Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Battle Rounds
71 Comments
Tjdagger  [author] 1 Feb @ 1:18pm 
Hey HOBOE,
Yep, still here. Life is a lot busier though. Not as much time to mod. And its a pain when you spend more time adjusting to game updates then you do, doing creative modding.
HOBOE 1 Feb @ 12:31am 
wtf?you live?
fizrastvor 18 Dec, 2024 @ 12:12am 
This mod will be work with CodeX mod?
Tjdagger  [author] 16 Dec, 2024 @ 3:43am 
Hi Jockey in Love,
I just updated it with my current working file.
Let me know if it presents any issues.
Cheers.
Barrett 16 Jun, 2024 @ 2:48am 
hello
could you make the auto medic and the auto repair in a single mod
or maybe only the auto rapair in a mod that we can use in other mods
for the repair session at the end of dynamic conquest
Tjdagger  [author] 22 May, 2024 @ 2:48am 
Recent update was causing a crash. I found the issue, it was changes to the "_vehicle" interaction set files. I've updated my files in the "Battle rounds" mod to work again.
Enjoy.
dgn 17 May, 2024 @ 8:04am 
Thanks for updating the mod.
Cheers.
Tjdagger  [author] 16 May, 2024 @ 12:17am 
G'day again,
@Not That Guy Pal

I love the ability to capture enemy units and use them too.
There are some bugs, there has been a lot of base game development since I released this one. The mission concept in this one was more about testing concepts and ideas.

At some point I'd like to bring across my "Brutal Combat" mission/game play concept.

"Brutal Combat" is currently only a mod for CTA.
Not That Guy Pal 15 May, 2024 @ 7:51pm 
This mod is fucking great. It is exactly what the game needed to carry on. I always thought the game needed a way for your men or the enemy to surrender in the event they were outnumbered or outgunned. Sure there are some bugs that need to be worked on but shit its more Pros than Cons at this point
Tjdagger  [author] 24 Apr, 2023 @ 5:51pm 
I Found some time, had a quick look. It was simply a new set file had been included in a recent update. I just had to update my copy of the entity.set file to reflect the change.

Try it now, it should work as expected.
Tjdagger  [author] 24 Apr, 2023 @ 5:57am 
Hi Someday I will be free,
I had a look and it crashes for me too. I got an error message about a missing tank-specific define (somewhere to start at least). When I get a chance I'll have a look at it. I'm back at work full time now, and the updates are hard to keep up with. I'll see what I can do, as time permits. Cheers Mate.
我不是中國人。’ 24 Apr, 2023 @ 4:26am 
@Tjdagger I installed your mod, and when I pressed Active, it fell out of my face. What is the desktop cause? Can you tell me or is there a way to fix it?
Doppelgänger 12 Oct, 2022 @ 11:53am 
@Tjdagger, thanks mate, I appreciate the reply! Cheers!
spowers 12 Oct, 2022 @ 7:06am 
@ Tjdagger Have you considered adding the Brutal Combat mod to Gates of Hell? It is my favorite mod for Call to Arms. Really it was what the game should have been in the beginning.
Tjdagger  [author] 12 Oct, 2022 @ 3:34am 
Hi Doppelgänger, instead of racing out and capturing flags. Just take up a defensive position at one of the flags., without raising it. Starting out, you only need to prevent the enemy from gaining all flags.

The enemy begins with a limited number of units and reinforcements. When you see the friendly & enemy planes flying around engaging in dogfights. This is a sign that the enemy has all available resources on the map.

As you begin to capture and raise your flags, the enemy is given access to more resources, just as you are.

Capturing flags is what sets the pace of the battle. You can dig in and capture the flags one by one. Dealing with each wave of resources given to the enemy, building upon your defence before capturing the next.

Or you can capture multiple flags at the same time and unleash chaos.
Doppelgänger 11 Oct, 2022 @ 11:56am 
Tjdagger, I've always loved your worked... but, I get gang rapped within the first few minutes every time! haha
craurd 26 Aug, 2022 @ 8:57am 
wow this mod is amazing.
chokulkawar2000 19 Aug, 2022 @ 10:24am 
Amazing mod!
Tjdagger  [author] 19 Jul, 2022 @ 2:40am 
Hey Guys, I just fixed the convoy issue. I haven't touched this in about 5 months. A lot has been going on in real life.
The issue was with a "define" missing in the "vehicle-main.inc". One of the many updates. Should work now.
mnmn369 10 Jul, 2022 @ 3:05am 
i got question for future updates posible be Conquest ? :polite_people::luger:
Maxi_spf 16 Jun, 2022 @ 8:44am 
Hello! The first thing is to congratulate you for the mod, many hours of fun await me. I have a problem, my vehicles do not follow the first one when the follow icon appears, the yellow ball that I have seen in the videos of the description does not appear; I have done the same as in the video. Any ideas? Thank you
ThisOLman 28 May, 2022 @ 2:43am 
yeeeup family does always come first
Windex Drinker 27 May, 2022 @ 2:45pm 
Thanks man
Tjdagger  [author] 27 May, 2022 @ 2:43pm 
Hey Guys, I just updated it. It should work now. Sorry its been out of action so long. I've had a lot of changes going on this year. My focus has been on family and going back to full time work.
ThisOLman 24 May, 2022 @ 10:28pm 
yeah i just tried to activate it me self and right after applying it crashes maybe need another mod but for got to mention it in the description🤷🏼‍♂️
Windex Drinker 10 May, 2022 @ 6:11pm 
Crashes every time I try to activate it, I hope you can fix this
Woland 27 Jan, 2022 @ 2:22pm 
I have also been « getting a crash on the included maps every time a plane is called in ». This has been the case for quite some time actually, so I guess the mod has not been updated since.

