Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

GEV v1.0 MAIN
250 Comments
Firelock  [author] 1 Aug @ 4:48pm 
If both players have the same version and no other mods enabled, it should work in coop.
[NBee] D3vilD3mon 30 Jul @ 1:27pm 
Is it working for Coop Conquest?
Firelock  [author] 29 Jul @ 3:51pm 
I actually have no idea how that happened LOL! I just fixed it, thanks for the report! Uploading a fix right now.
TheAlliedWarfighter 29 Jul @ 4:04am 
Noticed that the Pz.Kpfw IV Ausf. J icon on the research table may be overlapping with the FlakPz. IV Wirbelwind icon, not sure if anyone else is experiencing that.
Firelock  [author] 28 Jul @ 7:17pm 
Today's update: 6 more single-player maps converted to Conquest! There's 5 more still in the works too, which will bring the total number of possible maps up to around 130. Theoretically, that's enough for every map_point on the campaign map to have it's own dedicated map. I've figured out how to make that happen now too, so that's another perk to look forward to, when I can get around to it.
Firelock  [author] 28 Jul @ 12:44pm 
Check that you don't have any other mods enabled. GEV isn't compatible with most other mods because it changes a lot of things.
***Born to kill*** 27 Jul @ 3:11am 
My game keep crashing when I just click on some uits in the lobby...
mikasut 25 Jul @ 10:28am 
I still like to role play and keep my army as big as possible. It might not be optimal but it is definetly more fun and more realistic! I do not think the OKH was really trying to keep their army as cost effective and small as possible, so neither do I.
Firelock  [author] 25 Jul @ 1:55am 
Here's another thing you can try that I think is fun. Conduct an "extended operation" where you decide to fight X number of battles without resupplying in between. See how many battles you can fight before the ammo and fuel situation becomes critical.
mikasut 25 Jul @ 12:34am 
Imo the biggest problem with the conquest mode is that enemy strength is relative to your own army strength. At least in theory the optimal way to play is to always have as small and cost effective army as you can get away with. Larger army consumes way more ammo and manpower than a small one, and there really are no benefits in having larger army. The rewards are fixed, and controlling larger army is harder than smaller one. I do not think this problem can be addressed with modding, because it is the basic flaw of the game logic. But yeah, no game is perfect.
Firelock  [author] 24 Jul @ 11:55pm 
In case anyone is wondering, someone recently asked why the Soviets don't have flamethrowers or snipers. They do. They're just very rare, like realistically rare. They are not part of the default defender troops at flags when it's defending, but the AI does have access to them, if it decides to unlock them. And if it does, there is a small chance it will choose to buy them, but you could fight 100 battles and never see one, which is realistic in the scale of GoH battles. As for the Germans, I left the flamethrowers available, but removed them from most squads except a couple combat engineers. In reality they were quite rare, and also because in practical use in GoH they tend to just set your own troops on fire as much as the enemy. So, use at your own risk!
Firelock  [author] 24 Jul @ 5:21pm 
One thing I thought of, for those of you who want more of a challenge, is to set the campaign settings to always have 3 objectives. It's a lot harder to cap all 3 before the AI can spawn defenders. Once upon a time, GoH allowed up to 5 flags on each map, and I've made sure all the maps in GEV can support 5 objectives. If I introduced a campaign setting that made every map always have 5 objectives, there's generally no way to cap them all before defenders arrive.

