods.

@Daxz_Midnight: Which difficulty level do you play? I didn't made the AI stronger than the own troops. They have the same stats. The mod does not influence which troops to be sent. I guess that is from a different mod.
Daxz_Mindnight 5 Oct @ 9:11am 
If you're going to tweak the difficulty of the AI and enemy NPCs, please do it right.

And if you want to add more to make the fights more intense, go ahead.

But why should the player feel weak because units die quickly, are not recoverable, and the penalty is very severe IF you play by the rules that make the mod experience what it is.

(And I don't have to adjust it myself, messing with the files. If I have the confidence or directly consider how it would be to play the game with the mod).
Daxz_Mindnight 5 Oct @ 9:11am 
The mod is Great but difficult..., and I like the difficulty.

But the AI is always very aggressive.

And this difficulty where you can't revive troops in time because the revival time has been reduced

I'm telling you, don't make the AI stronger than your own troops because giving that buff to the AI only makes the fights unfair and unbalanced, since both the player's and the enemy's squads are supposed to be of the same (or higher level). It's not fair that your troops lose the battle because of the ridiculous buff (resistance) it has, since it can even make the fights boring. And please DISTRIBUTE THE UNITS WELL. NOT SO MUCH ARTILLERY because it makes the gameplay an unbearable loop.
B468 5 Oct @ 7:49am 
@chrisnos there were no such lines printed by the mod even when my mod load order of the mod was top or bottom in the mod list, it was properly configured and it didn't whine. (custom folder lead to game.log with double \\)
Kimchi Andy 5 Oct @ 7:44am 
When I activate this mod (no other mods installed), it no longer indicates which direction enemies are coming from on defense prior to them actually spawning. Is this intended or is there another game mechanic preventing this?
InvaderPlen 5 Oct @ 6:39am 
it says the mod is outdated for me, anyone know how to fix this?
dooties 5 Oct @ 3:31am 
This is how it should work by default, excellent mod
Silver Scorpion 5 Oct @ 1:12am 
Oh heck yes! You are awesome. Well done and thank you, sirrah!
chrisnos  [author] 4 Oct @ 11:58pm 
@silver Scorpion @Jade Tanuki: I got HF now working together with my mod. Check the Discussion Section. I wrote a short tutorial there.

@planetboris: I got it working with MACE and WHUB. But my mod need to be loaded last via mod loader. Check the remark section. Also it might be necessary to copy the MACE scripts into my mod folder to get the full experience. But if you only want the MACE research tree and units you don't need to copy any script.
planetboris 4 Oct @ 6:39pm 
Any MOD recommendations to us with this. Looks fantastic. Would it be compatible with MACE, WHUB, other major mods that add new units and skins? Thanks for all your hard work.
Silver Scorpion 4 Oct @ 11:43am 
Ah, unfortunate that HF crashes for you. I do see an unfortunate number of minor errors in the game.log with that mod.

I have been trying to trouble shoot a combination of the two and not having much luck, unfortunately. Server hangs right after the officer reports on enemy strength and then closes the server and sends me back to the conquest menu. Ah well, I will keep banging my head against it.

Keep up the good work! Excited to see where this mod goes.
chrisnos  [author] 4 Oct @ 11:03am 
@ALL there is now a new update (Please resubscribe). I've added a configurator tool so you can tweak the budget to your needs. Please check the Screenshot section for more infos.

@Silver Scorpion and JadeTanuki: you can try coping the script files of Horten into the corresponding folders of my mod and overwrite everything that has the same name /resource/scripts. But don't overwrite the economy difficulty files. I cannot test it since HF is crashing on my game version.

@B468: Thank you for the log. But I'm missing the lines that are printed by the mod. They should look like this:

[01:02:30] [LUA] Day of operation: 01
[01:02:30] [LUA] RF: 2
[01:02:30] [LUA] Difficulty: 2
[01:02:30] [LUA] Growth: 0.08
[01:02:30] [LUA] Mean: 1
[01:02:30] [LUA] stdDev: 0.3
[01:02:30] [LUA] Clamped random multiplyer: 1.3495563861782
[01:02:30] [LUA] Budgetcap is 1909.6465495824
[01:02:30] [LUA] Ratio: Enemy/Player Army value: 4.4410384874009
zakattack04 4 Oct @ 10:07am 
This is an absolutely fantastic idea, the way it should be done. Great addition as having the officers able to give you intel on the strength. Thank you for making this. Can't wait to try it.
Koto! 4 Oct @ 5:29am 
Omg, I was looking for something like this for a long time now. Gonna have to try it out asap!