Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Red Riders : A Conquest Overhaul for the Soviets.
S'Aarum  [developer] 9 Apr, 2024 @ 1:27pm
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the starting vehicles are mostly gone with this new update. If that's what you mean by removing "unnecessary" content then I think it's not worth it, the file size was never a big deal anyways, I was just worried my RAM coundn't handle the mod which didn't acutally happen. All of the T-28 variants are gone, the 37mm is gone, the M1902 76mm is also gone. Probably other stuff too but I don't remember. Just my opinion but I like also having the old "obsolete" stuff around too. Plus it's fun to use them in the early game because otherwise you'll be easily stomping the germans for quite some time before they start showing up with better equipment.
Last edited by The Pizza is Aggressive; 11 Apr, 2024 @ 6:24am
S'Aarum  [developer] 11 Apr, 2024 @ 8:19am 
Hi pizza, mmm. I removed them because I never use them. And this is not what reduce the mods weight.
However, I want this mod to be set in middle to late war. Thus the next update will remove early war equipment for the Germans as well.
Grammatik 11 Apr, 2024 @ 10:24am 
I think the idea of the mod being based around the middle-to-late war would be very nice, there was another mod that did it called 'twice over the vistula', which edited the tech trees some more for it. Maybe you can find some inspiration there?
yeah I think once you remove the early german stuff too it will be better
Also, the sound and soundtrack changes you made are really good. I also really liked the historically accurate squads and units. Maybe you should make those into a standalone mod at some point, unless there are mods out there that already do that and I just don't know about them.
S'Aarum  [developer] 11 Apr, 2024 @ 10:47am 
Originally posted by The Pizza is Aggressive:
I also really liked the historically accurate squads and units. Maybe you should make those into a standalone mod at some point, unless there are mods out there that already do that and I just don't know about them.
For MP games ? I could be yes.
I believe the mod "twice over the vistula" has a good depiction of squads and organization.
S'Aarum  [developer] 11 Apr, 2024 @ 10:48am 
Originally posted by Grammatik:
I think the idea of the mod being based around the middle-to-late war would be very nice, there was another mod that did it called 'twice over the vistula', which edited the tech trees some more for it. Maybe you can find some inspiration there?
Ahaha yes. But i'll stay with my "vanilla" style tech tree.
Since i already incorporated organisation and ranks from the mid-late war.
S'Aarum  [developer] 11 Apr, 2024 @ 10:48am 
I don't want things to get convoluted to a too much degree like that good mod. ^^
Grammatik 12 Apr, 2024 @ 9:27am 
If you do decide to add german stuff to this mod, I'd be happy to see the volksturm assets in the game be usable in conquest- though in fairness they would not make much sense fighting far in the east. Either way, good mod as it stands.
S'Aarum  [developer] 12 Apr, 2024 @ 10:23am 
Originally posted by Grammatik:
If you do decide to add german stuff to this mod, I'd be happy to see the volksturm assets in the game be usable in conquest- though in fairness they would not make much sense fighting far in the east. Either way, good mod as it stands.
On the contrary, they make total sense. Especially when the fighting went into Germany.
Grammatik 12 Apr, 2024 @ 1:04pm 
I just mean since you said mid to late, haha
But yes, I would love to see that stuff honestly.
Since you made the battle waves have more unit slots, you should also increase the starting spawn points or make them go up faster, because you usually can only call in a single full wave and then have to wait a fairly long time until another one can be called, unlike in vanilla where you can usually call in 2 full battle waves at once on spawn. Having to wait until you can call another wave is fine on attack rounds but it's really bad in defense rounds.
S'Aarum  [developer] 12 Apr, 2024 @ 6:04pm 
Originally posted by The Pizza is Aggressive:
ou should also increase the starting spawn points or make them go up faster, because you usually can only call in a single full wave and then have to wait a fairly long time until another one can be called.
Its up to you to organize your echelons smartly. That way you can call your engineers, mine layers and at guns in your first echelon.
But i will keep that in mind.
TheLegend27 18 Jun, 2024 @ 11:41am 
i would like to suggest some other things aswell:
Indirect fire for the SU-122 and SU-152 since these tanks were used as long-Range SPG aswell

And MG Detachment for convienience


Really awesome mod so far btw!!
S'Aarum  [developer] 18 Jun, 2024 @ 12:00pm 
Originally posted by TheLegend27:
i would like to suggest some other things aswell:
Indirect fire for the SU-122 and SU-152 since these tanks were used as long-Range SPG aswell

And MG Detachment for convienience


Really awesome mod so far btw!!
Hi, I would gladly add the indirect fire for the SU. ^^

As for the MG detachment, what do you have in mind ? Its a bit broad.
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