Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

UltraHotmod
996 Comments
EmperorOfFinland  [author] 1 hour ago 
ACTIVATION

1 - Activate hotmod 1968 - click apply, then restart game.
2 - Activate west 81, then Activate Ultrahotmod - after you have Activated the mods in this order click apply

Pay attention to activate West81, and Ultrahotmod at the same step in this order so it does not crash, if you try to activate it in any other order it will crash.

This is the activation order manually ingame.
EmperorOfFinland  [author] 1 hour ago 
@chris

Yeah because youre supposed to restart since if you dont and apply all at once the game will crash since the game will exceed the amount of collision ID's allowed and hardcrash the game.

By rebooting the game it sidesteps it if hotmod is already loaded so you can load the west 81 and ultrahotmod at the same time. if you use modmanager you dont need to do this. but if you activate them ingame you have to do it or it will crash.
EmperorOfFinland  [author] 1 hour ago 
@STRELOK_vernulsa

You should be able to do it with the save editor in the GOH workshop. that has option to disable it.

https://steamcommunity.com/sharedfiles/filedetails/?id=2892778705

Here.
EmperorOfFinland  [author] 1 hour ago 
@Fero

ACTIVATION

1 - Activate hotmod 1968 - click apply, then restart game.
2 - Activate west 81, then Activate Ultrahotmod - after you have Activated the mods in this order click apply

Pay attention to activate West81, and Ultrahotmod at the same step in this order so it does not crash, if you try to activate it in any other order it will crash.

This is the activation order manually ingame.
EmperorOfFinland  [author] 1 hour ago 
@Fero

Where can I send a screenshot so you can take a look and maybe help me if possible?

You can send it at the ultrahotmod discord bugreports channel
EmperorOfFinland  [author] 1 hour ago 
Now its not entirely PPP costcalculated. i could go and run the values on the tanks to get more accurate pricing on them. but the T-55, T-62,T-72 are way cheaper than T-64 and T-80 since the latter two are infinitely more capable usually for their time.

So in this relation the MBT-70/XM803 would go up in price by at most 10-20% so they would be about same as a T-80B in price. The whole series got cancelled cause of cost reasons anyways :D
EmperorOfFinland  [author] 1 hour ago 
@Peritum

The loading times are around 4-5 mins depending on maps on biggest factions. the real limitation on loading times is if you run out of RAM and you have to use pagefile to load rest of the assets.

The loading will be faster with SSD as long as pagefile is around 70GB especially if you lack RAM and have 16-32GB instead of 64GB

MBT-70/XM-803 cost around the same i think as T-64 albeit in PPP they would be around 10-30% cheaper. so technically those nato tanks could go up in price since they seem to be priced at the supposed massproduction cost. albeit T-64 and especially later ones should be more than match for those nato tanks.

I have used internal calculations for the balancing of the tanks to make basically everything about cost efficient to use. so you can use T-80 and etc. but you can also spam T-55 and T-62 upgradepackages mixed with T-72.
STRELOK_vernulsa 6 hours ago 
@EmperorOfFinland можно как нибудь включить туман войны уже в текущим сохранении если он выключен ??
Fero Jul 5 @ 11:23am 
I'll try to reactivate the mods from scratch — not sure if it will work or not, but I really want to play.
Fero Jul 5 @ 11:20am 
Where can I send a screenshot so you can take a look and maybe help me if possible?
Fero Jul 5 @ 11:14am 
@EmperorOfFinland yes
Peritum Jul 5 @ 9:01am 
God I love this mod. I have put so many hours into it. It's bliss for me. Loading times even on a high end SSD are a nightmare, and I think the MBT-70/XM-803 might be more than a little busted and terrify me and my T-64's to the core. Dear god the loading times. Great, amazing, fantastic mod, please never stop optimizing it; I beg you. you and whatever team work on UltraHotmod are such beautiful goddamn people for making this thing, have a wonderful day.
Also the menu screen is dope.
EmperorOfFinland  [author] Jul 5 @ 1:16am 
@Fero are you sure you did not run of harddrive space? and that the mods loaded correctly?
Fero Jul 4 @ 5:06pm 
Hi! I downloaded all the required patches and mods to play Hotmod with all the submods/addons. But now I'm having an issue: the interface has a black background, and there are no unit icons showing. Could you please help me fix this? Thanks in advance!
Fero Jul 4 @ 5:04pm 
Hi! I downloaded all the required patches and mods to play Hotmod with all the submods/addons. But now I'm having an issue: the interface has a black background, and there are no unit icons showing. Could you please help me fix this? Thanks in advance!
chris Jul 3 @ 5:45am 
No idea what it is but I just cannot get it to apply. I try as you've said to restart after adding hotmod, then applying west81 and ultra hotmod crash to desktop. I apply all at once, crash to desktop. I apply and restart one at a time, crash to desktop. No idea what it is.
EmperorOfFinland  [author] Jul 3 @ 1:52am 
@DownedComedy

