Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

GOH Redux (1.051.0)
65 Comments
AHappyCub 23 Jul @ 6:28am 
Can you please remove the build in medics in conquest infantry squads ?, its so annoying having them run faster than the rest of the squad which inevitably means they get shot first every time, it also renders actual medic to be pointless
BroDimm  [author] 12 Jul @ 4:41am 
i rarely played conquest. In theory, it should work except the economical changes.
roflcake$ 12 Jul @ 12:28am 
does this work with conquest? looks great
BroDimm  [author] 3 Jul @ 8:21pm 
спасибо. это предназначено для минимизации микро в большом сражении. Что вы имеете в виду?
REX 3 Jul @ 4:22pm 
Здравствуйте. Ваш мод интересны и увлекательный) У Вас есть его версия без большого количества патронов у солдат?
Frontovniki 1 Jul @ 8:24am 
Silly Question, How to know if this mod work?
Reunion 4 Jun @ 10:31am 
("spotting2" r(3.73) r_human(0.8) veh_vis(250) can_vis(250) can_fire(270))
I don't quite understand the meaning of the word human in this passage. What does the parameter of human mean?
BroDimm  [author] 4 Jun @ 6:08am 
@Reunion check vision folder and you can play with it
Reunion 4 Jun @ 6:03am 
yes, i mean the vision "cone" ,it's too narrow to make the scope's field of view look unreasonable.
Maybe you can tell me where I can set it.Especially the long one. I have been looking for it for a long time and can't find it.
BroDimm  [author] 4 Jun @ 4:16am 
@reunion the way of the gun scope (manual control) and the view from rts view (top) works differently. For example, if you want to see and detect as far as the gun scope can see, it could be spawn to spawn detection.

If you mean the vision "cone" i think i can adjust that but i need a reference point of current condition
Reunion 4 Jun @ 3:54am 
Maybe the tank's field of view shouldn't be that narrow, because when I opened the gun scope and looked, I could actually see as wide as the gun scope, but in fact I could only observe less than one-fifth of the gun scope, which may not be true
BroDimm  [author] 31 May @ 7:28am 
@yuks fixed. i messed up with something on last update. Please resub
yuks63 31 May @ 6:52am 
crash
BroDimm  [author] 29 May @ 7:21am 
@twr455 there was SS mod that i have used regularly, the creator name was wiga if i'm not mistaken. But somehow he took out the mod from workshop. It was the best SS reskin i ever used without breaking everything from the game
twr455 28 May @ 12:44pm 
This is probably the best redux mod out right now. I'm attempting to do something with the SS right now, do you know of any mods that are compatible with this?
BroDimm  [author] 28 May @ 5:54am 
AIRDROP SUPPLIES update.
Now you can call in supply crate with doctrine points
BroDimm  [author] 24 May @ 8:40pm 
Fix for (1.051.0)
BroDimm  [author] 21 May @ 8:38am 
some more update (see change notes)
BroDimm  [author] 18 May @ 3:45am 
tweaked stuff. cleaning logs.
add experimental scripts for domination mode regarding spawn times, bot strategy, spawn logic, and some new randomised logic to keep every match 'unique'
BroDimm  [author] 7 May @ 9:53am 
i'll be off for 10 days. Hopefully nothing breaks from my last updates.
BroDimm  [author] 7 May @ 2:03am 
@Eisen thanks. let me know what can be improved. Balancing realism and fun is indeed difficult (and time consuming for the game file structures).
Eisen 6 May @ 11:37am 
As of now, I see alot of potential here in your Mod BroDimm. Hats off to you good sir.

Your mod might be the first and only mod that has a sense of lethality that isn't over the top and seems to be quite manageable. Largely this might be due to the overall debuff to weapon accuracy... Which I have long been looking and hoping for.
BroDimm  [author] 5 May @ 7:49am 
@Loombuq @fumantze
lets talk about JSU152 (ML20) in discussion thread
BroDimm  [author] 5 May @ 7:48am 
@METAL_BEAR you have to edit the content of breed folder and repeat for each infantry. That was from old version. Currently i prefer to make that individual infantry less micro related to ammo of its primary small arms only (intended).
M3TAL_B3AR 4 May @ 11:02am 
hello, is there a way to configure the amount of ammo for infantry? i think that 999999 bullets for each guy a bit to much :)
Loombuq 3 May @ 11:14am 
@BroDimm

First of all, no you're not a shitty modder. Everybody makes mistakes.

I tested them in skirmish using direct control. The HE still deals damage to units.

For example, the reticle claims that a range of 280m is max for the JSU-152s HE (beyond that the reticle turns from white to red and you're unable to fire). However, if I was to either manually fire its gun or tell it to fire at a location at 280m range, the shell would ALWAYS fall short of the displayed max range. The shell refuses to fly beyond 250m, and point it just diverts STRAIGHT down into the ground.

This can be tested by just firing the JSU-152s HE at the tops of trees and making sure the shell misses the tree. At this point the shell will appear to have the trajectory to fly farther. Instead the shell just drops from 10m altitude down to 0 as soon as it reaches a certain point. This doesn't happen for (most?) other guns, as their shells will continue to fly beyond their displayed maximum range.
fumantze 3 May @ 8:59am 
I leaned this while doing a mod for Valour (changing the ranges and dispersion of weapons and guns) and it took me weeks to change all of them. Managed to do what I had in mind but I gave up after a couple of updades on the main mod. 😅
BroDimm  [author] 3 May @ 7:24am 
<disclaimer. i am a shitty modder so i still do trial and error>

Correct. There are 2 types of ranges in the game. One there is range which you can fire the weapon, two there is a range which shells do damage based on penetration table and a range of which it allows to do the said damage. Also, manual control can ignore the said range in which shells will travel (but usually afffected by low acc / no dmg in beyond max range).

all of those, multiply by caliber and by units. So yeah, i missed lots parameters. Will gradually fixed it.

