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Ps.
If you play as Germany faction in Normal difficulty, you will see how Soviet beats Germany in WW2.
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.
Also, where can we find the "dcg_<difficulty>.inc"? Or is it "part of" the gamelogic.pak?
\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.
{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.
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.
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?
It is like that Futurama episode, waves and waves of men until the preset kill limit has been reached.