Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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What are your "go to" dynamic conquest settings?
Hi all! I've just finished my first dynamic conquest as Germany with beginner settings (everything on easy, short conquest). I wonder what your favorite conquest settings are or which settings you would recommend for a beginner, since everything on easy was a bit too easy :D

Thanks in advance!
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16-22 / 22 のコメントを表示
Hardcore diff, low economy, very large, no fog of war
Kuikka の投稿を引用:
Low economy. Money isn't problem as long as one salvages and sells, and less research points means it's not mid-late war right away. But...

It's a shame that AI is directly linked to player's own advancement, usually leading to rushed research (key weapons to oppose AI's tanks etc) and making majority of the early tech tree options totally obsolete by the time you field them.

I know what files to edit to make AI progress more slowly, so one could enjoy each "tier"" longer without fearing that you need to replace it next battle, but it's very tedious. I hope developers would add an extra option for AI research speed to compensate - for example, 2,3,4 times longer before advancing a tier and so on.
honestly wish they divided conquest into different times, or have a timeframe where only certain vehicles can be researched until a certain amount of days have been reached, which then leads to the next stage of the war.
oh no 2024年3月27日 17時26分 
Kuikka の投稿を引用:
Low economy. Money isn't problem as long as one salvages and sells, and less research points means it's not mid-late war right away. But...

It's a shame that AI is directly linked to player's own advancement, usually leading to rushed research (key weapons to oppose AI's tanks etc) and making majority of the early tech tree options totally obsolete by the time you field them.

I know what files to edit to make AI progress more slowly, so one could enjoy each "tier"" longer without fearing that you need to replace it next battle, but it's very tedious. I hope developers would add an extra option for AI research speed to compensate - for example, 2,3,4 times longer before advancing a tier and so on.

how can you make these edits? :O
Kuikka の投稿を引用:
Low economy. Money isn't problem as long as one salvages and sells, and less research points means it's not mid-late war right away. But...

It's a shame that AI is directly linked to player's own advancement, usually leading to rushed research (key weapons to oppose AI's tanks etc) and making majority of the early tech tree options totally obsolete by the time you field them.

I know what files to edit to make AI progress more slowly, so one could enjoy each "tier"" longer without fearing that you need to replace it next battle, but it's very tedious. I hope developers would add an extra option for AI research speed to compensate - for example, 2,3,4 times longer before advancing a tier and so on.
Seconded to the guy above.

PLEASE make a Steam Guide on how to do this! That would be AMAZING. :happyBUD:
Oiled Oil 2024年3月27日 21時15分 
Death の投稿を引用:
Kuikka の投稿を引用:
Low economy. Money isn't problem as long as one salvages and sells, and less research points means it's not mid-late war right away. But...

It's a shame that AI is directly linked to player's own advancement, usually leading to rushed research (key weapons to oppose AI's tanks etc) and making majority of the early tech tree options totally obsolete by the time you field them.

I know what files to edit to make AI progress more slowly, so one could enjoy each "tier"" longer without fearing that you need to replace it next battle, but it's very tedious. I hope developers would add an extra option for AI research speed to compensate - for example, 2,3,4 times longer before advancing a tier and so on.

how can you make these edits? :O


Coconutsales の投稿を引用:
Kuikka の投稿を引用:
Low economy. Money isn't problem as long as one salvages and sells, and less research points means it's not mid-late war right away. But...

It's a shame that AI is directly linked to player's own advancement, usually leading to rushed research (key weapons to oppose AI's tanks etc) and making majority of the early tech tree options totally obsolete by the time you field them.

I know what files to edit to make AI progress more slowly, so one could enjoy each "tier"" longer without fearing that you need to replace it next battle, but it's very tedious. I hope developers would add an extra option for AI research speed to compensate - for example, 2,3,4 times longer before advancing a tier and so on.
Seconded to the guy above.

