Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Modern Conflict Rebalanced (DEVELOPMENT/UPDATES ON HOLD INDEFINITELY)
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Mission: Mission
Tags: Mod
File Size
Posted
Updated
41.141 MB
16 Sep, 2023 @ 4:02pm
5 Mar, 2024 @ 8:14am
38 Change Notes ( view )

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Modern Conflict Rebalanced (DEVELOPMENT/UPDATES ON HOLD INDEFINITELY)

In 1 collection by TheSunGod
Fav and Best CtA Mods
6 items
Description
❗❗❗THIS SUBMOD IS CURRENTLY NOT UP TO DATE❗❗❗
Decelopment and updates are currently on hold, without a specific date or promises on when (and if at all) it will be developed again.

🤺Independent submod overhauling, enhancing and re-imagining the experience
of well-known, great Modern Conflict Mod.

💬Join the submod's Discord server!💬
https://discord.gg/YfVw3ghVD3

It contains a lot of information on the mod and how to play/troubleshoot it in a special Guides-And-Tips channel.
You can freely report any bugs or problems with the rebalance there, get more support and chat on topics related to the mod, or not!



✴️MCR's main focus points are to:✴️

➪Rebalance and enhance MC's conquest experience

➪Retain the long engagement distance and realistic feel of main MC mod, while making them less extreme and better adjusted to the game's janky AI and smaller maps. Reach of all units is still lot longer than vanilla.

➪Overhaul infantry gameplay by slightly increasing all HP and reducing overall firearm accuracy (more with lower difficulties for conquest). Higher tier troops are now more proficient with weapons, and elites get bonus HP.

➪Rework research tech trees. The general progression idea from main mod is kept, but the layout, look and readability of tech trees are completely overahuled.

➪Rebalance resources, stage size, MP and CP unit prices for both player and AI side.

➪Enhance fortification building by integrating pvecrab's Extended Fortification mod, and adding some other emplacements on top.

➪Add as many quality of life features, upgrades and issue fixes as I can find, learn and manage to.

➪Most changes that should be are also carried over to PvP/skirmish.


🌌Modern Conflict mod (both main mod and Rebalanced) DO NOT HAVE translations/localizations other than english. It is heavily recommended (and common sense) to have your game set to english language IN STEAM SETTINGS when playing with mods.🌌

✖️❗Always use "Unlimited" length when playing conquest here❗✖️

I strongly advise against use of any "cheat\more research points" mods if you intend to seriously play conquest with them. Those will always change the amount of resources and max unit limit for enemy AI, and change game experience a lot.

If you absolutely feel like you need more resources and dont want to change how AI behaves, either edit the RP/MP in save file for your conquest, or use this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3052212043




🏅I strongly recommend using Cold War Alter 71 mapack. It compliments the modern setting of the mod perfectly, and its maps are added to all 3 conquest map pools if active.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2933790997




⚖️OTHER CHANGES FROM MAIN MOD🧪

➡️Support for up to 8 player in conquest coop mode

➡️Since MC currently has no special abilities (artillery/mortar barrages, air strikes) to use Special Points on, "Airfield" type missions in conquest are modified to grant bonus research points instead

➡️Multi-leveled rebalance of AI in conquest mode
Modified AI's behaviour and purchase/targeting priority, Increased AI's resources, changed days at which stronger units appear. Now enemy starts sending out vehicles and armor sooner. Composition of units used by AI is less random, but more varied along the days. Enemy waves are also much more relentless and numerous here than in base mod, especially on defense games. If it's too much, try playing on easier economy and difficulty settings. I specifically designed Hardcore/Low economy to be very hard in later days, hardest difficulties are intended for coop gameplay (and sometimes too hard for me solo as well).


➡️Major rebalance to CP and costs of units in conquest mode
CP costs should now more reflect the actual combat power of units, and encourage use of light armor and infantry more over spamming tanks and artillery. Infantry takes less CP across the board now, while most armored vehicles and all tanks take significantly more. Size of call-in stages is slightly increased and equalized (all stages are the same size).




⚙️ MOD LOAD ORDER /DESYNC TROUBLESHOOTING 🛠

Proper load order is absolutely critical for features of all mods being applied properly, most notably CWA71 always being first if used, and MC Rebalanced always after main MC.

✔️Map mods (optional)> Modern Conflict > Modern Conflict Rebalanced✔️

❗ It is necessary to click "Apply" and confirm after activating each one in the Extras tab in game, just activating them in order and then applying all at once will usually apply them wrong.
In case you are getting resource desynchronization error when trying to coop or major things from MCR dont work despite doing the above properly, try reapplying mods again. If that does not work, next step can be to update/redownload all mods, or join my discord server and look into guides-and-tips channel for a quick tutorial on how to check if the game is loading them right/force it to do so.


⛺MAP POOLS FOR CONQUEST🏙

Now left button "Russia" contains MC's modernized Vanilla maps and Chakal's maps. Middle button (Europe) contains MC made maps and Chakal's maps. Right button contains Liberation maps (can be extremely hard with MC/MCR longer weapon ranges).
If CWA71 is enabled, its maps get mixed with all 3 pools.
This means there is no way to play on only CWA71 maps without others in rotation. It is very easy to adjust yourself if you'd like to play only on those, for guide please visit my discord server in guides-and-tips channel, or hit me up in DMs, ill try to help.




🕧FINAL NOTES🕥

I am open to any suggestions, ideas, as well as reporting anything i could have missed.
Please keep in mind that this is a !SUBMOD! developed independently from the main mod, but still dependant on and limited by it.
It is still a work in progress, I am constantly adjusting it and trying to find the right balance to provide a serious challenge at high difficulty while staying approachable at easy and normal.
There might still be slight inconsistencies and other little issues, which I am fixing as I find them. It can still happen that point layout will result in long-range units shooting from their spawn, but that is impossible to avoid without going down to vanilla ranges.
All decisions on the parameters I made for this were arbitrary and are subject to change in the future.



🏆CREDITS🏆

That207Guy, Murasaki and contributors - Modern Conflict Mod, my submod can't exist without it
Hawka and MrCookie - Conquest Enhanced V2 - guidance, and inspiration for many of MCR features and aspirations
Pvecrab - Extended Fortification mod - porting over CTA assets, scripts for placeability, HUD icons