The Great War: Western Front™

The Great War: Western Front™

The Great War: Western Front Workshop
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Brutallisck 4 2023 年 5 月 1 日 上午 6:23
Over the Top Mod
I've been working on a small mod to alter some of the mechanics to help players and the AI going "over the top" (increase attack in late game, and much more, please read the README.txt). Also made some changes that altered my experience according to my taste.

New version 2.0 out

Disclaimer:
- I take no responsibility for any damage this mod might cause to your game/system - please use this mod at your own discretion and own responsibility
- I have modified The Great War western front as a part of fair-use I have no monetary gains what so ever and am simply making it available at request. I claim no rights to any of the files, which are the intellectual property of the developers Petrogliph.

How to install?
Use the workshop

Tips:
- This mod is tested on veteran and especially insane difficulty in campaign, lower difficulties are untested
- in historical battles, soldier difficulty is advised
- mod changes the campaign, when updated, a new campaign must be started


Mod Highlights
- Challenge: you get 32 popcap, the AI gets 45, and will use it!
- AI gets 900 NW on the campaign, you stay with 700
- Many more events provide research bonus
- some changes to the techtree
- Breakthrough;
Changes to how Raiders and flametroopers work (they are now good at attacking outside of a trench, but are bad at defending inside of it, slightly better in melee to help breakthrough)
- Tank Mgs now slightly more powerful
- Many changes to cost of many abilities and structures
- Some custom events (still working on it, took them down to work on strings)

What's next?

- Flamethrowers reduce enemy morale AoE?
- Re-edit tech tree for more impact late war?
- Late war tech that reduces artillery cool down?
- Add something to the German faction?
- please make suggestions

Please see the ReadMe.txt for the exact changes


Download version 1.4.2 here:
https://drive.google.com/file/d/1ZWEdK797wN4NNgm_VaO2yjcD4hSccwwg/view?usp=sharing

*For the developers*
-I would be happy to take down the mod at any time, as I have asked, but have not heard if I need a special permission to mod the game. Please contact me at brutallisck@gmail.com anytime or DM on steam
-Also, I wanted to open a Moddb page for the game, but it can only be done from Frontier
publishing community members - FYI
- Suggestion: maybe add a dedicated Mod thread for the steam forum? Or maybe workshop support?

I'd be happy for requests or feedback
最后由 Brutallisck 编辑于; 2023 年 6 月 28 日 上午 10:44
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正在显示第 1 - 15 条,共 91 条留言
Brutallisck 4 2023 年 5 月 1 日 上午 6:23 
最后由 Brutallisck 编辑于; 2023 年 5 月 18 日 下午 1:23
Mailman653 17 2023 年 5 月 1 日 上午 7:20 
More of a random thought than a suggestion. Have you seen anything in the files about the accuracy of infantry? Sometimes it feels like everyone is a crack shot with a rifle.
Yuithgf 2023 年 5 月 1 日 上午 7:25 
afaik theres no accuracy, just raw damage. does it even scale with distance?
Brutallisck 4 2023 年 5 月 1 日 上午 7:35 
引用自 Mailman653
More of a random thought than a suggestion. Have you seen anything in the files about the accuracy of infantry? Sometimes it feels like everyone is a crack shot with a rifle.

Haven't found anything so far, but I see that damage is reduce by distance in some tests.

引用自 Yuithgf
afaik theres no accuracy, just raw damage. does it even scale with distance?

Am looking into it now, my suspicion is that area of effect attributes are set in different, global files
最后由 Brutallisck 编辑于; 2023 年 5 月 1 日 上午 7:44
uBootsy 2023 年 5 月 1 日 上午 7:57 
This is awesome! what all can be modded in this game? Could we make a more granular Skirmish editor?
FlakoGrande 2023 年 5 月 1 日 上午 7:57 
引用自 Brutallisck
引用自 Mailman653
More of a random thought than a suggestion. Have you seen anything in the files about the accuracy of infantry? Sometimes it feels like everyone is a crack shot with a rifle.

Haven't found anything so far, but I see that damage is reduce by distance in some tests.

It definitely feels that way. At the far edge of a rifle units range damage is minimal.

Nice job on the mod! I'm very happy to see buffs for gren and flame troopers. They're visually so much fun but practically not worth the cost
Brutallisck 4 2023 年 5 月 1 日 上午 8:58 
引用自 uBootsy
This is awesome! what all can be modded in this game? Could we make a more granular Skirmish editor?

Have not uncovered skirmish options yet.
This game seems very modable - but it will take a long time to uncover all possibilities.
76561198090291464 2023 年 5 月 1 日 上午 9:27 
2
That is very cool! Love to see what people can do with the game
kralj.stefan 2 2023 年 5 月 1 日 下午 12:02 
Awesome!!!

Also check out balancedpersonality.xml if you haven't already, some things to tweak in there regarding the campaign AI behaviour (desired attack ratio, min attack ratio, logic regarding switching targets) to induce more battles.
最后由 kralj.stefan 编辑于; 2023 年 5 月 1 日 下午 1:10
Brutallisck 4 2023 年 5 月 1 日 下午 1:19 
引用自 kralj.stefan
Awesome!!!

Also check out balancedpersonality.xml if you haven't already, some things to tweak in there regarding the campaign AI behaviour (desired attack ratio, min attack ratio, logic regarding switching targets) to induce more battles.

Thanks, I will definitely do!

