Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Conquest Rebalanced v2.3 - AI Rebalance + New Units
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Tags: Mod
File Size
Posted
Updated
514.448 MB
Feb 24, 2024 @ 4:44am
Aug 23 @ 1:33pm
60 Change Notes ( view )
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Conquest Rebalanced v2.3 - AI Rebalance + New Units

Description
What does this mod do?
  • This mod changes what the AI chooses to deploy in conquest: The AI will buy much less artillery and will instead deploy more tanks, infantry, anti-tank/anti-air guns and mortar teams. Battles will become more intense -- make sure you bring supply units!

  • Adds new over 60 new infantry squads to Conquest: a mix of Early and Late squads for USA, GER, USSR both for players and the AI

  • Adds vehicles to USA, USSR + Germany including (Late) models of AT guns (better ammo), snowmobiles, beutepanzer and more

  • Introduces a small probability of the AI spawning supply and engineering units that you can capture

  • Gives the AI a selection of "tank squads" that it can deploy and use. You will see formations of 2-4 tanks/SPGs moving and fighting together. The AI still has individual tanks to buy as well.
*Not the US because the US has no early option

Latest update
Update 2.3 (Early Release)



New vehicles:
  • Sdkfz 10/5 (with hull armour) for Germany

Other changes:
  • Air Supply!: In addition to off-map artillery and airstrikes, players now have access to off-map air-dropped supplies. GER+USSR+USA now have access to air dropped small arms, munitions and explosives that can be used to turn the tide of battles and strengthen weaker infantry units.
  • Campaign length is now GONE -- all campaigns are now set to 'long' difficulty and the player now controls the start date only. This will hopefully fix the problem of 1944 and 1943 start dates leading to artificially short campaigns.
  • Conquest nations and map selection is now fully unlocked -- you can play as USA vs USA or play as the Soviets on Liberation maps. Many, many thanks to Coopy for allowing me to integrate his excellent mod into this one.

The campaign length feature in particular is highly experimental. I expect players will find problems and I encourage you to report them as best you can -- if it's a crash, ALWAYS include the last bit of your log file.

Defense mission preparation time: how to choose your own settings
This mod sets defense mission preparation time to 10-13 minutes by default. If you want to change this, please do this:
  • Open the mod directory C:\Program Files (x86)\Steam\steamapps\workshop\content\400750\3167249047
  • Open resource/script/multiplayer/modes/conquest.lua (Don't be scared, all you need is notepad)
  • Change "StartSpawnTime". This sets how long the AI will wait before deploying units (in miliseconds). The first numbers (10, 13) are how many minutes the bot will wait.:
    -- Bot is attacker AttackMin = 10 * 60 * 1000, AttackMax = 13 * 60 * 1000,

Need the old version with no new units? Try the Legacy Edition!
For those of you that prefer to play without new conquest units, you can use the Legacy Edition. This version only rebalances the AI's unit purchases, nothing else.

Note for Finland players:
If you want to play as Finland, I strongly recommend downloading both this mod AND Sandels' Finland Overhaul mod that adds lots of new units and voicelines to the game that make it much more authentic and immersive. The two mods work well together, and I will try to keep them working together in future.
Link to Finland overhaul:
https://steamcommunity.com/sharedfiles/filedetails/?id=2875301257

USING THIS WITH OTHER MODS:
This mod will either not work with, or ruin the experience of any mod that adds new units (e.g. Valour, MACE or CE). Use this mod at your own risk!

In testing, I have found that this mod works with:

Users have reported that this mod does NOT work with:
  • CE (Conquest Enhanced)
  • German Reskin Pack - War Over Europe

How does the mod work?
Part 1: Changing what, when and how the AI buys units
This mod changes the file inside the game that the AI uses to decide what to buy during Conquest. Here are a few lines from the game's original settings:
--Artillery {priority = 2.0, type = {"Cannon", "Artillery",}, unit = "105mm_m2a1"}, {priority = 2.0, type = {"Cannon", "Artillery",}, unit = "105mm_m3"}, {priority = 0.1, type = {"Cannon", "Artillery",}, unit = "114mm_m1"},
This mod knocks the 'priority' figure down to 0.1 for all cannons, and between 0.1-0.5 for self-propelled artillery pieces. In testing (mostly against a US AI) this forces the AI to spend much more on frontline units. I also increased the priority values of most frontline units to really push the AI to stop wasting so much money on cannons.

