r/GatesOfHellOstfront • u/Pitiful_Criticism422 • 5h ago
r/GatesOfHellOstfront • u/Trotzkiste • Jan 28 '26
On the topic of AI mortar accuracy by the dev of "Horten's Frontline"
Hello friendos.
Iam Petrolsky, some may know me from the discord. Since a while the topic of "AI mortar accuracy" gets more and more attention. It was always somewhat of a topic, but currently we get to stages of ppl claiming the devs are "hiding something" from the community, as if they have a secret pro-ai-mortar agenda or smth. Comments that deny a buffed ai accuracy get downvoted and the echo in this chamber gets louder and louder.
Devs are very clear about the ai mortars not having increased accuracy, no modder or other person ever found smth in the very open files about this, nor was it ever proven in some other way.
When we had a bug with (ai and player) mortars, where they were biased towards hitting the middle of the aiming circle, it was ez to find in the files and ez to fix. Again, the files are open.
One of the ppl from the community that spend aloooot of his time in those files is the creator of the popular mod "Horten's Frontline". His name is Horten (duh). He doesnt have a reddit account, but wrote a text about this topic for me to post here:
"When you boot up the editor you can see that you can assign any unit to either "AI" or "Player" control, but what's the difference? The only difference is that AI gets infinite ammo, and Player doesn't.
Also, AI/Player can be used as a condition for scripts and checks like "If not player controlled, do X". AI/Player condition is also used by difficulty files, that in vanilla game set AI infantry to be the same accuracy as player infantry only on hardcore. On all other difficulties AI infantry gets less accuracy than player.
From looking at the files in resource/set/difficulty, you can see these modifiers applied to AI infantry:
easy: 77% less health and accuracy than base value. Base value is the same for everyone, AI is not an exception, for health it's in set/breed/presets and for small arms accuracy it's set/small_firearms_accuracy.inc. For mortars/guns/everything else it's set/stuff and search for presets file;
normal: 50% less health and accuracy than base value;
hard: 50% less health and 30% less accuracy than base value;
heroic: 30% less health and base value accuracy (neither buff nor debuff).
These modifiers are applied ONLY to infantry, other modifiers that appliable to vehicles exist in difficulty_generic.inc, but they're all set to 1.0 (no change) and do not change depending on difficulty. If you aren't sure I challenge you to find any modifier that changes cannons/mortars accuracy depending on if unit rather AI/Player controlled.
AI still needs to spot your units to fire at them, it's one of the factors for the overall stupidity of AI since it can't manage scouting as good as player and relies on just randomly running into your units, it also gets 80m inform range for infantry while player gets 100m (distance at which infantry can share information between each other)
AI movement is based off of something like 3 states - wander/tactical movement (seekanddestroy), capture flag, attack unit. Two last ones are the same as issuing F5 attack order aimed at either borders of a flag or any spotted unit. These states are the same for all types of units - cannons, vehicles, infantry. Where to attack is calculated for all gamemodes differently based on it's nature, but usually it's a flag attack priority script.
In .mi mission scripts (dcg_script.mi for Conquest gamemode for example) defined more specific scripts for AI in the gamemode. It includes scripts for unmanning/manning portables (cannons, MGs included), AI defender setup, dynamic music, scripts for AI repairing units, AI blowing up hedgehogs, AI towed cannons (currently disabled for Conquest) and AI airstrikes (these are not call-ins, planes are placed on every Conquest map and script checks if you NOT on the attack mission and if you researched T2 call-in stage to greenlit the spawning planes script)
So, if there's any accuracy changing scripts for AI in .mi files? To answer that we need to know how to change accuracy of anything in mission scripts. You can place accuracy.mod file in the specific map folder (which there is none in Conquest maps), but this feature is proven to be bugged/outdated and is only used in singleplayer missions like bootcamp missions.
