Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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NORESUS Project - Strategic Map - Local Skirmish
By vecchiounno and 1 collaborators
Basic guide to use the NORESUS Project Strategic Campaign:

Client and Mod that allow you to play Local Skirmish against the AI, using GoH for the Tactical part and NORESUS for the Strategic part, in the Simulation of the Second World War.

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From this version...
Many changes have been made that concern the entire Game, starting with the graphical interface, the GoH interface and the Game Play.

Before describing them all, we want to remember what NORESUS-PROJECT is.

NORESUS-PROJECT (hereafter NP) adds the Strategic Aspect to Goh's Tactical Aspect. In part we can already find it in the vanilla game with the CONQUEST Mode and its Research and Purchase System. While being functional (also thanks to Mods such as Conquest Enhanced), it has at least the limit of Geography:

• Strategic Map is always the same and not very representative;
• Locations are fictional and random;
• Directions are enforced and limited.
Just to name a few limitations due to the system itself.

In NP we have the whole of Europe and part of North Africa at our disposal; as was the Theater where the Second World War took place. Today only the Eastern Front is active in NP, but I leave you to imagine what will happen when – from time to time – we activate and populate the other Fronts. You know well that with the next DLC, the Western Front (or part of it) can already be activated; not to mention the possibility of immediately incorporating some existing Mods.
But we must proceed with caution and consolidate what has already been done: for this we need the help of the entire Community.

So here's how the logic of NP works.
1. NP is played in Skirmish mode, locally and against the AI;
2. It is necessary to subscribe to the Mod "NORESUS Project - Strategic Map - Local Skirmish";
3. Client noresus-project.exe only works with this Mod;
4. The Mod works only through Client noresus-project.exe;
5. Start the NP Client (do not start GoH);
6. Make your choices in NP based on your strategy: Enlist, Move, Attack;
7. Only the choice of Attack starts GoH automatically in order to carry out the Battle;
8. Continue in GoH following the indications of the Mod;
9. Carry out the Battle in GoH.
Conditions that may occur
Sometime you could meet following conditions, written in bold writings. this section is about what things will happen if you meet those conditions. it is in top of the guide to minimize your frustrations, you can skip this part if you want to.

A. You wait too long on the GoH Home Page;
When you confirm an Attack Operation, NP prepares the game environment in seconds, then automatically launches GoH and waits minimized on the system tray. It will no longer be available until one of the conditions described above occurs.

At this point GoH starts and you will have to proceed, within 3 minutes, to start the scheduled Battle: let's say that this is not really the time for a coffee break ...

If after the 3 minutes you are not still on the Battlefield in command of your Battalion, the GoH will be closed and the Victory assigned to the AI.

B. The Battle ends naturally;
Only when the Battle ends naturally does GoH calculate the final result. Condition C will occur if you exit the Battle early. Even if you have conquered all the Flags and there are no AI survivors left, the early exit will be treated as a Defeat for you: you will have to wait for the Final Score to be reached to end the Battle and having awarded the Victory.

Only in cases where you believe that the AI has won or will win, and you don't want to wait for the natural end of the Battle, you can decide to exit: obviously the Victory will be assigned to the AI.

In all those cases in which you decide to exit the Battle in advance, you will need to manually close GoH in order to reactivate the NP Client waiting on the application bar.

In case of natural conclusion of the Battle, GoH will be closed automatically and NP reactivated.

If you win, your Battalion will move towards the enemy Region which will take your color; while the AI Battalion will disappear permanently.

If you lose, your Battalion will be eliminated and the enemy Battalion will move towards your Region which will take the AI color.

C. Early exit from Battle;
If the Battle is exited early, it will no longer be possible to re-enter (Condition D) and the only choice will be to close GoH in order to continue the Campaign.

In this case, the Victory will be awarded to the AI.

If GoH is not closed in this condition, NP will remain minimized and stuck on the taskbar.

D. You restart the same Battle a second time;
If the Battle is abandoned and the START is rerun, the GoH will be closed and the Victory will awarded to the AI.

E. Close GoH before the end of the Battle;
If for some reason you decide to close GoH early and from whatever menu you are on, the Victory will go to the AI.

F. GoH stops due to a system anomaly;
If to your bad luck GoH closes, the Victory will be awarded to the AI.

G. GoH is already started before starting NP.
If GoH is already running when you run NP, GoH will close automatically.
Download and Installation
To play the mod, you have to subscribe the "NORESUS Project - Skirmish Campaign" mod from workshop first. the link is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004764330.



Once you subscribe & download the mod, head to the mod folder. it is
(Steam folder of game-installed drive)\steamapps\workshop\content\400750\3004764330.
On here, you can see the ‘NORESUS PROJECT’ RAR file. extract to wherever you like.
It is advised to extract it on either C: or D: drive folder itself.



After Extracting it, you can see the dll files, noresus-project exe, and two other setup programs for required vjredist & visualbasicpowerpack. If you have it, you don’t need to setup those two. if you don’t, set it up before starting the noresus project.