If you want to set your own figures for the AI to follow, it's quite easy to find and adjust these figures yourself. Make a copy of the files in C:\Program Files (x86)\Steam\steamapps\common\Call to Arms - Gates of Hell\resource\gamelogic\script\multiplayer and then pack them into a mod following this guide.

This mod also changes the wait times for the AI. You now have about 3 minutes at the start of an attack mission before the AI will start to send reinforcements. Defense missions also have a slightly longer wait time for the AI.

Part 2: New units
I took inspiration from Sir Johan's Latewar Infantry mod for the v2.0 update which introduced a large number of Earlywar and Latewar infantry squads. Since then, I have also added missing tanks, anti-tank guns, artillery pieces, trucks, snowmobiles and tractors for players to use. I have also given squads small arms and grenades that exist in the game files but are missing in vanilla, like the 'Hawkins' AT mine and GGP/40 rifle grenade.

Some squads have been put together using historical TO&E info rather than being copied from MP, so they might play a little differently to other GOH squads.

The AI has access to tank squads of 2-3 vehicles that it can deploy. These armoured groups will move and fight together, giving the player an extra challenge especially on the offense.

Credits
  • Thumbnail image courtesy of HM Government/His Majesty's Stationery Office
  • Thanks to the creators of Ground Pounders mod for the idea of changing what the AI deploys
  • Thanks to Sir Johan for allowing me to use some of the code from his Latewar Infantry mod
  • Thanks to Kirin Strong for his help getting the Panzer I (Flamm) weapons to work correctly
  • Thanks to Georider for his excellent Panzer I desert skin
  • Special thanks to the people on the GOH Discord #modding channel -- without the help of users like Mine_Detector, KapitanSWAT, MrCookie and others, this mod would never have got off the ground.
Other
If you would like to support the work that goes into this mod, please feel free to visit my ko-fi[ko-fi.com] page or get in touch directly!
Popular Discussions View All (4)
101
Oct 26 @ 3:21am
Bug Reports
Red_Snow
70
Oct 15 @ 5:48am
Suggestions/Ideas
Red_Snow
0
Nov 13 @ 8:29am
Increasing USA A.I's usage of airstrikes
Boroski
677 Comments
tylercons Nov 25 @ 9:50am 
is there any easy way to increase the amlount of enemy vehicles?
tylercons Nov 25 @ 9:49am 
amazing mod but thers far too few enemies, im steamrolling germany as th US on low economy hardcore. enemy need the amount of tanks increased and the enemys only seem to spawn for a few mins when defending making defence missions extremely easy
PanzerMeyer Nov 22 @ 5:20am 
the mechanized panzerlehr units (squad_pzg_lehr_armor_con and squad_sturm_pzg_lehr_armor_con) are not in the conquest.ger.lua. So the ai cant choose them. Did try to do it by myself, but doensnt work. Any idea how this can work?
Benny Nov 20 @ 9:09pm 
Simple but effective mod. Absolute must have in playing conquest
sakaki Nov 18 @ 3:01am 
love the new units
Stray (MDK419) Nov 10 @ 3:12am 
Do I need DLC for this mod to work? All I need it for is less tanks/vics in conquest. I get half way through it and it's just a tank & arty fest. Which kills the immersion for me causing me to start a new conquest or just uninstall the game entirely.
The Hell Medic Oct 23 @ 4:28pm 
having issues with the FT-17s speed, and some button related error messages when trying to load a game. i have an outdated mod for increasing range of all weapons, but it doesn't seem to be the issue after i disabled it. please fix
ColonelMaybourne Oct 22 @ 8:32am 
So, i just had a idea. Can we got more trailers maybe in some next updates? Currently only russia has a larger trailer. Anhängern und Sonderanhängern der Wehrmacht on wiki could be a go to... For US probably only the ben hur what comes to my mind...
Muted Oct 13 @ 2:47am 
So I tweaked the ScoreFinal value to be 2000 so that the maximum victory points is now 2000, but after the 1000 mark, the AI stops sending units (at least for defense). What do I need to fiddle with to extend the AI attacking?
✞ Shinoxxi Oct 4 @ 2:18am 
are you planning on adding more to germany?? @Red_Snow