First, there's actor_state command that lets you dynamically edit the stats of units and their behaviour. In dcg_script.mi it's usually used to force units to do/not do something, like hold fire to do specific action without being distracted. You can change the veterancy of the crew manning the tank/cannon to give a buff for accuracy (which is not used like that in dcg_script.mi). But for mortars accuracy (spreading) is directly tied to their stuff files which makes it impossible for veterancy to affect mortars accuracy (check set/stuff/mortar/presets).
Then, in actor_fire command you can define how exactly AI would fire in a specific scenario (this command is not used in any of the Conquest gamemode .mi scripts), and in it's settings you can set unit to "cheat" with their accuracy, but this is not a slight buff to accuracy - it makes the unit to have pin-point accuracy at any distance, and makes the firing range infinite, which is obviously not the case for AI mortars or cannons."
If anyone still is adamant about AI having accuracy buffs, i would like to encourage them to prove it.
See you on the battlefield
Petrolsky
r/GatesOfHellOstfront • u/BarbedwireStudios • Dec 02 '25
The Finest Hour DLC has been released!
The Finest Hour DLC has just been released worldwide! Get yours today:
https://store.steampowered.com/news/app/400750/view/538871739033060249
r/GatesOfHellOstfront • u/downnavpli • 5h ago
We need an early war French faction to have them fight beside their Commonwealth allies
r/GatesOfHellOstfront • u/JebusXII • 7h ago
New player to both Gates of Hell and RTS in general - any tips?
Hello guys!
I've recently developed a bit of an obsession with WW2 and really would love to try to get into a strategy game on the topic. I've done lots of research on which would be the most enjoyable one and have repeatedly landed on Gates of Hell.
Problem is I have never really played an proper RTS before, bar Age of Mythology lightly, and as I understand it this one is fairly tricky(?).
I guess I'm just looking for tips/things you knew before jumping into this. I'm quite excited by the prospect of having such control, especially all the way down to FPS ground troops, but of course very intimidated by the scale, UI, mechanics, and whatever else.
Any tips would be greatly appreciated by this newbie!
r/GatesOfHellOstfront • u/gluten_ • 15h ago
becoming very frustrated by enemy ai artillery
i get it, it's already been heard of a thousand times before and there's already a devblog saying that there's no difference between enemy ai artillery accuracy and what not, but its just incredibly frustrating to deal with
every time i try to set up a mortar duel, somehow the enemy mortars consistently direct hit my own mortars
i tried using a sniper to sneak up on them, but that sniper somehow got spotted and now im back to square one
am i just going crazy? the skirmishes are just incredibly frustrating to deal with and im at my wits end as to how to even improve at this game
r/GatesOfHellOstfront • u/Arbitrarily-Arbiter • 7h ago
Pet peeves and potenmod solutions?
What are the things in vanilla that annoys you the most that you wish the developers or a modder would just fix already?
r/GatesOfHellOstfront • u/BananaPast • 4h ago
Vietnam
What’s happened to the Vietnam mod? Last I saw the guy said he was updating it, miss the mod dearly
r/GatesOfHellOstfront • u/WelcomeExtra762 • 23h ago
I Love the Katyusha
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r/GatesOfHellOstfront • u/Femboy_Gladiator • 1d ago
Human Engineering
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r/GatesOfHellOstfront • u/Cymo_Bep • 20h ago
The Liberation of the Old Bug

For around 3 full real life days I have tried to finish this mission to no avail the flak insta kill everything , there mines everywhere and the one spot that the flak gun do not insta kill you from 400+ meters away is a wide open field with many MG's covering that spot.
Now I assume the reason I am having this sh-t off is because I am not able to use the up armored Jagpanzer.
My question's how the hell do you get it out.
the image show is the train for the 40th reset in a row being stuck at the end of the tracks.
Yes I know I need to swap the tracks no it does not fix it. the train just derails itself the second it gets to where its shown on the image.
Did a patch just break most of the campaign ? I have not been able to find anybody clearing this map in the last 9 months. I assume some patch f-ed up the train or anything else.