Yes AI will use pretty much all modded vehicles in conquest and in skirmish factions that are ready
DownedComedy Jul 3 @ 12:29am 
will AI use modded vehicles? do i have to add them myself?
EmperorOfFinland  [author] Jun 30 @ 12:06pm 
@simonenat03

It does not work with any other mod unless its been explicitly stated by me. So its not compatible with MACE
simonenat03 Jun 30 @ 10:17am 
One question. Will this mod crash with others, like mace ? Beacuse, when I try to activate it, after the others hotmods, the game crash and is impossibile to activate them. I'm new in this game. Thanks for the answer.
EmperorOfFinland  [author] Jun 29 @ 8:50am 
@Anchovy

it should take 11-14 mins for enemy to spawn. its meant so if you play even with extreme mod that you have time to move everything without needing starcraft 2 esports level micro.
Anchovy Jun 28 @ 1:18pm 
Is it normal for defense missions to not spawn enemys at all?
EmperorOfFinland  [author] Jun 27 @ 8:23am 
@MarkipOOn

Thanks for the report i will take a look during the weekend to fix it. probably tomorrow since i have time then.

I might even be my own fault btw to not having proper crew amounts :D i think its on my end so i will fix them so i would not blame moussticot i think its my fault. :D
MarkipOOn Jun 27 @ 5:06am 
@EmperorOfFinland Hello! I come back with the minor bug. It's about vehicles that miss crew for now. 😅

So the list are: M8 Greyhound (both early and standard units), E.B.R armored car (1951, 1954, and 1961 versions), AMX 13-106, AMX 13-maxson, and finally ERC 90 - Sagaie.

All those units miss a single crew, and all are French units. I think they're overlooked when you ported those units made by Moussticot to your mod.
EmperorOfFinland  [author] Jun 25 @ 4:01am 
@MarkipOOn

Thanks :D i would have fixed it quicker but i was busy that day and i only figured out what it was next day :D

Yeah i really appreciate the bugfinding you do. i dont have enough time to play the mod that much so i might even never find most of the bugs so it definately helps!

I will probably add couple next tanks next month i think if i have time. im not sure do i have time that month. it will depend how stuff goes. with couple other projects.

Since the mod finally seems to be on very stable form now so more stuff can be added safely.
MarkipOOn Jun 24 @ 8:31pm 
@EmperorOfFinland Ayyy, the mod works great now!

Thank you for the quick fix! I've been enjoying the varieties of units that your mod has.

I'll keep posting the bugs if I come across any one of them. 😄
EmperorOfFinland  [author] Jun 24 @ 6:24am 
Mod has been fixed.

Seemingly the game does not like when you add new features from basegame
I guess pushing game engine to the limit 😅

Paul Engemann - Push It To The Limit

This is how i seem to mod 😅
EmperorOfFinland  [author] Jun 23 @ 10:54am 
okay i will fix it today.

@MarkipOOn
MarkipOOn Jun 23 @ 10:52am 
Ok, I can confirm that only the M1IP and M1A2 Abrams cause the crash 100%.
MarkipOOn Jun 21 @ 3:08pm 
It seems like M1IP also has that crash issue as well. I'll keep looking for other Abrams and report what I can find. :/
MarkipOOn Jun 21 @ 2:27pm 
Hi @EmperorOfFinland, I have a problem with a certain unit.

In deployment tab, whenever I click the M1A2 Abrams to check the unit, my game always crash without the crash log.

Can you please check it if it happens to your side as well? Thank you.
+Halina+ Jun 20 @ 5:28pm 
Amazing stuff, truly, great work guys, I cannot imagine amount of hours it took. GJ! :jcdenton:
EmperorOfFinland  [author] Jun 18 @ 1:54am 
@MarkipOOn

I think its cause the vehicle.ext has additional crew lines on them. so what i most likely have to do is to check what vehicles are missing crew after i remove them.

