Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Increased Dynamic Campaign Unit Cap
43 Comments
McJeffson 3 hours ago 
it doesnt work with valour for some reason
Magneto4Lead Nov 19 @ 5:52am 
mod on its own works for me.
Touch Me Sep 30 @ 4:54pm 
For some reason when I play with this mod it tends to not work with Valour but when I change the mod load order it completely crashes with some UI error
PutridCoast Sep 25 @ 3:07am 
i get a lot of infantry unlocked already ;/
jimknopf107 Sep 21 @ 1:01am 
well, doesnt work in dynamic campaign for me
Pablo Jul 2 @ 11:12pm 
so are we going to get a update or no?
JudgeCeviast Mar 23 @ 2:23pm 
i get a lot of infantry unlocked already though everything else works
Earthb0und Dec 24, 2024 @ 2:40am 
Heya, mod works great, unfortunately i have noticed that when combined with MACE. it affects the tech tree and locks out a bunch of MACE units. So it does work, but doesn't allow you to field any special MACE units.
dynamic Sep 23, 2024 @ 9:32am 
This mod still works with version 1.045.0.

Unfortunately, this also makes changes to the research tree, so that many infantry units (motorised) are unlocked from the start.

If someone only wants to make adjustments to unit costs and research points at the beginning, simply open the SteamLibrary\steamapps\common\Call to Arms - Gates of Hell\resource\gamelogic.pak with WinRAR / 7ZIP and then navigate to \set\dynamic_campaign. The settings for each economic difficulty level are defined in the resources_<difficulty>.set files. Open the respective file (e.g. resource_very_high.set) with an editor and then adjust the corresponding parameters.

The relevant parameters are

Maximum total units per level (I - V)
{StageCP 60 80 100 120 140}

Research points at the start
{RP ;// Research points
{StartVal 6}
gandamula Mar 5, 2024 @ 8:37am 
We need more enemies, after the turn 5/6 it's to easy. Can you post the lines to change in the file?
Rogal-117  [author] Jan 25, 2024 @ 12:24am 
There may have been some recent changes to the valour mod that also edit some of the files that this mod also uses, causing it to ctd.

As of right now, i currently don't have any plans to update this mod yet as i'm still waiting for the dynamic campaign rework that the devs (Barbwire Studios) are working on cause they may just add some stuff to the rework that could just make this mod obsolete entirely.

ETA for the rework should be Q1 of this year since they said they were gonna work on it after Liberations release.
Vodka Jan 24, 2024 @ 8:19am 
Hi, i have tried with valour cuz i see in description tested with, but for me it's crashing my game and he work fine alone idk why
月兔爱吃草 Jan 18, 2024 @ 1:53am 
The difficulty is 4 times as simple as the enemy. In the middle and late stage, the game is very stuck. It is suggested that you can make 2 times as many enemies. Thank you!
Nick Dec 31, 2023 @ 7:55am 
thank you so much, it solves all my problems, I tried so hard these days to figure out how to make AI enemy size as much as possible, now I get it
Rogal-117  [author] Dec 6, 2023 @ 6:47am 
You also gain points for enemy unit kills so you don't necessarily need to take all objective zones (just grind them to a paste using arty). Use you call in stages 1 to 3 as your reinforcements (for example, I use stage 4 for Tanks & Infantry and Stage 3 for Arty & Supply Trucks), Don't be afraid to retreat on attack missions if you think you don't have enough resources or troops.

When it comes to resources/supplies, ALWAYS salvage/repair and sell damaged enemy equipment during the defensive missions to gain more resources or use them if you want to and always sell your empty supply trucks instead of resupplying them (its cheaper this way, just buy a new one), use defensive missions to gain veterancy for fresh/new units.
Rogal-117  [author] Dec 6, 2023 @ 6:43am 
Atm there's no way to edit how the enemy selects its troops without breaking the game when using this with other mods, and i don't plan to rework this mod yet till the games planned dynamic campaign rework is complete (hopefully early next year since they just released the new dlc) so just use Very High economy for now.
The number of enemy units actually isn't that much of a problem, its just that the enemy AI tend to focus their research (Enemy AI has them too) heavily on long range Arty very early on in the game which can be quite annoying if you only brought infantry with you.