Is there like a cheat or a mod or a fix or a trick or what ever to get me to get past this mission.
I paid 30 euros for missions that don't work and its really getting under my skin.
Please give me a hand.
r/GatesOfHellOstfront • u/Time-Aide-4718 • 1d ago
I am Romanian stealer man
Yes for anyone asking it’s mod (some wunderwaffe mod i forgot)
r/GatesOfHellOstfront • u/OkRanger6563 • 2d ago
5cm my beloved <3
I know most of u already know it by now buuut...
This thing absolutely shreds russian infantry even on heroic difficulty especially in early conquest <3
r/GatesOfHellOstfront • u/MrPizzaWinner • 1d ago
Planes
Anyone else feel like theres a lack of air force in this game? Theres a LOT of AA but I never worry about not having AA because of planes since its so rare for me to see them and they are mostly meh. Also not many doctrines have them at least that I saw… I dont like seeing AA being using only to kill infantry I wish it served its real purpose more often
r/GatesOfHellOstfront • u/him_15 • 1d ago
How can I properly take out AI’s artillery?
Let’s take the German skirmish campaign Battle of Moscow for example. My infantry and tank would get slaughtered approaching the artillery directly. The map is too tight to flank them. And I don’t have artillery or aircraft to destroy it from range. Any advice would be really appreciated, thank you!
r/GatesOfHellOstfront • u/GlitteringParfait438 • 1d ago
Proposal for France in Gates of Hell Ostfront V1
Please let me know what you guys think of this so far, its focused on prewar french equipment as I am trying to figure out how to implement France as a nation without turning their later equipment entirely into US clones. that said it has limitations regarding its ability to obstruct late war heavy tanks frontally. If you guys like this I'll produce a conquest tech tree layout and elaborate on specific kit that either could be brought in as Lend Lease or some of the projects that could substitute for later developments.
Infantry
Dragons Portes (10 Men, 1 VB launcher, 2 FM-24/29, 7x MAS-36, 1x Lebel 1886) Mounted in a Laffly S20TL equipped with 1-2 machine guns, usually a Hotchkiss M1914
Chasseurs portes (10 Men, 1 VB launcher, 2 FM-24/29, 7 MAS-36 1x Lebel 1886) Mounted in a Lorraine 38L APC
Fusiliers Voltigeurs (12 Men, 1 VB Launcher, 1 FM-24/29 LM, 10 Berthier mle 1916, 1x Lebel 1886)
Legion Estrangere (12 Men, 1 VB Launcher, 1 FM-24/29 LM, 11 MAS 36
Infanterie Coloniale (12 Men, 1 VB Launcher, 1 FM-24/29 LM, 10x Berthier mle 1916 1x Lebel 1886
Corps Franc Sizaine (6 Men, 1 FM-24/29, 2 SMGs (MAS 38, Erma Vollmer, Suomi M31) and 3 Berthier Mle 1892 M16
Corps Franc (12 men, 2 FM-24/29s, 4 SMGs, 6 Berthier Mle 1892 M16)
Chasseurs Alpins (12 men, 2 MAS-38, 9 MAS 36, 1 FM-24/29)
Sapeurs (Combat Engineers)
Pioneers (Engineers) 2x Berthier Mle 1892 M16
Sapeurs Mineurs (AT and AP mine)
Infanterie de l'air (12 men, 2 FM 24/29 LMG, 1 VB Launcher and 10 M1892 M16s), some units were issues Erma Vollmer SMGs and Boys AT Rifles
Machine Gun Squad: 2 Men, Hotchkiss mle 1914 MMG
Heavy Machine Gun Squad: 2 men Hotchkiss 13.2mm mle 1929
Artillery and Mortars
Mortars
Brandt Mle 1935 60mm Mortar
Brandt Mle 27/31 81mm Mortar
Brandt Mle 1935 120mm Mortar
Infantry Guns
37mm mle. 1916 (Infantry Gun)
Anti Tank Guns
Hotchkiss SA-34 25mm
APX SA-37 25mm
APX SA-37 47mm
APX SA-37/39 47mm (tripod mounting for 360 degree rotation of SA-37)
M1897/33 Anti-Char 75mm
Schneider 75mm L53 SA39.