First I want to make sure I got the feel that I made attacking in late war definitely stronger (especially for the AI), I'm still looking for ideas regarding stuff I can change. I think looking into the AI personality will definitely help as well.

Am testing now if the AI can have more pop cap than the player. This would definitely help.
kralj.stefan 2 2023 年 5 月 1 日 下午 1:36 
引用自 Brutallisck
引用自 kralj.stefan
Awesome!!!

Also check out balancedpersonality.xml if you haven't already, some things to tweak in there regarding the campaign AI behaviour (desired attack ratio, min attack ratio, logic regarding switching targets) to induce more battles.

Thanks, I will definitely do!

First I want to make sure I got the feel that I made attacking in late war definitely stronger (especially for the AI), I'm still looking for ideas regarding stuff I can change. I think looking into the AI personality will definitely help as well.

Am testing now if the AI can have more pop cap than the player. This would definitely help.

afaik pop cap is governed by faction, so you would have to create two separate mods (one for an allies playthrough and one for a central powers playthrough), modifying the opposing faction's battle pop cap appropriately. Hope I'm wrong though.

Only warning is that battle AI needs to be appropriately buffed (which you are right, should be first priority) if more numerous weaker attacks by the AI are to be anything more than an annoyance. Testing with a min corps attack ratio of 1.5, I was attacked by 3 german corps against my 2 french corps. I spent more time adding trenches and MGs than actually fighting -- one barely supported wave and a ceasefire call came in. Finding that sweet spot for a more aggressive AI is the challenge
Cronos341 2023 年 5 月 1 日 下午 3:57 
引用自 Brutallisck
引用自 kralj.stefan
Awesome!!!

Also check out balancedpersonality.xml if you haven't already, some things to tweak in there regarding the campaign AI behaviour (desired attack ratio, min attack ratio, logic regarding switching targets) to induce more battles.

Thanks, I will definitely do!

First I want to make sure I got the feel that I made attacking in late war definitely stronger (especially for the AI), I'm still looking for ideas regarding stuff I can change. I think looking into the AI personality will definitely help as well.

Am testing now if the AI can have more pop cap than the player. This would definitely help.
cant wait to try this, gonna be a bit though as im working on a project that i need the game in vannila format to do. but i do have suggestions. for starters, flametroopers doing AoE morale dmg is a great idea. second, bodies. rather than a despawn timer what about a spawn limit, like bodies stay on the field, but after X amount of them (100?) no more will stay. this would allow us to test for performince issues that it may cause and go a long way to adding to the immersion. i imagine if you could make shell craters stay or provide a cover bounus you would have by now lmao. nerf bomber accuracy/rate of fire or if thats undoable, nerf its dmg but if you go that route id only nerf its dmg to emplacements if possible. buff siege arty. idk if it has different dmg values between using it pre battle and using it in battle but in battle i find its never worth the 200 supply (maybe drop that down to 100?). can you tie supply costs of something to the level you have it researched on the tech tree? like a dynamic priceing type of thing? if so, different prices on different gasses would be great. thats all i got for now, but we appreciate the fu(k out of your hard work. Truely a Generalismo amoung soldiers
Joker_gla 2023 年 5 月 1 日 下午 6:23 
Give this man the Honorifica Imperialis and one Baneblade. You deserve all the glory.

I'm going to try the mod and if something occurs to me I'll share it.
Quickly, regarding your comment and kralj.stefan about giving buffs to the AI ​​when it attacks, it occurs to me that it would be a good idea to start with a basic 50% more pop on attack and 50% less cost of kill replacements and from there try until you find a balance.
And on the campaign map force at least one counterattack every two turns to give the campaign some movement and not be the player constantly attacking. If with the above values ​​it means the economic ruin of the AI, it could be a solution that one attack per turn has zero cost in both supplies and gold.
Flamethrower with area damage to morale I vote yes
最后由 Joker_gla 编辑于; 2023 年 5 月 1 日 下午 6:46
Brutallisck 4 2023 年 5 月 2 日 上午 7:25 
Thanks everybody for the kind words, happy to contribute!

I need everybody's feedback regarding a new release, 1.1, where the AI and Player popcap changes. The AI will now have 40 units in it's popcap, and the player stays 32, I need this tested, I am not sure if this will apply for skirmish, maybe, but it should work in a campaign. I have not found a way to find a syntax for attacker or defender yet, so I'm not sure how to make popcap changes for that, there is a syntax around player or AI, especially in campaigns - maybe in skirmish too.

Also, please keep up the good feedback on things you'd like to change in the game! I'm really happy to make the tech tree for late war support breakthrough/attack.

Here some more details:

v1.1:

Flamethrower/Grenadiers MaxMoral raised from 200 to 220 (responding to too quick moral loss in battles for some reason)
Gases will now stay for longer depending on the gas type
Duration of Mustard gas increased to 80 from 60
Duration of Phosgene gas increased to 70 from 60
AI faction in every campaign has one more research point to start with
AI Maxpopulationcap raised to 40 in all game aspects (This needs testing!!)
Siege Artillery cost reduced from 200 to 150

(Link in the first comment)
最后由 Brutallisck 编辑于; 2023 年 5 月 2 日 上午 7:30
bikes02 2023 年 5 月 2 日 上午 9:18 
It's great to see talented members of the community stepping up to the plate trying to make a game better and more enjoyable for us, keep up the good work @Brutallisck :steamthumbsup:
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发帖日期: 2023 年 5 月 1 日 上午 6:23
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