Open the path.txt file if your GoH is not installed in the default folder and change the path according to your needs.



Once you set up the required programs and path, You need to activate the noresus project mod on the Gates of Hell game.

Just activate it on the ‘Extra - Workshop’ page. after that, setup is done.
You can start the NP with double-clicking the ‘noresus-project.exe’ on the extracted folder.
NORESUS-PROJECT client
To start a new Campaign you will have to choose the Faction to play with: click on one of the 2 Flags on the Mini-map, after clicking on Ok. NP places Battalions on the Strategy Map randomly every time you start a new Campaign. The Battalions were created by an algorithm external to the game and then stored in a database (noresus-save.db).

Their composition follows this table:
Inf.
Mot.
Mec.
L.T.
M.T.
H.T.
Art.
INFANTRY Battalion
4
2
1
0
0
0
1
MOTORIZED Battalion
2
3
1
1
0
0
1
MECHANIZED Battalion
2
1
3
1
0
0
1
LIGHT TANK Battalion
2
0
2
3
1
0
0
MEDIUM TANK Battalion
2
0
1
2
3
0
0
HEAVY TANK Battalion
2
0
0
1
2
3
0
ARTILLERY Battalion
3
1
1
0
0
0
3
The rows represent the Battalions and the columns the Companies that compose them; the number represents the maximum Platoons (units) for that Company. If the number is 0 that type of Company is not included in the Battalion.

This structure is not modifiable (for now), while the various Platoons (single units) are modifiable.

There are 3 Factions, but you can only play with the Axis Forces or the Red Army: the Neutral Nations are represented by Finnish units (for this reason it is also necessary to own the Talvisota DLC).

When playing Axis Forces the AI will consist of Red Army Battalions and Neutral Nations Battalions: 64 vs 172+73.

When playing as the Red Army the AI will consist of Axis Forces Battalions and Neutral Nations Battalions: 172 vs 64+73.

The Economic\Resource icons are not yet active: they are not involved in the game.

Starred Regions represent the Capital for that Nation: they are not yet involved in the game.

To move the Map you can use the Mini-map by clicking with LMB or by moving the mouse while holding down MMB. Or directly in the Map by moving the mouse while holding down MMB.

The Mini-map also shows the Date of the Campaign which in the future will involve the Economy\Production System. Time progression is calculated on the time spent playing with a ratio of: 1 Historical Month = hours of play*0.75.

Next to the minimap there is an arrow that displays a menu with 3 buttons: Reset, Battalions and Exit.

The Reset button allows the start of a new Campaign. Any custom Battalions will also be available in the new Campaign.

Strategic Map
Strategic Map represents the Eastern Front of World War II. It is made up of 309 Regions divided by Nations and colored according to the alliances they belong to. Each Region can contain (for now) only 1 Battalion at a time: 309 Regions for 309 Battalions. Only the Battalions present in the Regions bordering their own Regions will be visible to the Player. Whenever an enemy Battalion is spotted it will only remain visible while adjacent to the Region; after which only its frame will be visible.

By moving the mouse in the Regions, 3 information are displayed: the Name of the Region, the Nation it belongs to and the Faction that governs it.

The part of the Map without borders is not active and will be activated in the future when the other Fronts are opened.
Battalions
Battalions are represented by icons bordered in the color of their Faction: Blue for the Axis Forces Faction, Red for the Red Army Faction, and White for the Neutral Nations Faction.

When hovering over a Battalion icon, the name and type is displayed.

When LMB-clicking on the Battalion icon a window is displayed at the bottom right of the Map; if you click on another Battalion, the information of the latter is displayed; if you click again on the same Battalion the window disappears.

When you click with RMB on the Battalion icon, after having already clicked with LMB, a second window appears in the window with the Units that make up the Battalion; if you click again with the RMB, this last window closes; if you continue with LMB on other Battalions, the Units of the last clicked are displayed.

When you click on the Battalion icon with MMB, you access the Battalion Management window (better explained later).

To move a Battalion there must be a neighboring Region free from other Battalions. You must wait until the Battalion has finished moving before you can move another Battalion. To move a Battalion click with LMB on the Battalion, then with LMB on the destination Region: the icon will move with an animation.

To execute an Attack Operation, your Battalion must be in a Region bordering the enemy one to be attacked and must not be engaged in Supply Operations. LMB-click on your own Battalion, then LMB-click on the enemy Battalion. In the lower right window, the Information of the Attack Operation will be displayed: Name and Type of your Battalion, Region of departure and Region of destination, Name and Type of the enemy Battalion. Confirm with Ok or cancel with Cancel.

If the Attack Operation is confirmed, NP is minimized to the taskbar and Goh is automatically started. NP will be active again at the end of the Battle or due to one of the Conditions described above.