PLEASE make a Steam Guide on how to do this! That would be AMAZING. :happyBUD:

inside Steamapps/common/Call to Arms - Gates of Hell/resource, open up the file that says gamelogic.pak.

You want to go ahead and search for the words ResearchStages.
here you'll find the settings on how to change the research level over time in campaign.

depending on how long your campaign is you'll either use:
set/dynamic_campaign/duration_long.set
set/dynamic_campaign/duration_normal.set
set/dynamic_campaign/duration_short.set
set/dynamic_campaign/duration_unlimited.set

below each of them you'll find a bunch of numbers that look like this:
{ResearchStages "0:1 1:1 2:2 3:2 4:3 5:3 6:4 7:4 8:5 9:5 10:6 11:6 12:7 13:7 14:8 15:8 16:9 17:9 18:10 19:10 20:11 21:11 22:12 23:12 24:13"} ;// number of games played : researched unit level bots can have.

for each colon the value on the left represents the day, and the value on the right represents the level of research that the ai will use.
e.g. 4:3 = day 4, level 3 research

levels are defined at set/multiplayer/units/conquest/units_ger.set;SDL
below that you'll find units divided into categories such as inf, emplacements, tanks, etc.
e.g. {"20mm_flak30"
("vehicle" side(ger) period(mid) min_stage(1) max_stage(99) cw(1) cp(8) crew(artilleryman:2))
{cost 190}
}
{"20mm_flak38"
("vehicle" side(ger) period(mid) min_stage(1) max_stage(99) cw(1) cp(8) crew(artilleryman:2))
{cost 200}
}
{"37mm_flak37"
("vehicle" side(ger) period(mid) min_stage(2) max_stage(99) cw(1) cp(9) crew(artilleryman:3))
{cost 270}
}
{"50mm_flak41"
("vehicle" side(ger) period(mid) min_stage(3) max_stage(99) cw(1) cp(14) crew(artilleryman:5))
{cost 500}
}
{"88mm_flak18"
("vehicle" side(ger) period(mid) min_stage(4) max_stage(99) cw(1) cp(25) crew(artilleryman:5))
{cost 750}
}
{"88mm_flak36"
("vehicle" side(ger) period(mid) min_stage(5) max_stage(99) cw(1) cp(25) crew(artilleryman:5))
{cost 800}

the min stage should represents what level is required to be used by the ai during the dynamic conquest. As an example the 88mm flak 36 has a minimum stage of 5, which would mean that normally in order for the ai to use it, it would require the 9th day of operation.

at the same area with the dynamic research stages, you can also modify the amount of flags that appear on the map each mission. the value for this is also different from the bot researchstages, and is explained in the file. "each entry is 1 game played. # of flags enabled : # of flags total on map"

eg. 2:5 3:5 4:5 5:5
day 1 = 2 flags, day 4 = 5 flags.

If you also want to slow down your own progress for research points or any other resources in dynamic conquest, search for {Resources
{MP ;// Manpower (generic money), and you'll be able to find the values for research, ammo, and command points. you can change the research points value in the amount you receive at the start of the campaign, how much you earn when you win or lose a match, and how much is obtained when you succeed a research mission and bonuses.

i think thats' basically all of it, if im wrong on anything please let me know :steamhappy:
I think that if you edit the game files you won't be able to co-op your games with people because all other players will get a resource desync error.

As long as you only play solo then this isn't an issue.
Saxhorn の投稿を引用:
I think that if you edit the game files you won't be able to co-op your games with people because all other players will get a resource desync error.

As long as you only play solo then this isn't an issue.
I have edited set/dynamic_campaign/duration_unlimited.set file and played coop without desyncs so I don't know if that's true. Of course my edits weren't a proper edit for what I wanted, as I learned later that there's the second step needed (like Oiled Oil described) where you divide each enemy unit into each tier/day progress.
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16-22 / 22 のコメントを表示
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投稿日: 2023年11月28日 9時59分
投稿数: 22