BTW, I just realized Tjdagger also happened to be « The War Machine » creator and wanted to give him a shout out for that. This was such a fun mod to play! One can only hope that such mods will finally make GoH gameplay as polished and well-tuned as the best MOWAS2 mods actually were.
The Dude 27 Jan, 2022 @ 1:12pm 
Lots of fun, but getting a crash on the included maps every time a plane is called in. That, and the reinforcements menu is really buggy. Doesn't register clicks half the time, certain categories will disappear for a while, etc
GronkaDonk 22 Jan, 2022 @ 1:59pm 
crashed and received that error immediately when attempting to interact with a flag as Germany
GronkaDonk 22 Jan, 2022 @ 1:58pm 
Program will now be terminated.
APP_ERROR: Number expected!
(E:\git\GEM\source_work\eSDLReader.cpp:348)

RIP=7ffd99154f69 [quant]
RAX=00000000 RBX=5e496940
RCX=00000000 RDX=00000000
RSI=19227c3d0 RDI=0bad0001
RSP=0893eb60 RBP=0000015c
>>>>>>>>> eQuantExecutor:Execute
>>>>>>>> quantThread:onExecute:nq
>>>>>>> quantThread:quant
>>>>>> entitySpawn
>>>>> entity:raw
>>>> file
"/entity/-vehicle/germany/airborne/bf109_g6/bf109_g6.def"
>>> file "/properties/airborne.ext"
>> file "define 'basic_armor'"
> file "define 'set_ammo'"

4: {blast {koef %0~}}
;// koef = coefficient. Threshold = koef value x
volume effective thickness
5: {pierce {koef 0.8}}
6: }
7: {volumes "ammo*"}
8: }
Woland 3 Jan, 2022 @ 2:59pm 
Hi, thx for the amazing mod. I wish conquest was running as smoothly as this is. While playing the Soviet missions, trying to paradrop an infantry squad on the field makes the game crash to window. Buying the same squad with trucks works fine. I guess there is something up with the plane? Smoke grenades crates works fine, but airstrike grenades also makes the game CTD. The mod is a lot of fun to play even with this issue. Keep up the good work!
Redley 4 Dec, 2021 @ 11:05pm 
However, I have to say that I am still dissatisfied with the frequent air strikes, mainly for two reasons:
1. The presence of friendly fighters will cause my reinforcement menu to be reset until the return menu option appears, which often forces me to stop the unit I am selecting. You know, the pause between selecting the unit and choosing its way to enter the battlefield is enough to make people anxious. In addition, the reset caused by the pilot incident, I often fail to deploy new troops where they are needed in time
2. I use Germany. I often encounter enemy air strikes when I capture the second flag, and I don't have any effective air defense equipment...I have to watch my anti tank position destroyed again and again by the opposite aircraft, but I can't do anything, I've even begun to try anti tank guns to defend my air
But, this is still a good mod. I have cleared all German tasks with the highest difficulty. I look forward to more
Redley 4 Dec, 2021 @ 10:45pm 
The plane should have been destroyed, but it just broke its wings and stuck in the sky, as if fixed with space. The pilot still survived and operated the weapons on the plane to fire at my troops.
Whether I use AA or tank main gun, I can't destroy the rest or kill the pilot inside
Because that position directly nailed the flag I wanted to occupy, all my infantry would be ruthlessly shot, so I had to restart the game
Fortunately, the new game did not have the same problem. It should be a probabilistic bug related to the shooting down mechanism of the aircraft
Tjdagger  [author] 4 Dec, 2021 @ 9:09pm 
Hey Eyre,
Yes there are balancing issues I need to look at.
I'll need to look at the endgame and work it out a little different. Basically I have a variable that looks at how many enemy "cars" props are on the map. Plus I add to a resource variable for "cars" each time a flag is captured. By the time the last flag is captured the enemy may have 20 "cars" reinforcements available. And as its the last flag the rocket is the available car. I just need to rework some numbers. Tow vehicles are also "cars". I just need to find some time.

