Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Balalaika Mar 25, 2022 @ 9:37pm
Question about conquest AI and spawn waves.
The units AI can send at you during conquest missions are never ending or there is a hard limit on how long it can keep sending units? Is it affected by cp or AIs roster and tech research?
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Showing 1-15 of 18 comments
Songbird Mar 26, 2022 @ 1:57am 
They spawn until the last minute so
sagagt505 Mar 26, 2022 @ 6:11am 
They will spam unit until the match end.

Ps.
If you play as Germany faction in Normal difficulty, you will see how Soviet beats Germany in WW2.
Balalaika Mar 26, 2022 @ 9:16pm 
Ya their waves are something. The reason I was hoping there is an end to waves is so I can capture some nice trophies before round ends.
Last edited by Balalaika; Mar 26, 2022 @ 9:17pm
Smokey Mar 26, 2022 @ 11:23pm 
I think devs are working on conquest to improve this
Firelock Mar 27, 2022 @ 4:26am 
Most of the values that determine this are in "dcg_<difficulty>.inc" where it sets how many points the AI gets for each wave, etc. While playing, if you let the match go on long enough, eventually you'll see the the AI will only spawn smaller and smaller units (ie: spawning a single AT infantry) until after a while it stops spawning any.
Balalaika Mar 27, 2022 @ 6:21am 
Originally posted by scott2978:
Most of the values that determine this are in "dcg_<difficulty>.inc" where it sets how many points the AI gets for each wave, etc. While playing, if you let the match go on long enough, eventually you'll see the the AI will only spawn smaller and smaller units (ie: spawning a single AT infantry) until after a while it stops spawning any.
oh nice thanks!
Firelock Mar 27, 2022 @ 8:21pm 
Originally posted by kanchoanego:
Originally posted by scott2978:
Most of the values that determine this are in "dcg_<difficulty>.inc" where it sets how many points the AI gets for each wave, etc. While playing, if you let the match go on long enough, eventually you'll see the the AI will only spawn smaller and smaller units (ie: spawning a single AT infantry) until after a while it stops spawning any.
oh nice thanks!

BTW if you want to have all the time in the world to capture guns, weapons and vehicles, after outlasting all the AI waves, but before the points ticker runs out, "de-cap" their last base, but don't capture it yourself, leaving the flag white instead of red or green, this will stop the point ticker (they don't own any flags and you aren't killing any more of their units so no more points are accumulated) and you can take all the time you want.
Black-Rose.DL Mar 29, 2022 @ 10:17am 
Originally posted by scott2978:
Most of the values that determine this are in "dcg_<difficulty>.inc" where it sets how many points the AI gets for each wave, etc. While playing, if you let the match go on long enough, eventually you'll see the the AI will only spawn smaller and smaller units (ie: spawning a single AT infantry) until after a while it stops spawning any.
Thank you for the hint. Do you know which values has to be modifed?
Also, where can we find the "dcg_<difficulty>.inc"? Or is it "part of" the gamelogic.pak?
Firelock Mar 29, 2022 @ 9:17pm 
The difficulty settings for conquest are all in the

\Steam\steamapps\common\Call to Arms - Gates of Hell/resource/gamelogic.pak/resource/set/dynamic_campaign/

folder. The gamelogic.pak file can be opened with any zip archiving tool like 7Zip. The files inside that can be opened with Notepad++.

Most of the values in the files are helpfully commented by the Devs so you can see what does what.
Last edited by Firelock; Mar 29, 2022 @ 9:19pm
Agathos Deimon Mar 30, 2022 @ 1:10am 
I have messed around with the difficulty settings myself lately, the entry you most likely looking for is:

{Base "0:0,300:55,450:60,600:65"} ;// seconds : CP

As far as i understand it, the AI only gets CP 3 times, at 5 min mark, at 7:30 and at 10 min.

{RoundMultiplier "0:0.6 2:0.8 4:0.9 6:1.0 8:1.1 12:1.2 14:1.3"} ;// games played : multiplier for CP

This one increases AI CP based on the games you played in the DCG. The above values are vanilla normal dif. I personally have cut that after the 6:1.0 entry, as i prefer smaller matches where i do not have to carry in all my 350 CP.

The complete formula for AI CP for attacking is
AI CP is Base * risk bot resource * round multiplier * attack multiplier

The one factor i do not yet really understand is attackmultiplier as that one is default set to "100". I tend to think of this as 100% not times x100, as i honestly dont believe the AI has units worth a couple of thousand CPs. :)

Interestingly in the matches it takes for me usually around minute 25-30 to have most AI killed. Key is be patient, don't let the timer hurry you. Get into one flag early, build a solid defensive line there and break the counterattacks. Once most of that is done, slowly work forward.

Sometimes it really seems AI has endless wave, when it mostly carries cheap inf into the match. In those cases i found ammunition supply is the most crucial element.
MadMatz Mar 30, 2022 @ 4:27am 
This is an really interesting question. Please some dev or skilled mod maker give us the full answer for this.
cucamonster Mar 30, 2022 @ 5:09am 
Originally posted by kanchoanego:
Ya their waves are something. The reason I was hoping there is an end to waves is so I can capture some nice trophies before round ends.

I think there should be a "continue map" option when you win.
Like in the total war games you can continue to kill the fleeing enemy units in GOH it would be nice to have some time to capture enemy equipment left on the battlefield and organize the responsible units to do so.
underd0g Mar 31, 2022 @ 5:12am 
I am a bit confused about these values. In my, personal so far, mod, I've made the AI spawn waves at about 13 minutes intervals (800 seconds) based on the player (only?) control point counter (0.25 per second). I would expect that the attacker multiplier on both CP and MP would affect the amount of resources and the amount of manpower the AI throw at its task.

But my findings (using my personal mod) are that AI seem quite solemn about spending much MP when attacking, up until a point when it throws all the units at the player (in my case around the 60 minute mark) but have no problem at throwing everything its got at the player when defending even early on.

For example, when the AI is defending, its first wave may consist of very heavy tanks or SPGs, but when attacking the AI throws a few infantry groups at the player, then at the 13 minute mark another group of infantry, maybe some lighter vehicles, up until the aformentioned 60 minutet or so mark when it throws everything at the player. By then it has already run out of time and points to actually have a chance to win.

Is this the doings of my mod alone or have anyone else noticed a similar pattern regarding AI attack and defense resource spending?
Burak Mar 31, 2022 @ 5:52am 
“they defended fatherland until death.”
Balalaika Mar 31, 2022 @ 6:03am 
Originally posted by desperado:
“they defended fatherland until death.”
Yeah but kinda ruins the game, it feels more like a tower defense when you deal with never ending waves and waves of men. It is even worse in Call to Arms base game on smaller maps, it is almost comical AI charges at your blindly in waves and waves of men.

It is like that Futurama episode, waves and waves of men until the preset kill limit has been reached.
Last edited by Balalaika; Mar 31, 2022 @ 6:06am
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Date Posted: Mar 25, 2022 @ 9:37pm
Posts: 18