Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Modern Conflict Rebalanced (DEVELOPMENT/UPDATES ON HOLD INDEFINITELY)
Mostrando 11-20 de 38 aportaciones
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Actualización: 8 NOV 2023 a las 11:38

v0.2.1.7

-incorporated changes to late US marines from main mod to show the sweet new skins!
-fixed range for Leopard 1A4's main cannon

Actualización: 3 NOV 2023 a las 14:14

v0.2.1.6

-large overhaul to AI spotting and hearing ranges, should work better with Rebalanced's ranges and at least partially solve issue of dumb AI. This does not include vision cones - those will be reworked at a later time.
-added separate variants of M109, M113 APC and MTVR Fuel truck for Germany to fix them showing first in the unit list in German conquest, and having german crew instead of american in US conquest
-added all the above units + 81mm mortar to units lists for AI for all modes
-further decreased priority for ATGM launchers for Armored Division AI's roster. they were still spamming them a lot.

Actualización: 3 NOV 2023 a las 14:13

fail v2 lol, im a good modder, I promise XD

Actualización: 3 NOV 2023 a las 14:12

Fail

Actualización: 31 OCT 2023 a las 7:54

v0.2.1.5

-added M113 for germany early/mid periods skirmish and conquest
-added 81mm mortar for skirmish germany
-modified composition of tankmen squad for "armored divisions" to contain 4 tankmen instead of 1
-another slight rework to conquest AI - i noticed in defense games they go almost exclusively for one of the capture zones, completely ignoring others until the one they focused on gets captured. I took some actions to counter that, make them spread out and attack different zones to make defenses even more interesting/challenging
-decreased priority for AI spawning ATGM emplacements for "armored divisions" in skirmish
-streamlined AI units list for skirmish - they now can all call in all types of vehicles they should (some of them did not use MLRS/arty/specific light vehicles)

Actualización: 30 OCT 2023 a las 18:23

v0.2.1.4

-merged in changes from last MC updates
-fixed skirmish crashes
-reworked russian tech tree slightly to incorporate Konkurs BRDM

Actualización: 27 OCT 2023 a las 7:51

v0.2.1.3

-update for new MC patch and comaptibility with CWA71. You can experience crashes when applying mods now, for solutions and help on this join the discord server
-minor AI changes

Actualización: 25 OCT 2023 a las 17:16

v0.2.1.2

-fixed things i missed with new units from previous patch that did not take effect (some gun ranges, updated gun sounds etc)
-merged in latest MC patch changes (ammo for leopards/abrams, ammo fix for '85 german tankman)
-added Leopard 2A0 to germany's roster
-added Volkswagen 183 "Iltis" with .50 cal for conquest germany. It's very vulnerable and has limited fire arc, but it's so incredibly cute i could not stop myself when i saw it added to base mod's assets.

Actualización: 25 OCT 2023 a las 11:52

v0.2.1.1

-compatibility patch for new MC update, merging all the new units and changes
-reworked German conquest research tree
-fixed a crash with any german unit using the Gustav AT launcher
-fixed multiple german units being inconsistent in skills/costs, or not being acccounted for when calculating squad price
-fixed germany enemy AI not spawning units for first 5 days in conquest
-fixed Bundeswehr Regulars '95 and '05 spawning without machinegunners
-removed German units from USA tech tree (i wanted to keep them in, but it created a lot of mess in the files and since germany is here as a nation now, i dont think we need it anymore)

Actualización: 24 OCT 2023 a las 17:51

v0.2.1
-huge change (not that much gameplay-wise but i was trying to figure it out for a long while): now the cooldown timers between waves and min/max amount of units per wave are different for defense and attack games. This does not guarantee perfect balance yet but allows me for way more flexibility and making more distinct difference between attack and defense games
-another rework to enemy AI in conquest - the waves of attackers/reinforcements are now larger, but more spaced out. This should result in a couple large "waves" hitting over the course of battle instead of a steady stream of units.
-moved day when AI switches to 1995 to day 18 in conquest
-decreased Research Point cost of helicopters and rocket artillery, modified cost of several tanks on both sides
-removed all small infantry units from AI bot's conquest roster with the exception of MG and AT squads.
-slight buff to amount of resources carried by one engineer, and granted them large, limited resource regeneration, due to no engineer trucks in the mod this far
-changed CP size of conquest call-in stages to be more streamlined now (in CeV2's fashion)
-fixed russian Regular Squad Leader not being accounted for in CP/MP prices of squads
-fixed multiple CP, MP and skill inconsistencies
-added "Regular MG Assist" soldier to RUF regular squads and replaced the non-functional "ammo" soldiers with it
-fixed MG Assist soldiers on RUF side - they now all carry spare ammo for PKM
-fixed russian ammo crate spawning without crew and medic squad without medics for mid period skirmish
-fixed a couple more soldiers not spawning in properly for infantry squads
-fixed missing localization files for russian regular squadlead, officer, medic, engi, VDV vehicleman and conscript marksman.
-added missing "'85" in localization files for all 1985 period russian infantry, and missing year for all US support vehicleman
-fixed typo in localization files for russian marksmen (it was saying "Markman" instead of "Marksman")
-removed APHE rounds from all artillery pieces to prevent messing up AI's targeting when it tries to shoot armored vehicles