Also, that is strange about the aircraft?
Redley 4 Dec, 2021 @ 6:55pm 
And... I don't think AI should have so many rocket launchers that are constantly deployed. As we all know, AI doesn't need to aim at all. They just rush up and shoot all rockets as soon as they enter the launch distance
My troops simply have no ability to quickly destroy these rocket launchers in the face of a large group of tanks. As long as any launcher shoots rockets at my position, it means a lot of personnel losses.
Redley 4 Dec, 2021 @ 6:55pm 
It's really interesting to join the air combat in the battle, but in addition to interrupting my combat deployment every time the fighter appears, I also encounter the situation that the aircraft appears from the ground. Sometimes, the aircraft does not lose combat capability after being destroyed, but becomes a permanent Fort fixed there. No matter what I do, I can't destroy it. Unfortunately, Just now I met one. More unfortunately, it got stuck in mid air, aimed at my position and kept shooting bullets to kill my soldiers :(
(translator is used for the above contents)
Oblo 30 Nov, 2021 @ 1:50pm 
Hi @Tjdagger, I finish two mission with german, and enemy rocket launchers just rushing into my troops, they don't firing. I try my troop going not shoot, they come too close and shoot.
İf you can make them shoot from side of the map or not rushing, they can be dangerous. (I think "conquest enchanced" devs did somthing for scripts about this situation, you can ask him).
And if you can make it, enemy rocket launchers are soo many. İn first mission of german 20+ rocket trucks came to me last 5 minute.
Tjdagger  [author] 26 Nov, 2021 @ 11:47am 
@xtasy, agreed, I randomly placed a variety of the the edited smoke grenades in unit inventories early on, mainly to test them.
Medics could possibly have a couple normal smoke screen grenades.

Best to get this sort while there is only a few map/mission files to edit.
All units are tagged so it should be easy to simply write a couple of triggers to sort out inventories. Easier to add a couple of triggers than to edit individual units on multiple mission files.

Anybody else got some input/opinions for who should carry what type of smoke grenades?
xtasy 26 Nov, 2021 @ 10:29am 
medics carrying ammo and heavy ammo "smoke" grenades is a little odd, maybe give that role to the MG, group officer or rifle gren?
Tjdagger  [author] 25 Nov, 2021 @ 2:42am 
@Triho
What difficulty level are you playing on?
Tjdagger  [author] 25 Nov, 2021 @ 2:40am 
@ Comandante USA, thanks mate,
All my testing was done on "hard" difficulty setting.
And yes I've added a variety of supply smoke grenades. The troops may not have any vanilla ones on them. I could always add some to their inventory if you think it's necessary?
Apart from the toggle-able "auto repair" and "auto medic" I haven't done anything much else to make them self managed. Both of these can be enabled and disabled on an individual level.
Tjdagger  [author] 25 Nov, 2021 @ 2:38am 
Hey everyone, I did an update today. I was able to find and replicate a rare occurrence where the reinforcement buttons would disappear.
It was being caused by a conflict between enemy and player "paratroopers".
@0blo Thanks mate
I believe I have got it sorted out and fixed.
A big thank you to everyone who provided feedback, all is appreciated.
Let me know if you find any more issues.
C3 23 Nov, 2021 @ 9:13pm 
hey super cool mod. i am getting ammo air drops everytime i throw a smoke grenade... also i think medics in every squad is very unrealistic. in real life there would be maybe 3 for a whole company.
Ξ 22 Nov, 2021 @ 2:20pm 
:winter2019happybulb:
legionofsword 21 Nov, 2021 @ 5:56pm 
I found the AI is a bit easy to deal with. just played with your two maps (i can't recall what difficulty is, AI probably is intermediate). I easily wiped out their infantry.
What i really like is your setting makes the troops (human side) were more auto managed. They can engage the enemy themselves which is great and I don;t do much micro interfering. but maybe the game seems easy on that way. Perhaps you could set a option in the settings to enable or disable this auto management (or degree you can choose the auto management). I can see you have put a lot of new ideas and features in this mod which are fantastic. If you can, give people options for them to choose rather than take them away. Thanks for making such a good mod.
Tjdagger  [author] 21 Nov, 2021 @ 2:21pm 
@ Triho,
I'm curious as to how people are finding the balance.

Too strong?
Too many, or they come from too many angles?

Something I've considered...
I could either adjust enemy numbers based on chosen base game difficulty level.
Or...
I could have some independent difficulty option reinforcement buttons at the start that would regulate enemy numbers.

Enemy begin with a set number of reinforcements. Each time you capture a flag, more unit numbers are added to their total available reinforcements.
Tjdagger  [author] 21 Nov, 2021 @ 2:09pm 
Hi 0blo,
My mate Mosesjns has done some testing. He's identified some issues with the cannon spawning.
Something weird is going on. It seems to be effecting certain weapons, which is weird because they all share a common set of script processes.

But I now have a place to start my investigation to get this sorted out.
Immaluckez 21 Nov, 2021 @ 2:08pm 
<3
Triho 21 Nov, 2021 @ 10:04am 
damn, the AI is way too strong