Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Conquest Tweaks - Additional Maps update 1.013
   
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Gamemode (Multiplayer): Gamemode
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3.154 GB
4 月 2 日 下午 12:07
12 月 3 日 上午 2:31
20 项改动说明 ( 查看 )
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Conquest Tweaks - Additional Maps update 1.013

描述
Changelog for 1.013:

Hotfix for 1.057. Prevents game crash when using mod. Probably some other minor issues might resurface later. Transfer of maps from english\german campaign into DC is planned. Though i don't own "Finest Hour" dlc, and don't want to return to modding on this old engine in nearest future. But we'll see about that

Changelog for 1.012:

Updated for 1.056 by adding recently introduced velocity values into gun parameters files. Increased ammo capacity of trucks and crates further

Changelog for 1.011:

Increased starting money and ammo by 4x for player, research points number increased to 20, so, fortunately, it will help with second day defense and on. You will gain ammo points from every mission type, in order to refill drain from defensive battles. The way ai boost when player is defending works cannot be changed or tied to your progression through campaign. Its will be either high to preserve challenge in mid and late game, through making early game extremely hard, or will be mediocre and boring in mid to late game.

Fixed unappropriate minimap and previev for Székesfehérvár map

Changelog for 1.01:

Adjusted AI CP limit and stage progression, so 2nd day defence would be less of a slog
AI accuracy changes is moved do separate mod. Their aim and hp will mostly resemble that of vanilla, but still with additional veterancy
Localizations folder replaced into correct directory, so the new maps would be properly named


Introduced in 1.0b:

70 maps transferred from multiplayer modes and singleplayer campaigns into DC. 48 for eastern theatre and 22 for western. Unfortunately maps from Airborne DLC are too small to be used in conquest, and needed to be remade from scratch. Might do that in future, but no promises. Also no additional maps for finnish theatre, as it wasn't a priority. Might do that on request
Current build is for public testing, as i did't playtested all maps. Making them is already time-consuming process, and testing all of them would only delay this release by monts. There won't be any game-breaking issues or crashes with new maps, just minor things needed to be flashed out which would appear only in game (like ai being stuck on spawnpoint, floating sandbags on flagpoints, etc).
Maps from liberation and talvisota are now remowed from eastern theatre, as it now more than doubled in number of maps.

All maps were transferred by myself in case anyone wondered about that.


Pre 1.0b changes:

- Increased Stage CP (more units per stage)
70, 80, 90, 100, 110 on low
90, 100, 110, 120, 130 on standard
100, 120, 140, 160, 180 on high
120, 140, 160, 180, 200 on very high
- Increased in-game CP(all stages can be deployed simultaneously in battle) to 1000
- Increased manpower for bot( 1.25x,2x etc ) so more waves wil spawn owertime in response to increased player CP
On low resources for risk factor 1 - 1.1x, risk factor 2 - 1.3x, risk factor 3 - 1.6x
On standard, high and very high for risk factor 1 - 1.3x, risk factor 2 - 1.6x, risk factor 3 - 1.8x
- Increased flag points from 1000 to 1500
- Flag points increase for bot is lovered, so you will have more time to deal with his more numerous troops
- Priority for recruiting heavy artillery for bot is severely decreased (for both conquest and mp)
- Campaign length is increased. For very long it is 45*2(two battles per stage ie attack and defence)=90 stages. Long will last 30(60), normal 20(40) and short 15(30)
- Engineers will build, dig and repair faster. Medics also will build their tents faster
- Increased preparation time in defence from 6-8 to 8-10 min
- Increased amount of units per wave for ai to 15-20 per wave. Decreased time between waves(1-1.5 min)
- Disabled friendly fire
- Increased vision from 1.0 to 1.35
- Increased ammo trucks, crates, and carts range to 2x for trucks, and 50% for others. Also increased capacity by 50%. Medical tent reach\range is also increased
- Accuracy via direct control is increased
- Increased time for bot to progress through tech tree, which means longer early and mid periods of war.
For short campaign 1939-41 units will be available for 10 stages, 1942-43 until 20 and 1944-45 from 20.
For normal 1939-41 is 10 stages, 1942-43 wil last until 28 and 1944-45 from 28.
For long 1939-41 is 20 stages, 1942-43 will last until 40 and 1944-1945 from 40.
For very long 1939-41 will last for 30 stages, 1942-43 until 60 and 1944-45 from 60.
In every campaign 1942,1943,1944,1945 are subdivided and separate, so vehicles from different years of production won't be mixed
- Unit appearance tied to stages for AI is changed to fit stated before years system
- Number of points you will get from eliminating enemy unit is lovered, so defence battles will last longer(experimental, needs testing and feedback)
- Veterancy for AI is increased. For threat lvl 1 it's 1, for 2 it's 3, for 3 it's 5
- Armor penetration values for guns with caliber bigger than 50mm is reworked. In vanilla cannons on range of 200m have penetration level if they'd fired on 1000-1500 m at 30° from vertical in real life. So those numbers are changed to real life calculations for range from 0 to 200(most of the time 300 or 500)m. It means that german big cats are no more invulnerable from the front at range of 200m if you'd bring appropriate counterpart. For example soviet 57mm ZIS-2, which was specifically intended to deal with Tiger 1, will now be able to do that at any range (with good enough angle ofc). Same goes for PaK 40 and KV-1\2 and so on. Tanks are overall more prone to violently explode on hit\or after in conclusion to changes in armor pen values, so beware of that. It breaks vanilla sort of a "tier" system, but is more realistic, which i prefer.

Added guide on how to change certain things in the mod. Like AI accuracy, resources, veterancy, and CP limits, rewards etc for player https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3526306178

Modified AI accuracy is now here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3556983482
热门讨论 查看全部(1)
19
11 月 23 日 上午 3:09
General Feedback
TirolerKaiserjäger
125 条留言
rescator78 12 月 11 日 上午 8:28 
hello, i have a crash on start load with this single mod, do i forget something?
TirolerKaiserjäger  [作者] 12 月 6 日 下午 5:10 
nope, moved those changes to separate mod
DomesticAssassin98 12 月 6 日 下午 2:09 
are enemy infantry still super tanky?
Prophylactic 12 月 3 日 下午 2:33 
Appreciate the update.:steamthumbsup:
Redzek 12 月 3 日 上午 8:03 
Thank You for Updating.
wAr Admiral 12 月 2 日 下午 5:27 
Please update this, it's a great mod. The new update made it crash when I used it.
Yo Gabba Gabba! 11 月 24 日 上午 6:23 
" The way ai boost when player is defending works cannot be changed or tied to your progression through campaign. Its will be either high to preserve challenge in mid and late game, through making early game extremely hard, or will be mediocre and boring in mid to late game."

These are the kind of QOL things I wish the devs would pay attention. Making up for poor AI by flooding the zone turns the game into a chore.
Mads 11 月 23 日 下午 1:49 
update please crashs when turning on the mod
Привет 11 月 22 日 上午 8:42 
update
❅ Graham ♥ 11 月 8 日 上午 9:36 
third day of the defence.

killed over 1400 soviet infantry
killed over 80 light and medium soviet tank/vehicle

lost 140 men
lost 2 mortar (400 kills combined), 4 standing mg42 (more than 250 kills combined), 6 ammo crate
lost 2 PZ 4 H, 3 PZ 3 H

win with 40 men left and a single heavily damaged PZ 3

what the ♥♥♥♥ is this balancing
and the resources gained not even that much, 1206 money and 800 ammunition..