Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Conquest Tweaks - Additional Maps update 1.013
TirolerKaiserjäger  [开发者] 4 月 5 日 上午 1:40
General Feedback
Leave here your suggestions about adjusting balance, or new features you'd like to see in the mod
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正在显示第 1 - 15 条,共 19 条留言
Friendly vehicles that spawn in as part of the "Medium Defenses" are more of a detriment, as they drive around during the setup phase, often right through engineers setting up entrenchments. If they didn't move during the setup phase, or at all like in the Conquest Enhanced mod, it would make for a much less frustrating experience on defence.

I had this issue with the MACE version, but it may affect the original version as well.
TirolerKaiserjäger  [开发者] 4 月 11 日 上午 1:47 
引用自 Sonofanutcrackr
Friendly vehicles that spawn in as part of the "Medium Defenses" are more of a detriment, as they drive around during the setup phase, often right through engineers setting up entrenchments. If they didn't move during the setup phase, or at all like in the Conquest Enhanced mod, it would make for a much less frustrating experience on defence.

I had this issue with the MACE version, but it may affect the original version as well.

This mod doesn't add any additional emplacements or vehicles into the defence tech. Same with the MACE version. Those things are completely vanilla. I tend to make as little changes as possible, to increace the chance of compability with other mods
Kvastral 5 月 2 日 上午 10:23 
Yo bro do you have any plans of updating this mod? The new version of the game somehow doesnt allow to run outdatet ones.
In general the mod worked well so far and made conquest feel like a "real grindy conquest". Would be cool to play it again soon.

Cheers!
TirolerKaiserjäger  [开发者] 5 月 16 日 上午 10:19 
引用自 Kvastral
Yo bro do you have any plans of updating this mod? The new version of the game somehow doesnt allow to run outdatet ones.
In general the mod worked well so far and made conquest feel like a "real grindy conquest". Would be cool to play it again soon.

Cheers!

Updated for 1.050.0. Worked fine even on my old save
最后由 TirolerKaiserjäger 编辑于; 9 月 18 日 上午 7:40
Kvastral 5 月 26 日 下午 12:05 
引用自 TirolerKaiserjäger
引用自 Kvastral
Yo bro do you have any plans of updating this mod? The new version of the game somehow doesnt allow to run outdatet ones.
In general the mod worked well so far and made conquest feel like a "real grindy conquest". Would be cool to play it again soon.

Cheers!

Updated for 1.050.0. Worked fine ewen on my old save

Yes! works like a charm, even on older save. Big thanks bud! Cheers!
barath08 9 月 12 日 上午 8:02 
Hello, how are you doin? Me and my friend loves the mod and want to ask that is there any possibility to change the CP ammount for both player and AI? For us the dozzens of enemies is not a concern we won multiple Conquestes on very hard, and maybe if you could add different spawn locations for the called in stages, since we encountered many issues (yeah its a base game thing...) that our tanks and transports spawned on top of each other and blowed up. Thanks onward for your help and thank you very much for the mod. :)
TirolerKaiserjäger  [开发者] 9 月 12 日 上午 8:56 
引用自 barath08
and maybe if you could add different spawn locations for the called in stages, since we encountered many issues (yeah its a base game thing...) that our tanks and transports spawned on top of each other and blowed up
Well, on the map itself there's only 8 spawnpoints, 4 for each opposite side of the map. AI will randomly pick one side, and player will spawn on one of points from other side. This is decided by game script, and scripting is beyond my modding skills unfortunaterly.
Thanks for the kind words anyway
Carolus Rex 9 月 13 日 下午 4:02 
Hey, I'm enjoying the mod and really like the file editing guide you posted for tweaking conquest ourselves. I can't seem to start a conquest as Finland, however. When I click the research button after starting the new conquest, the game crashes to desktop and gives an error. This is the only mod I'm running. Any help would be appreciated, thanks.