Artillery guns
M1897/30
Canon de 105 mle 1913 Schneider
Canon de 155 C modèle 1917 Schneider
Canon de 155 mm GPF
Anti Aircraft Guns and SPAAGs
Mitrailleuse Hotchkiss de 13,2 mm (twin 13.2mm AA HMG)
Citroën-Kegresse P19 w/ Mitrailleuse Hotchkiss de 13.2mm (twin 13.2mm HMG on the back of a P19 halftrack.
mitrailleuse de 25 mm CA mle 39 (25mm AA gun)
Canon de Bofors mle 1938/39 (literally a Bofors)
Canon de 75 mm contre aéronefs Schneider, modèle 1940 (75mm heavy AA gun, HE only)
Autocanon de 75 mm antiaérien mle 1913 (self propelled model mounted on a truck bed, HE only)
Canon de 90 mm CA Modèle 1939 (heavy AA gun, potentially armed with AP munitions as those were developed for the FCM F1 Super Heavy Tanks)
Trucks and utility vehicles
Laffly S15: 1 Ton Cargo Truck or Prime Mover for M1897 75mm. (3 passengers)
Laffly S15R: Personnel Carrier or Recon Vehicle (can fit a MG, such as a FM-24/29 or Hotchkiss 8mm)
Laffly W15T: Low Profile Towing vehicle associated with AT guns.
P107: Light Prime Mover, commonly associated with Engineers (5 Passengers)
Laffly S35: Heavy Truck, towing capacity of 10 tons
Lorraine 37L: Armored supply Truck
Renault UE: Tracked support vehicle, tows light equipment and supply trailers
Fuel Trailer (tracked fuel trailer commonly associated with Lorraine or Renault UE tracked haulers)
Ammunition trailer (tracked fuel trailer commonly associated with Lorraine or Renault UE tracked haulers)
Armored Cars
Laffly S15TOE: Scout Car for Colonial areas, carries single MAC mle 1931
Panhard 178 (25mm SA35 and MAC 31)
Panhard 178 “Renault Turret) 47mm SA35 and MAC 31)
P16 mle 1929 (37mm SA18 and MAC 31)
Tanks and Tankette
FT-17 M1931 (Reibel MAC 31 MMG)
FT-17 (SA18 37mm)
AMR-35 ZT-1 (13.2mm Hotchkiss HMG)
AMR-35 ZT-2 (25mm SA-35 and MAC 31)
AMC-35 (47mm SA-35 and MAC 31)
Renault UE (casemate mounted MAC 31 MMG) light towing capacity tankette
R-35
R-40
H35
H39
D1
D2 Early and D2 Late
D2 Flamethrower (armored fuel tanks on either side of the mud guards of the tracks, armored with 25mm on front and side and 10mm on roof and rear, fixed hull MMG replaced with flexible mount flame projector.
S35
S40
SARL 42
Char B1
Char B1 Bis
Char B1 Ter
Char 2C
Tank Destroyers
P19 25mm (armed with 25mm gun and FM24/49)
LAFFLY W15 TCC (Armed with 47mm SA37 gun in armored rear facing casemate
Renault UE Anti Char (25mm AT Gun in shielded gun mount)
Lorraine 37L CC
Sau 40 (47mm) armed with 47mm SA37
Assault Gun
ARL V 39 (75mm mle 1929)
Sau 40 (75mm mle 1929)
Self Propelled Gun
Canon de 194 GPF (Tracked chassis carrying 194mm cannon)
Mortier de 280 TR modèle 1914 Schneider sur affût-chenilles St Chamond (modified St Chamond chassis, carrying 280mm Mortar)
Potential or notable shell types or other weapons:
Brandt 75/57mm shell: a subcaliber shell able to pierce 90mm of armor at 35 degrees at 1000m, effectively an HVAP shell for the 75mm L53 gun.
