Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

GEV v1.1 MAIN
289 条留言
Thrawn 15 小时以前 
No worries, will start a new campaign, I appreciate your response and work with this mod.
Firelock  [作者] 17 小时以前 
Ok, I'm sorry that I can't fix it. I believe it was caused by the addition of map persistence on the campaign map.
h3degt23 22 小时以前 
i have like 50 hours on this mod, its gud
Thrawn 10 月 1 日 下午 2:39 
Yes, new campaign does fix it
Firelock  [作者] 10 月 1 日 上午 12:31 
Did this get fixed by starting a new campaign?
Thrawn 9 月 22 日 下午 3:51 
Hello. When on the "Strategic Map - Attacking" screen, the icons you click to select a map and see the rewards are not appearing and I cannot select a different map to attack. I am only able to play whatever is selected by default for an attack. When defending, the Strategic Map screen functions normally, I select the one option for a defense and all is well. If helpful, we can find a way for me to share a screenshot with you. This bug occurred when the update in August was released to dynamic campaigns.
Firelock  [作者] 9 月 22 日 下午 12:51 
@Thrawn - I've been investigating the issue you reported back in late August with selecting a point to attack and I'm having trouble reproducing it. Can you expand your explanation of what was happening?
Firelock  [作者] 9 月 21 日 下午 1:29 
Ok I think I've fixed the StuH42 bug. The Devs updated the model in a way that conflicted with my tank riders code. If anyone still gets crashes, please report them.
Firelock  [作者] 9 月 21 日 下午 1:03 
@Stick Rick - I can't reproduce the map crash. Maybe try unsubscribing to the mod then re-subscribing to re-download the files.
[REDACTED] 9 月 18 日 上午 2:36 
Take your time boss :3
Firelock  [作者] 9 月 17 日 下午 11:29 
I'll check the StuH42 and map crashes, sorry for delays I've had work related issues to deal with.
Stick Rick 9 月 3 日 上午 9:26 
I get a ctd crash starting a germany campaing on the western front with large campaign size.
Eastern front doesnt crash.
App_Error: Could not find any maps for campaign_capture_the_flag on desert

Any Ideas?
YaMateProx 9 月 2 日 下午 5:28 
I am also getting the same crash with the StuH 42. When selecting the StuH 42 in the buy menu the game crashes. I do not have it researched yet, so I can't try and buy it to test if that also crashes the game.
YaMateProx 9 月 2 日 下午 5:28 
@Thrawn - Not that I know of.
[REDACTED] 9 月 1 日 上午 9:30 
Stuh 42 crash game.
Thrawn 8 月 31 日 下午 7:12 
Is there a way to end it and continue with my units and the ai tech etc? I'm around 50-60 hours into this campaign, not too excited to start a new one
YaMateProx 8 月 30 日 下午 1:03 
@Thrawn - yes, I believe that you will need to start a new game. I ran into the same problem too, but starting a new campaign fixed it.
Thrawn 8 月 29 日 下午 3:34 
Hello, hope you are well. As the pick a map to attack screen has changed and nothing is selectable, do we need to start a new campaign with the updates?
Firelock  [作者] 8 月 28 日 下午 1:20 
Also I took the opportunity to adjust which maps show up in which campaigns - so now if you choose Ostfront, you'll get only the eastern front maps, and same with the West. You still get ALL the maps if you choose the center option with all 3 national symbols.
Firelock  [作者] 8 月 28 日 下午 1:20 
Today's update is adding 5 more new maps to conquest, converted from single player and MP skirmish maps. Also, 5 of the previously converted maps got some slight improvements and bug fixes. This brings the number of new conquest maps in GEV to 56, making the total number of conquest maps in GEV a whopping 145 maps, and with the conquest changes in Content Update 6 it's possible you'll never see a single map more than once even on the giant VERY long campaign!
Firelock  [作者] 8 月 27 日 下午 11:14 
Minor update today to refine the research of mid-campaign tanks, removing the requirement to research the panzer3J1 to get the Stug3F, and instead requiring it to get the panzer4G.
Firelock  [作者] 8 月 26 日 下午 1:44 
Today's update includes both the correction to the costs for GD mechanized infantry, and a change to how the campaign works due to the new Conquest changes in Content Update 6. Before, every option in GEV was the "very VERY long campaign". Now however, you get to start with a smaller one, and add another smaller one, or a medium or large one on top of that - essentially your campaign can be an endless string of smaller campaigns, and after testing it seems the AI remembers it's place in the tech tree etc, so it basically accomplishes the same goal while being more open for player choices. Therefore, I've restored the vanilla method of short, normal, long and very long campaigns. The very long campaign is still identical to the original campaign, with up to 140+ battles in a single long campaign if you want.
Firelock  [作者] 8 月 26 日 下午 1:40 
@YaMateProx - That's a great question. The cost of mounted troops is based on the cost of the individual soldiers (which includes the cost of their gear) plus the cost of the vehicle.

