Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Horten's Frontline 3.3
1,454 条留言
GDI Trooper  [作者] 8 小时以前 
Lebi jr, you can always commission such model if you want it so bad, check discord for more info
Lebi jr 11 小时以前 
Ok GDI, i didnt look into the FK. Just that i understand: if you mod stuff do you have to take presets for ammo for example or could you theoreticly make stuff up? (i just want an early td with a hull mg so bad)
Anyways, im having fun with your Guys work.
THX
2 6 18 19 6 18 12 10 25 12 小时以前 
Need more waves in defance
Привет 13 小时以前 
можно как то сделать чтобы противников было больше в атаке или вообще бессконечно пока не захватишь точки и время увеличить?, а то как то мало в атаке противника
GDI Trooper  [作者] 17 小时以前 
Lebi jr, we do not have pak36(r) to make such vehicles. Current captured F-22 is not converted and fires original shells
Lebi jr 17 小时以前 
Do you think about adding the Sd.Kfz. 132 on marder II, it kind of baffles me that there is a german 76,2r pak but not the Marder with it.
There is also no other mod with one yet.
Have a nice Day.
Horten  [作者] 19 小时以前 
Wojakko, no. Learn how to adapt, with recent AA fixes planes aren't a threat anymore.
Wojakko 20 小时以前 
Hi I have a question can I disable AI airstrikes? i have enough of them bombing my entire armies every match in conquest.
Horten  [作者] 10 月 7 日 下午 9:57 
Spooky Nerdist, maybe. Making submods is in far future plans.
Spooky Nerdist 10 月 7 日 下午 9:40 
Would it be possible to make a separate mod just for the dynamic weather feature? That would be amazing.
Horten  [作者] 10 月 7 日 下午 6:43 
maus, you have guns. FlaK 18, PaK 40, SIG 33. Then you have airstrikes, also, Dicker Max is a nice option.
What's the issue with StuGs and Marders? They're a good counter
Go on research missions if you want to have more research.
maus 10 月 7 日 下午 2:57 
yup my bad i was on day 5 on my way to start day 6 , i still find it odd to make them avaiable on day 6 when all you got to counter them is the Marder 3/StuG3.F pretty much.
idk i got 100hours so i guess it's a skill issue.
i even tried to rush the tanks and nothing else so idk how really the AI works with their research tree if they even got one.
Horten  [作者] 10 月 7 日 下午 2:39 
maus, false info, all KV's are day 6+.
Intended.
maus 10 月 7 日 下午 2:33 
why am i fighthing against KV1 and KV2 on the round 5 in conquest ,is this supposed to be like that ? or am i missing something (this happened on multiple campaign)
Horten  [作者] 10 月 6 日 上午 7:41 
NoSok _SydBy, они 1 в 1 такие же как и у игрока. Изменить никак.
NoSok _SydBy 10 月 6 日 上午 4:15 
Здравствуйте, подскажите как изменить дальности стрельбы и обзора ботов?
Horten  [作者] 10 月 6 日 上午 1:55 
tomo, yeah, having a meatshield is a good strat as well. Mod gives you plenty of T1 options to choose from.
tomo 10 月 6 日 上午 12:14 
tbh the only way that I deal with the signallers is by placing cheap units in foxholes while most of the main forces stay at the back of the objective (AT guns, Tanks)

researching your defenses also helps since they become pretty good distractions for the signaller guys
Horten  [作者] 10 月 5 日 上午 8:54 
Quimble, I'm not shit at the game either and have 2 eyes as well, however had no issues with signallers whatsoever.
Conquest players should try to adapt instead of staying in their comfort zone and writing stuff under mod comments really.
If you just lay down infantry in their foxholes, they almost take no damage from arty strikes.
If you use trenches buildable by engineers - don't make a grave for 8+ men out of it.
Spread your defensive line, move units around, don't look at planes "uh oh mod is bad I hate planes" and shoot them down or avoid damage instead.

The ultimate goal of AI changes in the mod is to maximize player casualties while being fair and counterable, and I don't see anything that is not fair or not counterable - there is no infinite range artillery or something, and you can capture everything AI spawns as reinforcements.
Quimble 10 月 5 日 上午 8:36 
My man, I'm not shit at the game. The issue is, I only have 2 eyes. GoH, like most GEM engine games is already pretty micro intensive. Having to keep an eye out for ONE single infantryman (that is seemingly deployed every single attack wave) who has the power to obliterate your defensive line WHILE ALSO juggling looking everywhere else is not exactly balanced.

