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the next step up loot + hard for more challenge.
really lovely mod...
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
<3
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
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"
@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.
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.
Opening the file from that path worked for me.
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.
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.
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.
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.
@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.
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).
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.
@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.
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.
@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