Wiseman’s Custom Squad Editor for Conquest
Version 1.0.9 out now!
Hello GoH Community, this is a standalone tool that gives you complete freedom to easily define squads, adjust squad member inventory, place squads within the research tree, and generate all mod files for you with a simple button click.
To get started, you’ll need to first subscribe and then find my tool in ..steamappsworkshopcontent4007503667600279
From there you will need to extract the file "GohSquadTool-v1.0.9.zip" in a place of your choosing on your machine.
To be able to run my tool, you will need a few dependencies from Microsoft
.NET 8.0 Desktop Runtime (x64) and Microsoft Visual C++ Redistributable 2015-2022 (x64)
After you have both runtimes from Microsoft, you may launch the "GohSquadTool.exe". Upon launching you’ll need to point the application at the "resource" folder within your Gates Of Hell install directory. It may take a bit to load, but after it does you’ll be ready to start making the squad of your dreams.
I’ve tried my best to make sure this is as bug free as possible, but given the sheer amount of combinations you can make, you may run into some issues such as a mod causing your game to crash. I will try my best to keep up with reported critical issues, just know I am one man and my free time is limited. I do not guarantee compatibility to use mods made with this tool to work with any other existing mods.
This panel lists all squads in your current project. From here you can:
- Add Squad — Creates a new empty squad
- Duplicate — Deep-copies the selected squad including all members, inventories, and settings
- Delete — Remove a squad using the X button on its card (also removes its research tree node if placed)
- Generate Mod File — Opens the mod generation dialog (button at the bottom of this panel)
Click any squad card to load it into the editor. The selected squad is highlighted with a gold border.
This is where you configure the selected squad’s settings and members.
Squad Settings
- Squad Name — Alphanumeric name for your squad. The tool validates this in real-time against existing game unit IDs to prevent conflicts.
- Faction — Choose from Germany, Soviet Union, United States, Finland, or Great Britain. Changing the faction on a squad that already has members will prompt for confirmation since units are faction-specific.
- Portrait — Pick a squad portrait from a searchable dropdown showing all available portraits for the selected faction, with live thumbnail previews.
Unit Members
- Add Unit — Opens a dialog to browse all available soldiers and vehicle templates for the selected faction. Filter by name and add individual units or import full squad templates (vehicle + default crew) to your squad.
- Duplicate — Copy the selected unit card within the squad.
- Units are shown as cards with portrait, name, primary weapon, and cost. Vehicle headers are visually distinct with a gold border, and their crew members appear indented beneath them.
Squad Stats Bar
At the bottom of the editor you’ll find:
- Cost — Auto-calculated from game pricing data. You can manually override the value; a reset button appears to revert to the calculated cost.
- CP — Command points. auto-calculated.
- Squad Limits — Real-time counters for vehicle slots (max 3), unique unit types (max 11), and total squad capacity (max 20). Red warnings appear if limits are exceeded.
- Edit Research Tree — Opens the research tree editor.
Select any unit card to view its details and manage its inventory.
Inventory Grid
A visual grid editor where you can place weapons, ammo, grenades, medical supplies, and other equipment. Items are displayed as colored rectangles matching their actual grid dimensions from the game.
- Add Equipment — Browse the full item catalog with search and category filtering. Add weapons, ammo, grenades, medical supplies, body armor, helmets, and more.
- Drag to Reposition — Move items around the grid to organize the loadout.
- Set Item In Hands — Mark which weapon the unit holds by default.
- Reset Default — Revert to the unit’s original game-default inventory.
- Clear All — Empty the inventory completely.
- Click Remove to delete the selected item.
Each item shows its name, size, and category. Ammo items display their round count. Inventory changes are saved per-member independently.
The research tree editor lets you place your custom squads onto the in-game research tree and modify existing nodes.
Canvas
A zoomable, scrollable grid view of the full research tree for the selected faction. Nodes are color-coded:
- Gray — Vanilla unit nodes
- Gold border — Technology nodes
- Green — Custom nodes (your mod squads)
- Orange — Overridden vanilla nodes (modified cost or dependencies)
Dependency lines connect nodes to their prerequisites. Zoom in/out with Ctrl+Mouse Wheel or the toolbar buttons (20% to 200% range).
Tree Nodes (Left Panel)
A categorized accordion listing all nodes in the tree — Unit Squads, Technologies, and Custom (Mod). Click any entry to select it and auto-scroll the canvas to that node.
Placing Custom Squads
Use the "Place Custom Squad" section at the bottom of the left panel:
- Select one of your custom squads from the dropdown (only squads matching the current faction appear)
- Set the research cost
- Click "Place" then click an empty cell on the canvas to place the node
Node Details (Right Panel)
Select any node to view and edit its details:
- Cost — Edit the research cost for custom or overridden nodes
- Add Dependency — Click another node to set it as a prerequisite
- Remove Dependency — Remove existing prerequisites with the X button
- Override Node — Convert a vanilla node to an override, allowing you to change its cost and dependencies without replacing it
- Delete — Remove a custom node from the tree (only available for your own nodes, not vanilla)
Custom nodes can be dragged to a new position on the grid. Vanilla and overridden nodes stay locked in place.
Full Undo/Redo support (up to 50 actions) for all tree operations. Use "Reset All Custom" to clear all modifications for the current faction.
Click "Generate Mod File" from the left panel to open the generation dialog.
- Mod Name — The name for your mod (letters, digits, and underscores)
- Output Directory — Where the mod files will be written
- File Preview — See exactly which files will be generated before committing
- Generate — Produces all mod files (breed definitions, squad configurations, pricing, and research tree) as loose files ready to use
The output log shows generation progress and any warnings.
- Squad names must be unique and cannot match existing game unit IDs — the tool checks this in real-time
- Inventory grid changes are per-unit — each member in a squad can have their own custom loadout
- The tool reads all data directly from the game’s .pak files, so it always reflects your installed version
- Projects save as .gohproj files that you can share with others