*Edit: I couldn't copy the error text, but I did take a screenshot if you're interested. It starts with "EXCEPTION_ACCESS_VIOLATION".
最后由 Carolus Rex 编辑于; 9 月 13 日 下午 4:09
TirolerKaiserjäger  [开发者] 9 月 14 日 下午 1:32 
引用自 Mike Wazowski
When I click the research button after starting the new conquest, the game crashes to desktop and gives an error.
Fixed
Carolus Rex 9 月 14 日 下午 9:07 
引用自 TirolerKaiserjäger
引用自 Mike Wazowski
When I click the research button after starting the new conquest, the game crashes to desktop and gives an error.
Fixed

Thanks for the quick fix!
chryssjanzonio 9 月 16 日 下午 11:04 
can you reduce the amount of enemy on the first defence mission, or increase the cap to bring in units for the player, or maybe increase the amount of research points since the player will have to invest heavily into either heavy arti or tanks earlier on and it doesnt have the freedom to research what they want because it wont be optimal.
Roland_HUNter 9 月 17 日 下午 2:39 
" Armor penetration values for guns with caliber bigger than 50mm is reworked. "

This should be changed...
In 1941 you have no chance against T34 when on MAX and -bigger range than Panzer IV E-, the T-34 has almost maximum PEN.
TirolerKaiserjäger  [开发者] 9 月 18 日 上午 7:35 
引用自 Roland_HUNter
" Armor penetration values for guns with caliber bigger than 50mm is reworked. "

This should be changed...
In 1941 you have no chance against T34 when on MAX and -bigger range than Panzer IV E-, the T-34 has almost maximum PEN.
I usually go with Pz IV F1 with HEAT round as main option and self propelled Flak 18 as backup. They smoke frontal armor of T-34 at any range. Pz III with L60 long 50mm cannon can also stand a chance, but you need to take out enemy tank gun at first, and then finish him up with APHE or APCR, depending on situation. It's a lot more risky with Pz III, or any other german tank before Pz IV G, as they get 30-50 mm of frontal armor at best. Ranges are same as vanilla, so soviet tanks armed with F32, F34 and so on will have range of 190 which is superior to Pz III J-L with 180 and Pz IV F1 with 170
TirolerKaiserjäger  [开发者] 9 月 18 日 上午 7:39 
引用自 chryssjanzonio
can you reduce the amount of enemy on the first defence mission, or increase the cap to bring in units for the player, or maybe increase the amount of research points since the player will have to invest heavily into either heavy arti or tanks earlier on and it doesnt have the freedom to research what they want because it wont be optimal.
Amount of AI MP and CP is static for the whole campaign, so it can't be changed for early game only. That's why i went with more resources for the player. Increasing starting research points even more is not an issue, and i will probably do that in future updates
Roland_HUNter 9 月 18 日 下午 2:41 
引用自 TirolerKaiserjäger
引用自 Roland_HUNter
" Armor penetration values for guns with caliber bigger than 50mm is reworked. "

This should be changed...
In 1941 you have no chance against T34 when on MAX and -bigger range than Panzer IV E-, the T-34 has almost maximum PEN.
I usually go with Pz IV F1 with HEAT round as main option and self propelled Flak 18 as backup. They smoke frontal armor of T-34 at any range. Pz III with L60 long 50mm cannon can also stand a chance, but you need to take out enemy tank gun at first, and then finish him up with APHE or APCR, depending on situation. It's a lot more risky with Pz III, or any other german tank before Pz IV G, as they get 30-50 mm of frontal armor at best. Ranges are same as vanilla, so soviet tanks armed with F32, F34 and so on will have range of 190 which is superior to Pz III J-L with 180 and Pz IV F1 with 170


Thank you for the answer.
But I do not agree in some points:
1. Heat can pan 80mm on every range. So it's good in mod or without.
2. Yes, the T34 gun is stronger, but can't pen 74mm on max range without mod.
最后由 Roland_HUNter 编辑于; 9 月 18 日 下午 2:43
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