This gaz problem has been for a long time and i think this would fix it.
MarkipOOn Jun 17 @ 8:04am 
Good day @EmperorOfFinland , I've found another bug :secretweapon_hoi:

This time it's about the Gaz trucks, one with Dshk HMG and one with quad Maxim MGs. They both miss a single crew, so instead of full crew of 4 they only have 3.

Another weird bug of them is that my AI units insist on destroying them completely after they kill all the crews. So I can't really repair them and use for myself.
Rhine Jun 16 @ 5:50pm 
Probably a stupid question but can this mod run without Talvisota and Scorched Earth?
EmperorOfFinland  [author] Jun 16 @ 2:05pm 
and yes its 5 minutes over 12pm my time :P
EmperorOfFinland  [author] Jun 16 @ 2:05pm 
@MarkipOOn

Fixed The M20 Super Bazooka, in both French and American AT units, so it should be able to resupply now.


Fixed Sturmpanzer IV and StuIG 33 missing one crewmember.

So verify the gamefiles to get this update
MarkipOOn Jun 16 @ 9:56am 
@EmperorOfFinland It's understandable! Everyone gets busy with their life and all. I'm glad that they could be fixed quickly.

Take care of yourself! :steamhappy:
EmperorOfFinland  [author] Jun 16 @ 9:13am 
@MarkipOOn

Oh shit this one. goddammmit. okay so. I got stuck with stuff. its 7pm. i need to visit grocery store first and then fix these. but i think these should be fixed by 12pm my time i think since both are 10 minute bugs. i will go to sauna and then go to grocery store and come back :DDDD
MarkipOOn Jun 16 @ 8:45am 
@EmperorOfFinland Sorry for the ping again, I just found another one.

The StuIG 33 and Sturmpanzer IV miss a single crew. Instead they both have a crew of 5, they only have 4 members. That drops their efficiency down to 80%.

Thank you for the reply and your work! I really appreciate it :steamthumbsup:
EmperorOfFinland  [author] Jun 16 @ 7:54am 
@MarkipOOn

Yeah i will check it right now. i think i know what it is. so i think the weapon just uses wrong ammo itself. i will check all the usa and french breeds for them.

Thanks for reporting the bug. i will get to work!
MarkipOOn Jun 15 @ 3:57pm 
Hi @EmperorOfFinland, I have a bug.

The M20 Super Bazooka, in both French and American AT units, cannot be resupplied. It also cannot be reloaded even though that the infantry has spare ammo for it.
I assume that it doesn't have the code for resupplying and the wrong ammo type? Can you please check it?

Thank you!
EmperorOfFinland  [author] Jun 15 @ 9:07am 

Excuse me,Does this mod change someting of Medic?
I have change the human,inc,but everyone will be die and couldnt be aid,could you answer me?thank you!

It should approximately run hotmod 1968 and west 81 human.inc

Automedic should atleast work
Jun 14 @ 11:08pm 
Excuse me,Does this mod change someting of Medic?
I have change the human,inc,but everyone will be die and couldnt be aid,could you answer me?thank you!
EmperorOfFinland  [author] Jun 11 @ 3:35pm 
GamerGuyIDIOT
Do the unit portraits match the ones in vanilla Hotmod? if not could you please do that..

They do not and at this point its better we have some portraits than none at all. They should be approximately hotmod or vanilla esque for new ones atleast.
GamerGuyIDIOT Jun 11 @ 12:31pm 
Do the unit portraits match the ones in vanilla Hotmod? if not could you please do that..
STALKER Jun 2 @ 9:59am 
Dear modification developer, I have to ask you to correct some misunderstanding. The fact is that the enemy completely lacks any kind of aviation, be it airplanes or helicopters. Please help me with this error very much. Thank you for your attention.
MarkipOOn Jun 1 @ 8:38pm 
Hi, I have something to report.
The StuIG 33 and Sturmpanzer IV all miss a crew member, as the vehicles both have 5 man crew. Lacking a single crew drops their efficiency to 80%.
Aufffffffffffffffff Jun 1 @ 9:19am 
Hello again, a question regarding APHE and APHEBC shells, or rather - how do they work? simply logically, they should have explosives inside, and after penetration they explode inside, but in the game you can shoot such a shell at a Sherman or Comet, and there will be no effect, and you just penetrate through, so the question is - how do they work?
Aubergine May 31 @ 9:24am 
Can we remove helicopters from enemy? They just spam helicopters after some time and AA doesn't work properly or you have to manually use them it's just disgusting.