Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Conquest Rebalanced v2.3 - AI Rebalance + New Units
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Update: 21 Nov, 2024 @ 4:14am

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Update: 5 Nov, 2024 @ 12:42pm

Bugfix
  • Fixed missing sounds for some Airborne DLC vehicles
  • Further localisation bugfixes

Update: 30 Oct, 2024 @ 12:04pm

Update: 30 Oct, 2024 @ 8:54am

Minor update 2.23

  • Fixing numerous localisation issues (squads, breeds, weapons, vehicles). Thank you to all of you who reported these!
  • New vehicles: Sdkfz.222 B (20mm KwK38 + MG42) and Kfz.13 Early (MG13)
  • New squads: Motorised medical detachments (GER + USSR)
  • Sdkfz.222B has a smoke ability - the crew will throw a smoke grenade out of the turret when you need to conceal the vehicle!
  • Small price/balancing changes for the AI + Adding new vehicles from 2.2 to the AI roster

Update: 26 Oct, 2024 @ 10:04am

Hotfix 2.2a

  • Fixed US M1941 LMG ammo issue -- the LMG will now use magazines and M1903 rifles have their ball ammo again.

  • Minor tweaks to AI balancing: the AI should have a slightly smaller force for the first 2-3 battles

  • US tech tree: I have added some halftrack variants from within the game files. These halftracks have mines and/or anti-tank weapons on board that you can take out and use.

  • US tech tree: Jeep/Truck/Armoured car branch has been reworked to be balanced vs. the German tree. You can now spend 6RP to rush the Greyhound from day 1, just like how you can spend 6RP to rush the Sdkfz.234/2.

Update: 24 Oct, 2024 @ 6:27am

Minor(ish) Update 2.22


  • Changed preparation time for missions: AI will now deploy reinforcements after 2-3 minutes on attack missions, and 10-13 minutes on defense missions. If you want to change this, use the instructions on the workshop page.

  • Added US infantry to the tech tree (finally!). I have tried to make the tree less messy than the original. Hopefully you will find it straightforward and fairly logical.

  • Added some new weapons to the game (ported from MOWAS2): M50 Reising SMG, M1941 Johnson LMG, Luger (non-artillery version), Lewis Gun

  • Changed certain loadouts:

    1. 1st Special Service Force (USA) LMG op now has a M1941 Johnson LMG
    2. Northern Fleet Marines (USSR): SMG soldiers now have M50 Reising SMG
    3. Cavalry MG Operator (USSR, Earlywar): DP-27 replaced with a Lewis Gun

  • Added British Shermans to the US tech tree with US crews (I will probably remove these when Britain is added to the game, whenever that happens)

Update: 18 Oct, 2024 @ 12:25pm

Minor Update 2.21

  • Adds new German units to conquest (player tech tree + AI): Flakvierling, Sdkfz7/1, LeFH18/40

  • Adds new Soviet squads to the conquest AI (NKVD, Glider troops, Cavalry, etc.)

  • Minor balancing changes to AI defender infantry (PTRS&PTRD will take 1-2 battles more to appear at the start of a campaign)

  • Fortification/Engineer changes: Engineers of all nations can now build concrete pillboxes (used to be FIN only). All soldiers with a shovel can now build small sandbag piles to take cover behind. All soldiers with shovels can build TWO foxholes.

    WARNING: FIN Defender AI still isn't spawning any infantry for me. I don't know why this is happening on my system but will release an update when I fix this.

Update: 14 Oct, 2024 @ 8:55am

Hotfix 2.2a
  • Fixing a mistake in units_rus.set that meant midwar Border Guard Section only had 3(!) men. Now all squad members should appear.
  • EDITOR ONLY: Added a US enumerator font (highly experimental, likely to change in future updates)

Update: 9 Oct, 2024 @ 1:06pm

Major Update v2.2

  • Infantry tech trees added for GER + USSR. You will now only get starter squads unlocked from the beginning.

  • New uniforms and equipment: Earlywar VDV uniforms, NKVD uniforms, Officer uniforms and Marine hats and helmets, to name a few. Thanks to KapitanSWAT for the uniforms and helmets.

  • New vehicles: Panzer I A (Flamm), 30mm FlaK38/103

  • This update adds historically accurate MG squads to GER+USSR. Now your Maxim/MG42 can come with an NCO and some ammo bearers who will support your emplaced machine gun and provide some flank security.

  • CP cost rework: Tankmen and artillerymen now cost either nothing or almost nothing. This should bring down the CP (helmet) price of vehicles and guns.

  • Reworked some existing squads: Sturmpioniere now have uniforms and loadouts for mid-war (1943), GER and USSR command units have been renamed and had their uniforms changed where necessary

  • (WIP) I have tried to fix some spelling errors in the vanilla localisation files. Squad/Section names should be more consistent now but this is still WIP.

  • EXPERIMENTAL: I have tried to completely stop the enemy AI from spawning aircraft. This seems to be working on my system but please let me know if you do see any enemy planes.

  • Bugfixes: I have changed AI research speed for "very long" campaigns to be faster. If you want a campaign with slow AI research, select "Unlimited".

    As always, I expect bugs and errors to appear. Please let me know in comments or in the bug report section and remember to post a log file if you can.

Update: 30 Jul, 2024 @ 8:14am

Minor Update 2.13



That's right, it's Universal Carrier time! This update adds two new variants to the Soviet lend lease selection, an earlier Bren Carrier, and a late-war field modified Universal Carrier (DShK) with a 12,7mm heavy machine gun. Both vehicles give cheap, mobile firepower to support infantry attacks or to carry small scouting parties around the battlefield.

  • Added Universal Carrier variants (Bren, DShK) + some modified breeds to crew them
  • Fixed some spacing errors on the Soviet tech tree

Development break
I'll be away from my main PC and notes for most of August, so if you run into any bugs please report them ASAP.