For the foot and motortized GD infantry, the costs are correct, but the mechanized ones are off because the cost of the halftracks isn't being included. I've corrected that glitch so now your mech infantry costs more like it should. Thanks for the tip!
YaMateProx 8 月 25 日 下午 4:50 
I've a question about the economy. Why are the Motorized GD troops (early war) 345, while the Mechanized GD troops are 325? And why are the regular GD troops 323 on top of that? I thought half-tracks would be considerably more expensive than the trucks. It feels a bit unbalanced to essentially mechanize the GD troops for only 2 points. Anyway, pretty good mod.
Firelock  [作者] 8 月 25 日 下午 4:33 
The lack of G43s is historical. There were fewer G43's produced than STG44's. German doctrine even intended to provide each infantry company with only 19 G43s out of the nearly 200 riflemen, but in reality there were never enough of them to even meet this low requirement. Even still, I've added the G43 to every late war squad I've created or modified.

As for the rifle grenades, this was a common weapon that saw use in the late war with it's HEAT ammunition against lightly armored vehicles. Over 1.5 million of them were produced by 1944 and every infantry squad is believed to have had *at least* one of them. Veteran troops with a knack for using them would have collected them whenever possible.

Historically, there were MANY TIMES more rifle grenade launchers in use than there were G43's, and given their presence for the entire war they were quite ubiquitous, but there are more G43's represented in late war squads in GEV than there are rifle grenades.
VerifiedPelican 8 月 24 日 上午 3:47 
So many rifle grenadiers for late war units, and no G43s :steamfacepalm:
Firelock  [作者] 8 月 23 日 下午 1:48 
To take full advantage of the new graphical improvements (HBAO, etc), it’s recommended that you delete the shader cache (Documents / my games / gates of hell / shader_cache)

If you switch to the new “Maximum” graphic preset and then revert to an older game version, your game will crash, because this new preset doesn’t exist in the older builds. If that happens, you will need to return to the newest game version and lower the preset back to anything other than ‘maximum’. That way, you can revert to the older versions
Firelock  [作者] 8 月 23 日 下午 1:34 
Right now the official progression of "stages" (the measure of when the AI will get access to specific units) is like this:

# of battles:stage accessible to the AI

0:1 5:2 10:3 25:4 35:5 45:6 60:7 75:8 90:9 100:10 110:11 120:12 130:13

There are a total of 13 stages. My latest playthrough of an entire campaign took 140 battles, so by battle 135 or so I was facing IS2's.

Generally, mid war units appear between stage 6 and 9, with early and late being the ends of the spectrum.
Firelock  [作者] 8 月 23 日 下午 1:29 
@Thrawn - the earliest version of the T34 might appear as of the 35th battle, but it depends on what units the AI decides to unlock. There are other medium tanks that would appear before the T34, like the T28, and also heavy tanks like the T35 and the KV1-39 which may appear as early as battle 25.
Firelock  [作者] 8 月 23 日 下午 1:25 
Hi everyone, the new update just dropped, and it's a fantastic one! I will be spending the day today updating GEV and hope to have it back up before tomorrow.
HeerHauptmann1968 8 月 23 日 下午 1:24 
They broke the best mod on the workshop
Thrawn 8 月 22 日 上午 9:08 
Their tech increases every 10 days, I'm wondering how far in the heavier stuff starts to come out
Grammatik 8 月 22 日 上午 7:40 
that depends on how much stuff you as the player have

