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Exemple im picking the m4a1_75_dd
gui2:lre:spawn(m4a1_75_dd/m4a1_75_dd.def
Entity:raw
File " /entity/-vehicle/usa/tank_medium/m4a1_75_dd.def"
File "/Properties/tank.ext"
File "tank_unarmed.ext"
Error: 101: ("m2_fuel"<<repair(30) thickness(3.5));--MACE
Best option on this mod +ARM - RobZ mod have BEST range mod. Use that values. ARM is garbage mod with 400m range on 88's. Same story with infantry Damage
{name " (LR) GOH ARm - (<c(008B8B)>addon: LongRange HardCore</c>) ]"}
{desc "[Updated] A submod for A&Rm to increase weapon range, vision range, accuracy, and weapon damage to human. Please load A&R first before loading this Mod. \nMod inspired from HDC, developed by Nikral.\n//Vision range 1.25, Weapon range 1.2 (2 in manual), Increased accuracy, Hardcore damage, One-Shot kill in TPC\n (c)Nikral (c)HDC 2023-2025"}
{minGameVersion "1.054"}
{maxGameVersion "1.054}
{require "mod_2867922286"} ;-OFF wDEV
;// {require "2867922286"} ;-ON wDEV
}
в этой строке {maxGameVersion "1.054} забыта ковычка в конце то есть должно выглядеть так {maxGameVersion "1.054"}
The addon has been pre-integrated into ARm for at least 3 months [LR]
If you look at the infographic in the mod activation menu in the game, you will see the correct load order.
[00:02:15] define not found (eSDLReader.cpp:455) @ [main_loop]
------------------------------------------------------------------
>>>>>>>> gui.cmd.exec_all
>>>>>>> gui.cmd.exec(generic)
>>>>>> gui:cmd:exec_generic
>>>>> gui.sdp.procq(<F(POBEDA)S(27)B+C(FAEACB)E(SHADOW)>CONFIRM)
>>>> gui.mmd.onModApply
>>> mmd.apply
>> mod.s_apply
> file "/set/stuff/bazooka/20mm_swe.ap.ammo"
15: ("ap_blast"« args 0.9)
16: }
CALL TO ARMS - GATES OF HELL - v1.054.0 - standard x64
2025.08.21 14:01 - x64 - b2d0b57d1 - 0x01660DFC
I used to only load MACE, ARM and this mod. But since today it crashed.
Loading only MACE and ARM is fine, no crash.
I didn't reduce the damage of artillery, at least I didn't do it intentionally. I will test this problem
@THE RAVEN
Please consult Max Drechsler, i believe the ARM is now free
@墙壁走资修正主义
感谢你的认可和意见。首先有视野不开火这个不太可能的,应该是你玩家的角度看到了敌人,但是你目前控制的那个单位没有看见。单位之间的信息共享有一个距离,估计那个mod是调大了信息共享距离,或者他就是单纯把所有单位的视野距离都拉满。但这个值还是得考虑一下真实性。
其次远程火炮精度,现在基本对标的是原版的精度,可以截图对比一下,就是这样的()可能相比于现在直瞄火炮精度来说,远程的精度是有点偏低()
@2059991778
我也不是特别清楚,我让HDC回答你一下。作为作者我永远建议把这个子MOD放在最后一个,确保它生效
- Updated some outdated and missing files
- Fixed abnormal accuracy of APHE shells
- Fixed the bug where the rpg did not have penetration ability when it was out of range
- Enhanced the ability of grass to block vision, weakened the circular vision range of units (it is only when they are very close that units can be detected, and tanks can hardly detect enemies behind them).
- 更新了一些老旧和缺失的文件
- 修复了一些火炮用APHE炮弹精度异常问题
- 修复了火箭筒超出射程时没有穿深能力的问题
- 增强了草丛遮挡视野的能力,削弱了单位的环形视野范围(背身很近距离才会被发现,而坦克几乎无法发现自己背身的敌人)。
Artillery needs to be fixed, the major issue is that its unrealistic in area of effect damage as a "heavy" gun, the maker nerfed it too much that tanks are better to bring for direct HE power and artillery is a waste of space.
These are my thoughts and suggestions. I really hope the author can see them, and I wish for this mod to keep improving!
First, there’s the AI behavior: even when they clearly have line of sight, they act as if they can’t see anything and won’t fire unless I manually order them to, which can be overwhelming. Meanwhile, the enemy can instantly spot and fire at me, and my units also don’t return fire after being hit. This applies to tanks, infantry, and emplacements like
After playing the ARM mod for two days, I have to say it’s really impressive overall. The difficulty is also quite high—especially when facing Soviet human-wave assaults, which are truly terrifying. If ARM is a great mod, then your mod is definitely a top-tier (“T0”) support mod within ARM.
Have a good game with ARM community.
P.S. @HDC and @nikral - a special greeting and bow. :)
boosty屏蔽了部分节点,挂俄罗斯梯子最好(全局)
Plz fix when able thanks
能
@lab.XoX.QwQ.OwQ.UwU
This is not something that can be determined by mods, this is a mechanism set by the game engine
Could you remove the invulnerability of newly appeared enemies? It's annoying when you stand there and catch projectile after projectile, waiting for the invulnerability to subside....