Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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GOH Redux (1.055.0)
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Gamemode (Multiplayer): Gamemode
FX: FX
文件大小
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更新日期
147.601 MB
3 月 7 日 上午 9:14
11 月 10 日 上午 4:35
121 项改动说明 ( 查看 )

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GOH Redux (1.055.0)

在 BroDimm 的 2 个合集中
Ultimate Vanilla (UV) - Lite (1.051.0)
10 件物品
Ultimate Vanilla (UV) 1.051.0
13 件物品
描述
This is meant for Vanilla GOH. I have create collection of tested mods working along with this. Use those. compatibilities with other mods are not guaranteed

TLDR

Trying to create a more realistic game experience by the support of multiple AI tools of which area to improve and here are the results (so far). This mod i made primarily for SP Skirmish / MP Battlezone or Domination. I'm a noob-solo modder. This was for my personal use but i decide to made it public.

== Change Details ==

Combat Tweaks



- Tweaked most weapons behavior. Higher the caliber, usually get longer range
- Vastly increase small arms initial ammo to avoid over-micro in large combat
- Increased velocity (bullet speed) for most guns esp rockets
- Buffed informed range for tanks to simulate radio communications (if one spot a target, the other in range may take aim to be ready)
- REAL SNIPERS. With a clear view, snipers can kill up to range of 300. Your arrogant panzer-commander smile will not last long outside the hatch.
- Increase unit promotion rate after killing enemies. Take care of your heroes.
- Increase the spread of explosive blast ring. It is lethal now as it should be
- Increase infantry resistance in cover especially from blast shrapnel. Go PRONE!
- Increase stealth while crawling
- Increase visibility for humans
- TUNNEL VISION for enclosed vehicle. Tanks are blind when alone and are very easy kill. Use combined arms and sharing vision to simulate communications.
- Decrease general accuracy of all units so that there will be more realistic firefights
- Increase effectiveness of player manual control
- Decrease general human HP. No more bullet sponge rambos (Heroes / Elites maybe can survice 3-4 shots at most)
- Standard infantry is baseline. Recon class run faster but reduced health. Defense class is more tanky. Medic is fast runner

Economy and Logistics


Tanks is a valuable equipment. Take care of them!
- Vehicle costs about 50% more MP in general
- Vehicle take 3.0x more CP
- To picture a Tiger tank costs about 2000MP and about 100CP. A ♥♥♥♥-tier meat shield infantry (conscripts and equivalent) costs below 50MP only.

Infantry are the backbone of the battle
- Reduced base cost by about 40%
- CP are tiered to the infantry class. Tier 0 is the smallest CP per soul. Tier 4 are elites. You can see tier number just before the squad name on the in-game buy menu.
- Finland soldiers costs cheaper and capture flag point faster than another country because they have crappy tanks.

Officer Tweaks (Now they MEAN something like a field general).
Base cost is 1000 MP but with below Command Power CP):
-US (Normal 50% Cost) - Main:100x2 -> 200 extra pop
-German (Normal) - Main:100x2 Sup:50x2 -> 300 extra pop
-USSR (Horde Doctrine) - Main:150x2 Sup:50x2 -> 450 extra pop
-Fin (Normal) - Main:100x2 -> 200 extra pop

ProTip: This is what the mod mainly designed for. Tanks should be fewer and are a luxury equipment. Maximize your infantry!

Improved Logistics
- AIRBORNE SUPPLIES in Skirmishes
- Base zone have super large supply radius. Use this to your advantage
- Flag points have larger supply radius and act as outposts / supply hub on larger maps.
ProTip: captured zones can accommodate steady supply of ammo. This can act as arty site / strategic emplacements
- Tons of supply points for mobile ammo and fuel carriers but with standard radius for balance. Resupply with care! seriously.

