Horten’s Frontline 3.12
Horten’s Frontline (HF) aims to bring new content to the game such as rebalanced gamemodes, new units, new features, QOL adjustments and most importantly providing content with consistent and cohesive high quality on par with basegame assets.
What does it offer?
- 188 new high quality vehicles and emplacements.
- 260 new historical infantry squads for multiplayer PVP.
- 177 new historical infantry squads for Conquest.
- 800 new infantry skins.
- 30+ new high quality small arms.
- New game mechanics.
- New doctrines, rebalanced and expanded existing ones.
- New maps.
- Rebalanced gameplay.
- Focus on historical accuracy.
This mod, famous for adding this gamemode before the developers did, provides unique set of doctrines and unit rosters for Frontlines gamemode to make a gameplay that’s rewarding players for using a wide variety of units this mod and the base game have.
The main differences between vanilla and modded frontlines are:
- Unique Frontlines-only doctrines with 4 tiers of units: see them by clicking here.
- Balanced attackers and defenders gameplay.
- Remade the unit roster from the ground up with addition of new units.
- More CP for both attackers and defenders.
- 20 maps available for playing with no DLC’s with up to 16 players.
- Dynamic weather option: start in the morning, fight through the night.
- Fine tuned payback based economy.
This mod also adds a lot of content to conquest for every nation!
- Smarter AI: it will use medics, officers and mine detectors, loot weapons from bodies, properly use artillery, pick targets better and more.
- 318 new historical units and squads.
- Rebalanced tech trees to make less popular vehicles useful.
- More CP per stage on higher economy settings.
- Dynamic weather system, introducing extreme weather and night battles.
- 8-9 minutes preparation time for defence.
- Officers reduce CP.
- More distinctive earlywar, midwar and latewar periods.
- AI is using new airstrikes with new planes, such as rocket airstrikes. It isn’t doing airstrikes on easy difficulty though.
- AI will spawn entrenched AT, AA guns and mortars on their flags that are relevant to current war period.
- AI is using much less crappy units and artillery, focusing on spawning diverse set of useful units.
This mod provides a high quality rebalance of all stages of war for all nations with attention to balance to make PVP and skirmish more balanced and enjoyable:
- New doctrines.
- 260 new infantry squads.
- 20 new maps.
- Play on all maps with up to 16 players.
- Remade all doctrines for every faction on every stage of war with attention to balance.
- Remade unit rosters from the ground up with new units and rebalanced timings.
Do note the mod has much more than listed below that you will discover during gameplay.
- Miscellaneous:
1. More realistic and fair weapons damage at range.
2. New informative hand drawn minimap icons for better awareness in combat.
3. New historical shells for vehicles and cannons, this includes completely new types like Shrapnel and Canister shot.
4. Wounded soldiers are playing animations. Go, make a war crime.
5. On the topic of war crimes… Flamers are explosive now.
6. In general, infantry and tanks can hear and see further.
7. More realistic off-road performance of vehicles – halftracks are actually useful now
8. Minimum and maximum camera zoom values were increased, allowing for better combat awareness.
9. Reduced crew stun times for medium/small caliber shells for less stunlocks. - Expanded vehicles damage model:
1. Fuel tanks can now explode when penetrated, probability depends on the type of fuel used by the vehicle and type of shell that inflicted damage.
2. Transmission is now an important vehicle component, that will immobilize the vehicle if broken.
3. Remastered shell marks which also appear more often.
4. Vehicle components playing authentic sounds when damaged.
5. Ammo supply crates and trucks, as well as fuel trucks are now dangerous with a possibility for big explosion when hit hard enough. - Infantry tweaks:
1. WAAAAGH! Infantry will engage in close combat more often.
2. Soldiers can take cover behind trees and fire from corners of the buildings.
3. Soldiers properly uses captured equipment from their inventory
4. When reviving, medic will always go prone to be less exposed to enemy fire.
5. Soldiers have better targeting priorities, actually shooting back now.
6. Squads are more scattered when moving
Developer team:
- Horten – Lead developer, mod creator, rigging, coding, 2D and 3D artist.
- Kumunist – Maps creator, screenshots, GIFs, advertisment of the mod.
- GDI Trooper – Lead gamedesign and balance. Coding.
External help:
- 3D artists: Malygos, Marcus, AKR3D, OK3D
- Model providing: DirtyWorkz, Manic, WeaverSnake, jakester2437, Editu
- Texturing: Georider, Rizzler, Focus Da Pocus
- Historical research: Nemo Revera
- Sound design: Snake
- Screenshots: Mochal
- Coding help: Andy02_ITA, Imperator_Aug, 1Lt. Muhammad, FraЗ0ahg2r, KIRIN STRONG, S’Aarum, TeleRory, Sundiata, xFizzle, Penguinofdoom
If you want to use any resources from Horten’s Frontline in your mod, please ask Horten first in Discord DM’s or via Steam.
Used content:
- Canister shells script from BITFA.
- Jors_3H’s Berlin map.
- Ivar’s Immersive weather pack.
- Some of the WOE retextures.
- Corner firing animations from WAVE.
- Collaboration with Revamped Portraits.
If you wish to contact the devs, post feedback, bugreports or to look for games, you can join our Discord server: Discord [discord.gg]
Like our work? Consider supporting further mod development by on Boosty[boosty.to].
Required DLC:
These DLC should be installed in order to use this item.
Call to Arms - Gates of Hell: Talvisota
Call to Arms - Gates of Hell: Scorched Earth
Call to Arms - Gates of Hell: Liberation
Call to Arms - Gates of Hell: Airborne
CTA - Gates of Hell: Finest Hour
Revisions:
Old revisions of this mod are available below. Click the link to download.