I suppose this could feature in a future "hard mode" where there are always 5 objectives, the player gets very few RP at the start, the AI starts with more MP than the player, it spawns defenders instantly, and the AI tech progression outpaces the human player. I feel like a majority of players wouldn't find that very fun, but some might.
mikasut 24 Jul @ 11:34am 
I think making the first missions easy makes a lot of sense. Germans absolutely crushed soviets in the early period of operation barbarossa. However I like the idea that soviets put at least a bit resistance so you still have to be little careful and be ready to react. I decided not to use bombing raids by planes, because soviets can not use them either. Just to keep things fair. As far as I know the devs are doing their best to fix the issue with AA guns. Hopefully they will work it out!
Firelock  [author] 24 Jul @ 1:32am 
I am testing another increase in AI resources, and from what I can tell so far, the AI seems to have a threshold at which is stops buying new units and if it's given more resources, it just buys more of the most expensive unit it can buy rather than buying more units. I might know a way around that, but it will take time to figure it out, test it and implement. Something based on the old code in GEV v0.8 for spawning counterattack waves.
mikasut 24 Jul @ 12:57am 
Yeah, restarting when this happens is not a big deal. Especially when this happens very rarely.
Firelock  [author] 23 Jul @ 5:50pm 
@mikasut - The spawn points on some of the Finland maps especially are set too close to the map edge, and you end up with units spawning off the playable surface of the map. That's a vanilla problem. I've considered updating them many times, but the effort involved is disproportionate to the benefit gained. It's a LOT of maps to update, not just the Finland ones, and once I modify a map, every time the Devs update that map, I have to do it over again.
Firelock  [author] 23 Jul @ 5:49pm 
About the weak AI defenders, a couple points: At the beginning of the campaign, the AI is very weak on purpose. The intent is that the player easily steamrolls the AI, building up a stockpile of MP and munitions. Later, you will start gaining less and less and managing the points will be a factor. Also, there's a timer on how long the AI has before it starts spawning defending units. It's random between 30 seconds and 3 minutes. If you get lucky, you just might take all the objectives before they can spawn enough defenders, but after about 20 battles, you're sure not doing it with just infantry, and you probably don't have armor that can survive 30 hits from AT rifles, so enjoy the easy victories where you can get them.
mikasut 23 Jul @ 11:23am 
I like the update, especially on attacking missions. Before in one flag mission you just had to run your infantry to the map point, shoot the defenders before the reinforcements arrive and win the map in less than 5 minutes with very few ammo wasted. It still works time to time but you can not count on that, because sometimes there is more serious resistance with mortars and/or machine guns.
mikasut 23 Jul @ 11:19am 
I encountered couple of minor bugs today. First, some (or maybe just one guy with MG34 belt) of my own defenders were shooting at my troops. I restarted, and the next time my light field gun was so close to the border of the map that my guys could not man it. I restarted again and then the defense mission was working properly again. Nothing game breaking and very minor nuisance so no big deal.
Firelock  [author] 21 Jul @ 6:59pm 
Today's update: I've slightly revamped the pace at which the AI gains resources over the course of the war. The table below represents progression like this: <games played>:<%of player MP> The AI gets this as it's BASE amount of MP to purchase units, multiplied by other factors like threat level, attacker vs defender, etc. The changes are to make the AI a bit more competitive in the very early part of the campaign, and smooth out the larger spans between upgrades. The first entry 0:0.5 means that for the first match, the AI has 50% of the player's resources. Likewise, the final entry 120:1.4 means that after 120 matches, the AI gets 40% more than the player. While this % may not seem like a lot to some people, it's more than vanilla!

0:0.5 5:0.6 8:0.7 11:0.8 15:0.9 20:1.0 30:1.05 40:1.1 50:1.15 60:1.2 75:1.25 90:1.3 105:1.35 120:1.4
Firelock  [author] 21 Jul @ 5:16pm 
@l'Espinet (fr) - Thanks!
Firelock  [author] 21 Jul @ 5:15pm 
To be clear, the CP cost of an infantry squad is a flat amount - 2CP per soldier in most cases. Soldiers with less individual combat potential, like a tank crewman who has no infantry training and no equipment, might only be 1CP each. For vehicles the CP cost is a factor of speed, armor, carrying and towing capacity, indirect fire, armament, etc. In GEV it's a formula that's applied to all vehicles equally, to properly scale infantry squad capability with that of tanks and other units.
l'Espinet (fr) 21 Jul @ 3:00pm 
Thanks for your amazing mod !!!
mikasut 21 Jul @ 12:01am 
Yeah, this is what I was wondering. I did not know that the weapons determine the cost in both MP and CP.
Firelock  [author] 20 Jul @ 11:46pm 
Today's update: I added a version of the ammo trailer that carries engineer supplies.
Firelock  [author] 20 Jul @ 11:44pm 
If you look carefully at what is included in the GD infantry squads, you'll see why they cost more - it's because they have more men, and more or better equipment than similar non-GD infantry units. I allowed the game to determine the cost based on vanilla formulas and values. So whenever a GD unit is more expensive than it's non-GD counterpart, it's because it's a better unit in some way. Meanwhile, tank crews and medics have similar gear and numbers, so their cost ends up being the same.

Fun fact: A unit's veterancy does not factor into it's cost in GoH. Most GD units, both in vanilla GoH and in GEV, are veterancy 5, but this does not affect their cost in CP or MP (within the conquest game mode).
mikasut 20 Jul @ 6:08am 
Yeah, this makes sense. I have two questions: Why großdeutschland infantry cost more than regular, but medics, artillerymen and tank crew have the same cost? Second question: Why did you decide to remove flamethrowers (and molotov launchers?) from soviets?
Firelock  [author] 19 Jul @ 5:07pm 
@mikasut - in the scale of the battles depicted in GoH, fuel is usually not a factor. If you want to play your late war battles like it is, the accurate thing to do is just not take any vehicles. Tanks without fuel can't move, so they can't get to a place and get into position to fight - so they would be abandoned. Tanks with fuel, by contrast, would be pretty much like normal GoH vehicles - they'd generally have enough for one fight. If they didn't they wouldn't even be on the battlefield.
mikasut 19 Jul @ 12:15pm 
Is it possible to add fuel as separate resource (so you would have to do fuel missions as well)? In reality germans started to have serious issues with fuel supply and sometimes they had to abandon tanks because of they ran out of it. Some of their heavy tanks like tigers also consumed a ton of fuel. As far as I know the soviets had some KV-1 and T-34 tanks in the early stages of the war (as far as I know the mass production kicked in around 1942-1943 or so), so maybe they could appear now and then in early periods of the war?
mikasut 19 Jul @ 4:43am 
Works like a well oiled panzer III. Thank you!
Firelock  [author] 19 Jul @ 1:48am 
As always, if you experience errors, please report them. I check this page frequently and will see your report and act on it as soon as practicable. Thank you guys who posted about it!
Firelock  [author] 18 Jul @ 12:59pm 
Ok, it seems they updated the mantlets of all the Stug models. I fixed it.
Firelock  [author] 18 Jul @ 11:32am 
There must have been another game update after the advertised patch. I'll take a look at it now that I'm back from my armor trip to Poland.
TheAlliedWarfighter 17 Jul @ 5:22am 
To confirm what others are saying, the following error occurs when booting up a Conquest Match,

