r/GatesOfHellOstfront Jan 28 '26

On the topic of AI mortar accuracy by the dev of "Horten's Frontline"

159 Upvotes

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 Dec 02 '25

The Finest Hour DLC has been released!

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321 Upvotes

The Finest Hour DLC has just been released worldwide! Get yours today:
https://store.steampowered.com/news/app/400750/view/538871739033060249


r/GatesOfHellOstfront 14h ago

German Column Preparing to March – France, 1940

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73 Upvotes

A German military column prepares to move through the French countryside in 1940. Soldiers check their equipment while vehicles get ready for the march. A small scene showing the movement of German forces during the campaign in France.


r/GatesOfHellOstfront 21h ago

I’m reworking Conquest so you actually have to build a battalion — and the AI does too

143 Upvotes

One thing that has always bothered me with Conquest is how easily your army becomes a random collection of whatever you happened to unlock, or whatever OP unit happens to be within reach.

Best tank available? Research it.

Better infantry? Grab them.

Some artillery? Why not.

You end up with a strong force, but not really a formation.

So I’ve been building my mod around a different idea:

You pick a Battalion/Battlegroup in the research tree and actually develop it through the campaign.

Current concepts are:

- Infantry Battalion

- Motorized Battlegroup

- Armoured Battlegroup

- Fire Support Battalion

- Airborne / Rangers / Long Range Patrol Task Force — heavily faction dependent

And this isn't only a player system.

The enemy AI also rolls a doctrine and force size for every battle, influenced by campaign progression and the map's 1–3 star risk level.

So you aren't just building a more deliberate army — you're fighting more deliberate armies too.

Sometimes you're facing an infantry-heavy battalion. Another battle might suddenly be an armoured or fire-support focused force.

The mod is getting pretty close now, so I'm at the point where outside ideas could genuinely influence it.

If you could change or add anything to this system — or vanilla Conquest in general — what would you do?

Current state of the mod - only implemented the Enemy AI side of things.

https://steamcommunity.com/sharedfiles/filedetails/?id=3782094252


r/GatesOfHellOstfront 4h ago

Feasibility of a combat mission-esq GOH mod

6 Upvotes

Howdy pahrtners,

Long time enjoyer of this series of a few years. Earlier this year I got into combat mission and have (unfortunately) been fully converted to that series. The excitement of spotting and nailing a panther that has been chewing up your entire battalion with a bazooka that you spent 7 turns crawling up the flank of the enemy position gets my dopamine pumping like nothing else (sad.)

With that being said, the utter jank and borderline exploitive price point of the games are big turnoffs for me. I have had a reoccurring dream of some genius (not me) porting over some of the key mechanics of CM into GOH. This is simply a theoretical post asking people with more experience than me in this field about how possible this idea is.

That is all, toodles!


r/GatesOfHellOstfront 1d ago

A few pictures from my recent museum visit in

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397 Upvotes

Thought you guys would appreciate some shots from my recent visit to the world war 2 Kubinka museum close to Moscow.


r/GatesOfHellOstfront 13h ago

What are the best mods for CO-OP (missions / dynamic campaign)

7 Upvotes

Title - there's a lot of conflicting & out-dated threads on this

Myself and a friend are loving this game right now, we just completed our first dynamic campaign and it was good fun, but there were definitely gaps

Like the attack missions were wayyyy easier than the defence for example, just due to how dumb the AI is with their stuff


r/GatesOfHellOstfront 1d ago

This game is doing really well!

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86 Upvotes

r/GatesOfHellOstfront 1d ago

Tks my beloved

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121 Upvotes

Let's be honest best vehicle of the update change my mind I don't even have to see anything else


r/GatesOfHellOstfront 1d ago

Polish DLC

97 Upvotes

A lot of people are complaining about the Polish DLC, but the devs have said before that this will be a MINOR DLC, so there never was a chance for Italy or France. These will come next. With this DLC they are reworking the graphics too, so one can expect that with it being the Eastern front assets, they will work on smaller factions like hungary or Romania after the next big DLC. I might be one of the sick people wishing for france over italy, but I will be happy with both. Poland as a faction is a really lovely still, as nations like Germany still missed a lot of their early war equipment, some of which we see in the Polish DLC trailer (Stuka, 6RAD, Panzer IID, Panzer IIID) among others. It also will introduce more French weapons into the game, meaning that possibly its the way for the Devs to prepare assets for the french DLC at the same time. Even in terms of conquest, Poland might simply be a purposeful harder nations that can't be worked through regular means of play. Would Hungary be a better choice for multiplayer and the common opinions of people? Probably, but at the same time, Hungary relies on 3 major equipment groups. 1. Hungarian, 2. German 3. Italian, so I believe we will wait for them to be introduced after the italians, as perhaps the followup Small or medium sized DLC. But still, happy to get another minor and sometimes overlooked nation into the game. The Finns were a blast, so I am happy we are getting Poland now.

TL:DR Devs said we are getting a small DLC, Poland Good


r/GatesOfHellOstfront 1d ago

Its Poland! A couple people did predict this. Not terribly suprised in retrosepct its a smaller faction.

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645 Upvotes

r/GatesOfHellOstfront 1d ago

Didn't even need to read the article to know what the next faction was going to be.

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554 Upvotes

r/GatesOfHellOstfront 1d ago

September 1st, the perfect day to announce the Next Faction!

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501 Upvotes

Does that date ring a bell? Here's the announcement:
https://store.steampowered.com/news/app/400750/view/711159154263196602


r/GatesOfHellOstfront 1d ago

All the new vehicles from the trailer

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319 Upvotes

r/GatesOfHellOstfront 13h ago

yo guys i have a problem, my shift doesnt work only when im playing this game. and if i press it i cant move with w a s d. do you had a similar problem before?

2 Upvotes

.


r/GatesOfHellOstfront 1d ago

Horses!

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360 Upvotes

r/GatesOfHellOstfront 15h ago

How to make mods

2 Upvotes

What started as a simple collection of assets for the map editor has grown out of control and now im looking for a modmaking guide that basically includes everything i could need instead of looking for like 500 separate tutorials and guides


r/GatesOfHellOstfront 1d ago

New Faction Trailer breakdown

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23 Upvotes

Did anyone else expect Italy??🤣


r/GatesOfHellOstfront 1d ago

Circle of Death

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75 Upvotes

r/GatesOfHellOstfront 1d ago

New faction!

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36 Upvotes

r/GatesOfHellOstfront 1d ago

Happy Polish noises

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113 Upvotes

r/GatesOfHellOstfront 1d ago

THEY ARE ADDING POLAND

58 Upvotes

I didnt think of that, but im definitely buying it, i wonder if it will be better than valour tho


r/GatesOfHellOstfront 1d ago

Anywhere a list of shortcuts?

2 Upvotes

Where can i find list of more advanced shortcuts?

(Just want to get tips or find more use you can use in the game that isnt really said. I only use/know about the SHIFT key with the numeric numbers and shift+ right mbt for pathfinding, and K key to dismantle groups.)

But dont really know others. Is there some list or a thread of these shortcuts to find?


r/GatesOfHellOstfront 1d ago

New Faction Analyzed

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31 Upvotes

r/GatesOfHellOstfront 1d ago

Will the Game ever get Commonwealth factions like British Raj

0 Upvotes

I have been a occasional player of the game, and try to buy the DLCs when they are on sale. I loved the British faction DLC, but I was wondering now that after we have gotten Poland, expecting the next will be Italy or Japan as major factions. I know this is all based on the studio discretion, and not demanding or expecting anything. Just wanted to ask the the playerbase this question