Combat Rule Changes


More CP Selection to simulate small patrol to big battles
- 80 CP / 400 DP (Combat Patrol)
- 100 CP / 400 DP (Assault Raid)
- 150 CP / 400 DP (The Great Battle)
- 200 CP / 400 DP (To WAR mode) -> Late only

Mind your casualties! This is an attempts to simulate battle morale regarding losses
- Losing your vehicle will give 50% of its MP to enemy victory point
- Losing a vehicle will cost 60% of the cost added to AI team victory point
- Killing infantry will reward 1-5% of each soul value -tiered based on squad quality
- Losing an officer will give enemy team the cost of your officer to their victory point (1000)
- Losing a sniper (He is a hero), will give enemy team double of his hiring cost to enemy victory point (about 500)
- Killing medics will reward the medic owner instead (WAR CRIME!)
ProTip: high risk high reward. Elites such as officers and snipers can act as commando and can single handedly captures point at full squad power (>10). Losing them (too much) can make your team loses quickly due to penalty / morale hit. This also applies to your expensive equipment.

Domination mode changes (the random zone capture game) : <-- in active testing to find best balance. Desc may be not updated
- Optimized for 60 Minute match
- Each zone capture will reward 2000 to MP pool
- Each zone capture will reward 20% of total victory point set by player
- Each zone will appeared in 10 minutes, so the first team to capture 5 zones is the winner (from zone point only).
- If you have destroy many enemy valuable units, you can win the match with less than 5 zones, factoring score from kills.
- [NEW] AI-enhanced SP bot scripts for domination mode regarding spawntimes, strategy, spawn logic, and some new randomized logic to keep every match 'unique'


Basically this is the mother of my other mod for MACE
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3431610945



Also available for HOTMOD + WEST81
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3418043870


Thanks for your feedback. I may often miss comment section. Here is the diary of plans just to make sure (i updated that once in a while)
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3440073666/591768102733131028/

Known Issues:
- See BACKLOG on discussion

Disclaimer:
- You have my permission to take my edits to your own liking / to your mod
- You have my permission to edit the file directly in helping me to identify your issues / your suggestions

Credits:
- Airdrop Supplies for Skirmish
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3473776059
- Cinematic Muzzle Flashes
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3556166608
热门讨论 查看全部(3)
16
11 月 8 日 下午 10:06
置顶: Feedbacks
BroDimm
6
5 月 7 日 下午 3:13
[ISSUE] JSU152 / ML20 detonate range
BroDimm
94 条留言
BroDimm  [作者] 11 月 10 日 上午 4:37 
UPDATE

Officer Tweak::
US (Normal 50% Cost)- Main:100 -> 200 extra pop
German (Normal) - Main:100 Sup:50 -> 300 extra pop
USSR (Horde Doctrine) - Main:150 Sup:50 -> 450 extra pop
Fin (Normal) - Main:100 -> 200 extra pop

USA Air Supremacy::
Irregular doctrine airstrike costs cheaper

Tier 0 and Tier 1 ♥♥♥♥♥ quality infantry costs a lot cheaper (conscript stampede now possible without hurting your wallet much)

Finland Infantry Specialized::
30% cheaper than the rest

Spawn protection 15s -> 5s (aircraft exploit prevention)
BroDimm  [作者] 11 月 4 日 上午 6:44 
haven't touch it but should work. load my mod last after your fav lite conquest mod. don't use something big like CEv2 or something that add new units
ZAZA 11 月 3 日 上午 10:16 
conquest?
BroDimm  [作者] 11 月 2 日 上午 4:24 
BroDimm  [作者] 10 月 30 日 上午 8:54 
New tweak concoctions, and added cinematic muzzle flash fx.
BroDimm  [作者] 10 月 27 日 上午 7:24 
DC mode for most weapons already follow the buffed accuracy for 3P view. If you mean arty piece, it is intentional for it to have realistically good spread and reload time to compensate the longer ranges.

For towing, interesting idea. I ever saw such mods long ago. I need to learn first tho
Instructor 10 月 27 日 上午 6:36 
Hi, please add accuracy in the direct control mode and also add the ability to tow other tanks to a safe place for repair.
BroDimm  [作者] 10 月 25 日 下午 8:27 
np. just submit your ideas and i'll make it happen if it make sense and i have the capacity tho
BlazerKers 10 月 25 日 下午 8:21 
I see ty for the explanation
BroDimm  [作者] 10 月 25 日 下午 8:18 
The base game it self is a hidden HP for every units and a penetration values with tables and formulas (most players don't need to know this). I didn't tamper much of those systems except ramping up the potential damage on hit to a point that i like it, mostly.

It's a very complex system and required tons of time and work for me to do it alone :s