After a Move Operation the border of the Battalion icon turns yellow to indicate it is being resupplied. After an Attack Operation the border of the Battalion icon turns purple to indicate it is being resupplied. During these phases the Battalion is not operational for a time which depends on the type of Battalion.
Operations window
As already described before, this window is displayed at the bottom right of the Map each time you click on your own Battalion.

By clicking with LMB on the icon of your own Battalion (in this window), the second window is displayed with the list of Units that compose it; if you click again, the window closes.

If you hover over the Unit icons, they will be enlarged for better viewing.

If you click Cancel, the Operation Window disappears.
Battalions Management
By clicking with MMB on the icon of one of your Battalion, the window of the Headquarters opens; here is your whole Army divided by Battalion type.

This window is also accessible from the Battalions button of the pop-up menu (button next to the Mini-map).

The Battalion you clicked on is immediately displayed, already selected in the list of the corresponding Type. Immediately below are displayed the Information of the Battalion and then the Companies that make it up, with their respective Platoons (Units). If you wish, you can select another Battalion directly from the Types list.

The Cash Funds and Wins features are not activated yet.

For now it is not possible to change the Name of the Battalion, while it is possible - for free in this version - to change the various Platoons without added costs, without waiting and without any limits. The only constraint is to replace Platoons only with Platoons of the same Type. While waiting for the Economy\Production System to be activated, we want you to be able to try out different combinations of Battalions.

To modify a Platoon by replacing one Unit with another, select the Unit Type from the Recruitment panel: the types are limited by the type of Battalion (see Table). For now, the Support (Sup) typology is not accessible for any Battalion.

Scroll and locate the desired Unit, then LMB drag the Unit to the one you wish to replace. Continue freely until you create the Battalion that matches your current tactical needs. If you made a mistake and haven't clicked the Change button yet, exit with the Close button or reselect the Battalion from the list above.

Once the Change button has been clicked (and confirmed), your new Battalion will be memorized in the DB and will remain so even in case of a new Campaign. In this phase of development we want to leave maximum freedom in managing your own Battalions to allow sharing and greater possibility of testing the System.

With the “go to Btl” button you return directly to the Strategic Map, to the selected Battalion.
Mod "NORESUS Project - Strategic Map - Local Skirmish"
When performing an Attack Operation, NP is locked and minimized to the system tray. At the same time GoH is launched and will be presented with the custom voices of the Mod.

The Player will have to click on NORESUS (now instead of MULTIPLAYER), on SKIRMISH (NORESUS-SYSTEM), on STRATEGIC MAP, follow the indications displayed above by the Mod, then click on CREATE.
Finally click on START to begin the battle.

While loading the game, read the indications at the top left of the screen: they display useful information provided by the INTELLIGENCE OF THE HEADQUARTERS on:
o The size of the Enemy Forces;
o The number of Objectives to be achieved;
o The reaction times of the Enemy Forces;
o The deployment times of the Enemy Forces.
Game logics
In this version, the AI is still passive, i.e. it does not take initiatives towards the Player; the only reaction is the movement of his Battalion, in case of defeat of the Player, which will move into the attacking Region, occupying it. For now, IA Battalions are not subject to supply times.

When attacking a Region, the GoH map is randomly selected; it is therefore possible that for the same Region you fight on different maps: this is because a Region is geographically much larger than the battle maps. In the future there is a Morphology of the Regions and a system of Seasons linked to the passage of time; in addition, the Weather and Time of battle (day or night) will also be more specific.

The Units used for now are only the EARLY for all Factions. Each Battalion (both Player and AI) consists of up to 8 Units. Supply Units, Signallers and Tank Crews have not been included, as well as other minor Units.

For each Battle, in addition to the random choice of the Map, the following parameters are calculated:
1) Base capture time (in sec.): min. 10, max. 60;
2) Release time of a Base (in sec.): min. 10, max. 60;
3) AI forces in the field (# Btl.): min. 1, max. 3;
4) Number of Bases to capture: min.2, max. 5;
5) Positions of the Bases: chosen from 9 possible;
6) Initial reaction times of the AI (in sec.): min. 10, max. 90;
7) Times between one spawn and another (in sec.): min. 10, max. 60;
8) Final Score value to be reached: 200 * #Bases.

The possibility of winning a Battle will therefore depend on various factors that are random for now, but which will be better determined, from time to time, in subsequent versions: also according to the suggestions of the gaming community.

All GoH values that refer to the original game economy (MP, CP, SP, etc.) have been disabled and have no weight in the Battle. In the future they will be replaced with the Economy\Production System of NP.
End of Campaign
The Conflict ends with the elimination of all enemy Battalions or with the loss of all own Battalions. This means that if you play as the Axis Forces Faction you will have to win 172 battles fighting with 64 Battalions; while if you play as the Red Army Faction you will have to win 64 fighting with 172 Battalions. Neutral Nations Battalions are not counted.

If you manage to conclude a Campaign, both in victory and in defeat, publish the screenshot of the final message in the dedicated Discord channel[discord.com]...