For example, a flak autocannons. You can fire like range of 300+ (even tho it is capped to 200) in manual control but it won't do any damage to enemy tanks

@loombuq
Please elaborate more for finnish BT-42 and JSU-152 and i will put it to my backlog. Did you try to hit enemies using manual control and the HE doesn't do any damage?
fumantze 3 May @ 3:33am 
@Loombuq aye, this requires much more than just changing the ranges on the gun file itself. The ranges are assigned also on the projectile type/size. Both need to be modded for this to be changed. Theod author needs to spend lots of time to tinker with this because in some cases, everything seems to be good, but then this phenomena still happens.
Loombuq 3 May @ 1:23am 
Certain vehicles seem to be unable to actually utilize their increased ranges. When direct controlling these vehicles the aiming reticle indicates that you should be able to fire beyond vanilla ranges (text stays white instead of turning red). Despite this, the shells refuse to fly further than the vanilla ranges, and smash directly down into the ground once they reach their original limit. It seems there's some kind of hard cap preventing the shells from flying any farther. So far I've noticed this problem with the finnish BT-42 and JSU-152 (both using HE).

I also noticed that atleast the late-war finnish MG detachment comes equipped with an MG 26(t) instead of the vanilla DP-27 in skirmish, which I assume is some kind of mistake?
BroDimm  [author] 1 May @ 4:43am 
@Tanksaawk
actually there is for MACE (the predecessor of this mod by me as well).
But that one needs an update first.
Tanksaawk 30 Apr @ 12:44pm 
Are there plans to make this compatible with MACE?
BroDimm  [author] 30 Apr @ 6:09am 
@木m yes i am well aware of that. Nerfed it too much. Will fix that
木m 30 Apr @ 2:57am 
tanks are too slow
BroDimm  [author] 26 Apr @ 3:35am 
Stable update for 1.050.0 (GOH Automedic update)
BroDimm  [author] 25 Apr @ 10:17pm 
I wish i can help but i also puzzled. I have group of 3 every night using this mod, none has / able to reproduce this issue. Sorry Man.
Doggo 25 Apr @ 5:39pm 
@GUT this happens to me all the time, at least what works for me is to re-apply any key in the controls menu and that's it, I don't know if it's the same problem but I hope I helped
GUT 23 Apr @ 11:53pm 
@BroDimm, somehow it fixes after restarting the game but Im confused why is happening to me exactly with mods which are just files, never happened with big modes like modern conflict or mace etc.
I think there is no option to fix it from modder's side, seems to be in-game problem
BroDimm  [author] 23 Apr @ 8:23am 
@GUT IIRC i didn't touch anything related to menu as well as hot keys. But if you can give specifics, i can try to reproduce and check on my end.

I have used hotkeys in my game which is worked such as:
- E (direct control) / T (change camera)
- Shift + number for grouping
- Double L for detonate
- F5 / F6
- Ctrl for stance
GUT 23 Apr @ 7:16am 
Hotkeys dont work anymore with this mod, why? Saw it with some other mods, never found the answer
BroDimm  [author] 18 Apr @ 6:24am 
@caiyu8359
Enjoy.

Those are already about 1.5 (some 2) from normal ranges (already OP in small maps). I have intentionally limit infantry AT rockets to a cap of 100 for balancing reason (otherwise you could snipe tanks with bazooka from across the map).

Tip: Try using manual 1st person mode for tanks and cannons
caiyu8359 18 Apr @ 5:59am 
Good job! This is what I needed!
Could you increase tanks and small canons range?
BroDimm  [author] 12 Apr @ 7:25am 
Update recap:

- Decrease HMGs ammo cap to 2500 rounds (from 99999). These units are considered special units and with this, it will promote repositioning and resupplying in play. Forcing withdrawal from battle to resupply
- Increase resupply timer ticks so a unit needs more time per bullet added from resupplying from any sources (was, 1 second per tick)
- Vehicle mobility adjustments
- Domination mode adjustments
- AI adjustments for longer battles
- Dshk enhancement following real weapon data
- Personal rockets ammo adjustments (reduce carried ammo on spawn)
- Generic machine gun adjustments (burst spread rebalance)
Teax 11 Apr @ 12:29pm 
Ah the overriding thing sounds really nice, didnt thought of that. Thanks for explaining :)
BroDimm  [author] 11 Apr @ 10:50am 
@teax actually i have plans for that (but not yet published). Also, it is to ensure that if there are overriding mods loaded before this, it will 'force' it to revert back
BroDimm  [author] 11 Apr @ 10:40am 
@mama @hardkor
that is to avoid too much micro due to the behavior of mg42 which you will out of ammo in the game in less than 10 sec and that unit will be useless. I will consider revisit mg42 to fine tune the balance. In the meantime, I can tell which file to delete should you dislike my capture point and mg abundant ammo

@14candy conquest are currently not in the mod yet for officers. i only mod skirmish files which i usually played for. If your finding is on skirmish, could be mod conflict overriding mine
Teax 11 Apr @ 4:27am 
Greetings, just a quick question but why are you using unchanged vanilla files inside your mod?
14CandyLand88 10 Apr @ 5:07am 
I have one problem with officer. He dont give any -50cp. And cost me only 60mp.
SKIBIDI_RIZZLER123 9 Apr @ 5:13pm 
Yeah especially on capture points
mama.mia99@aol.com 9 Apr @ 3:02pm 
Giving troops infinite ammo gives a massive inherent advantage to the germans for this mod. The biggest downside to the MG42 is it's ammo consumption; removing that makes the MG42 dominate every other LMG in every regard, which is not an accurate reflection of the MG42's strain on logistics.