To counter them you just need to rush research on Call in Stage 3 + Large Defenses & Medium Tanks (Bring two on your first mission), then bring in the large howitzers like the 75/105/155 (bring lots of supply trucks) for taking out enemy arty/mortars at extreme range and don't rush with infantry without tank support.
NatersPotaters Dec 5, 2023 @ 5:56pm 
why are there so many units something isnt right here. sucks this is the only mod that adds extra resources and army size
Speckles Dec 1, 2023 @ 3:45pm 
Something must have happened with this mod. It adds wayyy too many enemies its unplayable as you just get overwhelmed. Impossible to play without cheats.
Rogal-117  [author] Aug 30, 2023 @ 8:04am 
New update seems to have done something, not really sure what. didn't see any new changes to the DCG files other than the new map selection which this mod doesn't touch at all.
Just re uploaded the mod, crash should be fixed with the new version of the mod.
Cpt.SunnySide Aug 29, 2023 @ 3:40pm 
The recent update seems to have made the Conquest mode crash on selection. is the mod going to be updated to be compatible or am I just gonna have to load a old version?
[=VF=]-Ray Jefferson Jul 19, 2023 @ 3:05pm 
1st conquest battle with the mode, facing the enemy:
375 infantry
5 Mortar
cannons cannons
Difficulty AI: Hardcore
Economy AI: regular

I ended up being overwhelmed for lack of ammunition it's just unplayable without cheat all on a 2 star
Voplya Jun 4, 2023 @ 7:04am 
you can link to the old version of the mod, please, I stayed on the 28th version of the game, and the updated mod does not work there :(
Rogal-117  [author] Jun 3, 2023 @ 12:39am 
Copy the mod first and put it into your Call to arms - Gates of hell \ mods folder and edit that one, then unsub or deactivate this mod first before you activate the one you just edited (it will have the same mod name but the one you copied and edited will have no image on it since its not from the workshop)
JIM Jun 2, 2023 @ 10:58pm 
Want to ask the correct method or course
JIM Jun 2, 2023 @ 10:58pm 
I try to edit the file after unsubscribing \\ BUT \\\ After entering the game, turning on the technology will report an error \\ I am directly modifying the population and enemy multipliers in the level
JIM Jun 2, 2023 @ 10:46pm 
Edit the file directly? Need to unsubscribe before editing?
Rogal-117  [author] Jun 2, 2023 @ 6:23am 
Sure go ahead, but it would be much easier and simpler to just use a cheats mod that does exactly what your asking for (ones that add unlimited unit limit/RP/AP/MP etc.) lots of those in the workshop, just need to find one that's been updated recently for the new patch.
JIM Jun 2, 2023 @ 6:15am 
Excuse me \\ can i edit it myself \\ population\\hope\\own more units\\ I dont seap english
Rogal-117  [author] Jun 1, 2023 @ 11:58am 
With the new update the AI difficulty and Behavior is its own separate thing now and this mod doesn't touch those. You can try lowering the game difficulty when making a new dynamic campaign though since that's what changes the AI Accuracy and HP now.

What this mod does change is the AI veterancy and you can simply select either Easy or Normal Economy difficulty if you want a more vanilla style of play cause i didn't change the unit veterancy for both easy and normal and just kept them as default (which is 0-1-2)