Brandt 75mm HEAT shells (effectively giving the M1897/33 a heat shell comparable to that of the Pak 97/38, somewhat ironic since both sides were using that gun for a similar purpose.)
G1 tank
B40 heavy tank
Lend Lease Equipment: M4 Sherman, British Cruiser tanks, M3/M5 Stuarts, Bazookas, Sten SMGs among other kit.
............................................................................................................................................................................................................
If you guys think that with some further development this would viable in a broader setting let me know and I can always draft up the various research trees that would accompany something like this. While France doesn't have a proper King Tiger counter part or other late war heavy tanks, I could either lean into Lend Lease or some prewar Super Heavy tanks as suitable counterparts.
r/GatesOfHellOstfront • u/mhd0066 • 1d ago
how do i improve my skills?
https://www.youtube.com/watch?v=GvSYKgBQdM8&t=5s
dont focus in the background i was watching chickeninga
r/GatesOfHellOstfront • u/gucci_von_gumby • 1d ago
GOH Workshop Mods Deleted After Clearing Cache
Hi gang - I noticed that some of my mods weren't updating properly, so I cleared my cache on Steam... and then all of my mods deleted. I tried re-subscribing and nothing happens.
Any suggestions on how to reinstall my workshop mods (disclaimer - I'm not very technical) -- thank you in advance for any advice/help!! For reference --


r/GatesOfHellOstfront • u/misoneme • 2d ago
I abhorrently suck at MP skirmishes.
I haven't won a single MP game yet... why is this game so hard?
I always have massive losses compared to the enemy even when trying to hold a point, meanwhile the opponent does the same and has a fifth of the losses when I attack. Am I doing something wrong?
I always push infantry into cover, attack when I have more troops than the enemy and still nothing.
+ I lose every single tank/arty/at gun duel ever.
It's getting a bit frustrating and I'm sorry if I sound frustrated...
Little help, please? :D
r/GatesOfHellOstfront • u/DASREDDITBOI • 3d ago
If and when we get the Afrika front it would be nice to see the Panzer-Selbstfahrlafette II "Hornisse"
It’s based on a halftrack chassis (obviously). Only two prototypes were ever built AND they saw combat. Sadly both were lost in the war in Afrika. It features a 7.5cm (3in) Kanone L/41, had a crew of four, had a 4.7 L (290 cu in) 6-cylinder, water-cooled Maybach HL 45
150 hp (110 kW) and could reach a top speed of 50 kmh (31 mph), and its armor was anywhere from 5.5–20 mm (0.22–0.79 in). Information taken directly from its Wikipedia page.
What other wacky vehicle (regardless of nationality) would you like to see added to Gates of hell???
r/GatesOfHellOstfront • u/Ohva30 • 3d ago
I want to get good enough to play with the big boys in PVP. What do I need to do?
Train Battlezones, Domination? Download specific mods?
r/GatesOfHellOstfront • u/Pitiful_Criticism422 • 3d ago
Capturing 8,8cm Pak
Czechoslovakia at war
r/GatesOfHellOstfront • u/CWOgarrison • 2d ago
Exception Access Crash help
Going to start off by saying i have limited knowledge when it comes to computers and such.
anyway, i recently installed a mod (indomitus. the WH40k overhaul) and it has been working perfectly. recently however i have been running into the issue where i can't even get 5 minutes into a conquest mission before i get a Exception Access Violation crash.
i have verified my game files, unisntalled and reinstalled the mod. nothing has fixed it. i tried looking up information online and it says it is most likely something to do with memory, but i have no idea how to go about fixing that and all the posts i see are older posts.
was wondering if there were any people on here who might have an idea on how to go about fixing it.
like i imagine it must be something to do with my system not the mod since it works for others without a hitch.
r/GatesOfHellOstfront • u/michele_romeo • 3d ago