Now, I don't think the mod is really to blame, the AI is just shit at prioritising Targets. They'd rather shoot mosin man at 100 metres, than the Flamethrower infantry standing right there, 10 metres away, ready to cook the whole squad and as such, instead of shooting the man with the funny radio on his back, they shoot the guy that can barely hit the side of a barn with his rifle.
Horten  [作者] 10 月 5 日 上午 3:44 
Quimble, for some reason the mod is pretty easy to play for me and my testers.
Next update will have high and very high eco presets having a lot more resources for unskilled players, you'd need to switch to it
GDI Trooper  [作者] 10 月 5 日 上午 3:12 
Consumer Of Potatoes, Womp, read description/FAQ
Womp 10 月 4 日 下午 8:17 
sir, i really like this mod, can this mod compatible with valour?
Consumer Of Potatoes 10 月 4 日 下午 6:23 
can you still use the mod if you're missing the finnish DLC?
Quimble 10 月 4 日 下午 6:22 
Yeah I can't with the Artillery Signaller man. There's 0 counter play than "Remove all units from there ASAP" because you balancing looking at 20 other places and dealing with enemy armour and inevitably, because its a single guy, he's going to get through and wreck your shit. Its a fantastic mod, genuinely, but having what amounts to 1 Signaller every enemy wave is horrendous.
isgm. 10 月 4 日 上午 10:08 
unlucky
Horten  [作者] 10 月 4 日 上午 10:02 
isgm., no.
isgm. 10 月 4 日 上午 9:47 
will this mod ever work with first person mod?
TomGrinch 10 月 3 日 上午 10:03 
Great job bro
Thanks
Horten  [作者] 10 月 3 日 上午 7:39 
TomGrinch, should be fixed now, update the mod.
Virus 10 月 3 日 上午 2:54 
Спс! Generally that's a really fine mod, especially the defense part! The AI attacks feel structured, coordinated and were a challenge, especially the the flare pistol guys. It felt like an "actual" assault would probably look like.
Horten  [作者] 10 月 2 日 下午 1:50 
Virus, very high eco preset will be adjusted for newbies in the next major update.
Virus 10 月 2 日 上午 10:15 
"what's fun in having economy system if you get tens of thousands of resources?"
Exactly, since there are 3 other settings, I would prefer the last one to be relaxed, and just focus on units I wanna play with.
Der_Neusser 10 月 2 日 上午 6:11 
Where can I actually increase the victory points for conquest? For example, from 1200 to 1500, this is the conquest.lua file.
Horten  [作者] 10 月 2 日 上午 6:09 
Der_Neusser, known, await fix
Der_Neusser 10 月 2 日 上午 5:54 
Hey, I don't see any info about where reinforcements for the enemy come from in the current mod version. Without mods they are displayed.
Horten  [作者] 10 月 2 日 上午 12:25 
TomGrinch, it's some kind of bug in the script, I'm investigating it at the moment.
Until then, enjoy the absence of planes.
TomGrinch 10 月 1 日 下午 11:39 
Why isn't there an AI bomber like in the old version?
Horten  [作者] 10 月 1 日 下午 8:02 
Virus, getting at max 8.4 research points and on average 3RP, 1400+ AP and 1000+ MP doesn't sound like handicapping for me.
Yes, you need to choose what to buy wisely and after losing units economically recovering is tough, but what's fun in having economy system if you get tens of thousands of resources?
Virus 10 月 1 日 上午 10:10 
The economy hsa been improved considering with what was in summer, still I don't get it - there are 4 economy settings, and even the last one handicaps the player quite seriously.
Horten  [作者] 10 月 1 日 上午 6:42 
brombaard, it's made the same as vanilla, copy what it does and you're good to go.
brombaard 10 月 1 日 上午 6:40 
Dear horten,
I'm trying my hand at modding, and I'm looking at how this mod works, and I just can't find how you did custom settings and custom CP settings. I cannot find any file in either the game .pak's or the mod .pak's that seem to have any relation to frontline menu setup buttons. Could you point me in the right direction, considering the mod does have these features?
Horten  [作者] 9 月 30 日 下午 8:14 
Jadore_les_Currywurst, that's interesting. Fyi this bug with duplicated icons is vanilla and still haven't been fixed yet, but I didn't know it can appear in Conquest.
I take a look what I can do with it.
Jadore_les_Currywurst 9 月 30 日 下午 3:47 
sdk 251/1C have a SDk 250/10 picture on them in conquest ?
also my sdkz 251 /10 also has a 250/10 picture on it for some reason
Horten  [作者] 9 月 30 日 下午 1:22 
Hotfix v3.34 is released. Make sure to download it.
Horten  [作者] 9 月 30 日 上午 11:26 
Bernd_das_Brot, make sure you're on the latest version of the game. Make sure you and every one of your friends have latest version of the mod (v3.33) enabled.
Additionaly, send the error log.
Bernd_das_Brot 9 月 30 日 上午 11:13 
Jo I tried to play with friends against bots, but then everyone gets the error message Resource not found on at least 5 maps
Horten  [作者] 9 月 30 日 上午 10:59 
Mod is updated to v3.33. It's now working on the latest version. Report any crashing.
Horten  [作者] 9 月 30 日 上午 10:16 
Eisen, This mod has extensive AI changes and I don't play CEv2.Damage/health are slightly changed in comparison to vanilla for balancing purposes.
No collaboration planned. Make compatibility mod yourself if you want it.
DirtyT 9 月 30 日 上午 10:14 
@Bagdad_Eisdiele you can change that yourself. Go to Steam\steamapps\workshop\content\400750\3359417100\resource\set\multiplayer\units\conquest\units_{Faction}.set" and find the line with the signaler. Just CTL + F it. It will basically show it spawns between waves (3) and (99). Change the 3 to 99 and save it.