I could lower the easy and normal to 0 veterancy if you want (was already thinking of doing it for easy but felt it was already cheating as is on easy) but if feels like your going to end up steam rolling the enemy AI mid game. will probably do it for easy and normal next update, right now i'm still busy looking into the file changes of the new update
Sky Sweeper Jun 1, 2023 @ 10:41am 
Hello - could we get a version that doesn't mess with the enemy AI? I'm not looking for a challenge, I just want larger forces. There was a mod that did this but it's out of date and the mod Author is MIA. Thank you!
Porkathon Jun 1, 2023 @ 2:31am 
Is it normal for early campaigns to have the enemy spam artillery?
Tudor_III May 17, 2023 @ 8:56am 
Hello, this is exactly what I was looking for, quite an amazing mod. The only thing that I changed was the starting research points given (I like the default number).... btw did you change the retreat reward ? I remember that you would get one research point doing that but somehow I don't receive one. (and if you could tell me which setting it was so that i can change it back) Thank you and keep up the good work :D
LAXGUNNER Mar 29, 2023 @ 8:57pm 
Edit: Never got it to work. I figured out what I was doing wrong!
LAXGUNNER Mar 29, 2023 @ 8:46pm 
Does the mod not work with hotmod 1968 anymore? It use to work. I keep getting this error message when I apply the mod in the game log

[00:00:53] define not found (eSDLReader.cpp:455) @ [main_loop]
------------------------------------------------------------------
>>>>>>>> gui.cmd.exec_all
>>>>>>> gui.cmd.exec(generic)
>>>>>> gui:cmd:exec_generic
>>>>> gui.sdp.procq(<F(POBEDA)S(27)B+C(FAEACB)E(SHADOW)>CONFIRM)
>>>> gui.mmd.onModApply
>>> mmd.apply
>> mod.s_apply
> file "/set/stuff/mgun/dp_bipod"

13: ("zoom_defaut"«)
14: ("burst_medium")
15: ("spreading_low")
16: }
manose Mar 17, 2023 @ 6:46pm 
I love this as I changed the files to make it a wilder ride
[WFI] Doc_Unholy Mar 1, 2023 @ 11:02am 
Does this make defense missions last longer?
Rogal-117  [author] Feb 11, 2023 @ 5:43am 
Don't know bout that, but if it is then its not in any of the difficulty files cause there's no line there about that.
Could be in some other file that i haven't seen yet but it wouldn't surprise me if there really is a config file that can change AI behavior depending on Player unit count
Steve Rambo Feb 11, 2023 @ 4:55am 
I also want to ask one more thing, is it actually true if i spawn a certain amount of unit the AI automatically adjust their quantity slightly higher to cope base on certain difficult? Or was it just my wild assumption? Sorry it kinda weird but yeah
Steve Rambo Feb 11, 2023 @ 4:43am 
I see, well i guess you right i'll try playing it on lower difficulty it for now and see if its suit my playstyle. Thanks for the reply!
Rogal-117  [author] Feb 10, 2023 @ 11:12pm 
As of right now, i don't yet know how to do that or if its even possible without braking stuff.
For now, all i could do with the difficulty files is change the Enemy AI veterancy and the amount of resources (resource factor/multiplier) they can use per map (difficulty level when selecting a map you want to attack, goes from 1-3 stars) The AI then decides what it wants to research and buy on its own.
You can try playing on normal/medium and see if it suits you better since its still challenging there compared to vanilla
Steve Rambo Feb 10, 2023 @ 6:01pm 
i notice when i use this mod on hard difficulty, the AI has a ♥♥♥♥♥♥♥♥ of wave than usually when attacking and defending. Its actually challenging while sometimes frustrate the hell outta me. what im saying is, can you tweak AI wave attack a little bit? make it more natural while its more challenging than vanilla? Great mod btw, i like its so much.
Rogal-117  [author] Feb 9, 2023 @ 2:26am 
Yes, but not by much since i think the default values are already good enough, I only slightly increased the rewards for maps like airfield and ammo depot.

Ammo Depot maps will reward slightly more ammo instead of more manpower (the default), Airfields have slightly higher manpower rewards but only in easy and normal.

Hard/hardcore i left mostly with default values and easy has higher RP reward on loss, its there mostly for you to test stuff out on easy before trying hardcore.
Ringz Feb 8, 2023 @ 3:40pm 
So does it increase income also after matches