i face kv1' and shit
Thrawn 8 月 21 日 下午 8:03 
Which wave do the Soviet's start using T-34s?
Firelock  [作者] 8 月 14 日 上午 1:54 
I just noticed some more westfront conquest maps were added to vanilla - bringing the total possible conquest maps in GEV up to 139 different maps, with yet more still to come!
Grammatik 8 月 13 日 上午 6:29 
im definitely close at like, 70+- days or so!
Firelock  [作者] 8 月 13 日 上午 12:38 
Just finished a very long campaign, on day 139. Anyone else actually finish one?
Firelock  [作者] 8 月 10 日 下午 9:36 
Might work with Better Aim or Spawn Menu, and I don't know what WT-Tank is.

Generally two mods that both edit the same game files will not be compatible in most cases. You can always give it a try and see if it crashes. I'd do it one mod at a time to ensure you know which one causes it in case you get a crash.
riyas.wibawa22 8 月 9 日 下午 8:21 
Admin, is this mod compatible with Unlimited Supply, Better Aim, Spawn Menu, and, say, if I also add the WT-Tank mod?
Firelock  [作者] 8 月 1 日 下午 4:48 
If both players have the same version and no other mods enabled, it should work in coop.
[NBee] D3vilD3mon 7 月 30 日 下午 1:27 
Is it working for Coop Conquest?
Firelock  [作者] 7 月 29 日 下午 3:51 
I actually have no idea how that happened LOL! I just fixed it, thanks for the report! Uploading a fix right now.
TheAlliedWarfighter 7 月 29 日 上午 4:04 
Noticed that the Pz.Kpfw IV Ausf. J icon on the research table may be overlapping with the FlakPz. IV Wirbelwind icon, not sure if anyone else is experiencing that.
Firelock  [作者] 7 月 28 日 下午 7:17 
Today's update: 6 more single-player maps converted to Conquest! There's 5 more still in the works too, which will bring the total number of possible maps up to around 130. Theoretically, that's enough for every map_point on the campaign map to have it's own dedicated map. I've figured out how to make that happen now too, so that's another perk to look forward to, when I can get around to it.
Firelock  [作者] 7 月 28 日 下午 12:44 
Check that you don't have any other mods enabled. GEV isn't compatible with most other mods because it changes a lot of things.
***Born to kill*** 7 月 27 日 上午 3:11 
My game keep crashing when I just click on some uits in the lobby...
Mikasut 7 月 25 日 上午 10:28 
I still like to role play and keep my army as big as possible. It might not be optimal but it is definetly more fun and more realistic! I do not think the OKH was really trying to keep their army as cost effective and small as possible, so neither do I.
Firelock  [作者] 7 月 25 日 上午 1:55 
Here's another thing you can try that I think is fun. Conduct an "extended operation" where you decide to fight X number of battles without resupplying in between. See how many battles you can fight before the ammo and fuel situation becomes critical.
Mikasut 7 月 25 日 上午 12:34 
Imo the biggest problem with the conquest mode is that enemy strength is relative to your own army strength. At least in theory the optimal way to play is to always have as small and cost effective army as you can get away with. Larger army consumes way more ammo and manpower than a small one, and there really are no benefits in having larger army. The rewards are fixed, and controlling larger army is harder than smaller one. I do not think this problem can be addressed with modding, because it is the basic flaw of the game logic. But yeah, no game is perfect.
Firelock  [作者] 7 月 24 日 下午 11:55 
In case anyone is wondering, someone recently asked why the Soviets don't have flamethrowers or snipers. They do. They're just very rare, like realistically rare. They are not part of the default defender troops at flags when it's defending, but the AI does have access to them, if it decides to unlock them. And if it does, there is a small chance it will choose to buy them, but you could fight 100 battles and never see one, which is realistic in the scale of GoH battles. As for the Germans, I left the flamethrowers available, but removed them from most squads except a couple combat engineers. In reality they were quite rare, and also because in practical use in GoH they tend to just set your own troops on fire as much as the enemy. So, use at your own risk!