APP_ERROR: File not found -
resource/entity/-vehicle/germany/tank_medium/stug3f/mantlet.ply
(C:\WORK\PROJECT_2\goh\GEM\]source_work\elORepository.cpp:344)

RIP=7ff873657f9a [main_loop]
RAX=00000000 RBX=053bd6b0
RCX=00000000 RDX=00000000
RSI=00000001 RDI=0bad0001
RSP=053bd590 RBP=00000004
>>>>>>>>> gui.cmd.exec_all
>>>>>>>> gui.cmd.exec(generic)
>>>>>>> gui:cmd:exec_generic
>>>>>> gui.mp.showpage
>>>>> gui:pm:show
>>>> gui:pm:activate(page_launcher_multiplayer)
>>> entity:raw
>> file
"/entity/-vehicle/germany/tank_medium/stug3f/stug3f.def"
> file "stug3f.mdl"

178:
{VolumeView "manlet.ply" <}
179:
{bone "gun"}
180:
{parameters "id=gun;"}
181:
{animation
182:
{sequence "repair" {file "gun_r.anm"}{speed 0.7}}
Ugotit 16 Jul @ 5:38pm 
(I only ever play conquest)
Ugotit 16 Jul @ 5:37pm 
Oh and it was conquest not campaign.
Ugotit 16 Jul @ 5:37pm 
Crashing when I start a new campaign no other mods loaded. Something about an app error resource med tank stug3f mantlet
mikasut 16 Jul @ 11:22am 
It does not work yet I guess. My game crashed when I tried to play to play conquest. It works on campaign tho.
Ugotit 15 Jul @ 8:43pm 
Is the Ic version getting updated too?
Grammatik 15 Jul @ 2:53pm 
thank you!!!!
Firelock  [author] 15 Jul @ 1:40pm 
Ok, I was able to figure out a way to update the mod from Poland using my laptop. It should be working now!
Firelock  [author] 15 Jul @ 11:46am 
I am in Poland this week getting fitted for a new 15th century armor so I won't be able to update the mod until Friday unfortunately. It should be up to date before the weekend though.
mikasut 15 Jul @ 7:23am 
Nice mod! The eastern front feels about right. The first 10 missions are very easy, and then you start to struggle with supply issues, just like the wehrmacht did in real life. It would be interesting to combine this mod with valour, so you would fight just british and french units in the early stages of the war, and americans would join in later. But imo this mod works best in the eastern front. Now we just have to wait the mod being updated to it will work with the new patch!
Wild Weasel 14 Jul @ 1:03pm 
Would you be willing to make a separate mod that is just the non-integrated crew? I want to use the Long Range Realism mod but it crashes with GEV. I think if you have a mostly vanilla tree with the only change being crews split from the vehicles I could get it to work.
Grammatik 10 Jul @ 5:28am 
Ah sweet, thank you!! I felt a bit OP for a while until one random mistake later I ended up having to retreat with spectacular casualities xD
Firelock  [author] 9 Jul @ 7:14pm 
One piece of advice, if you really want the AI to buy the most expensive units it can afford, then fill your army with the most expensive units YOU can afford. If you take heavy losses it could be catastrophic, but you'll probably see it throw the kitchen sink at you.
Firelock  [author] 9 Jul @ 7:11pm 
In my thousands of hours (! not even joking!) of testing,I've seen it go many different ways, it's not always the same priority. In my previous playthrough, it was throwing KV1's at me on Day 26 and I struggled to fight them... it was murderous trying to kill them with infantry using handheld bombs... but in my current campaign I didn't see a KV1 until after Day 60. If you play ten campaigns, it will buy different units every time - though the first 15 battles or so it's really restricted, which represents the opening moves of Barbarosa.
Firelock  [author] 9 Jul @ 7:09pm 
@Grammatik - Technically, after Day 25 the AI is allowed to field the T28, the 1940 version of the T34, the KV1 '39, the T35 heavy tank and others. It chooses which tanks to field based on a bunch of factors, like for one it gets a budget based on a multiple of your army strength (your total MP) so if your force is really small it may not be able to afford any better tanks. The AI goes about filling it's roster making it's own decisions though, unlocking certain units as it decides to focus on infantry, artillery or tanks.
Grammatik 9 Jul @ 4:35pm 
So I'm on day 25+, and while I really like the pace of things so far, I wonder when I will see the soviets come out with their bigger kit? They've graduated from their amphibious tincans a while back, and are throwing bt's at me, but still an estimate or so would be nice :D
Doppelgänger 8 Jul @ 5:42pm 
@Firelock - LOL, funny how that works isn't it?!?