Call to Arms

Call to Arms

Call to War
437 Comments
Call to War  [author] 12 hours ago 
- the effectiveness of snipers has been changed; they will no longer be so invincible

+ the weaponry used by chinese and israeli soldiers has been changed

+ the ammunition shortage for some chinese tanks has been fixed

+ various changes
Call to War  [author] 23 Oct @ 11:26am 
It is recommended to 'unsubscribe' (so the mod's entire folder is deleted) and 'resubscribe' again. This is to remove residual mod files.
Call to War  [author] 23 Oct @ 11:26am 
The HIMARS missile launcher has been added for Western factions.

The Chinese combat truck has been changed.

3 Israeli units have been added.

Voice lines have been added for Israeli soldiers.

Fixed the "Namer" vehicle's inability to transport soldiers.

Various other changes:

Slight modification to tank accuracy at long range (they are now more prone to miss a bit; this is to make tank battles more dynamic).

Credits for the "WARFIGHTER" mod; everything has been imported from there and modified to work in this mod.

Other various changes.
Call to War  [author] 7 Oct @ 4:56pm 
+ Improvement to the first-person camera for the Chinese rocket launcher truck.

+ Increased the number of ranges to 7. (I wanted to set it to 10 ranges, but the game engine prevents me from adding the corresponding icons.)

- Modification of artillery accuracy. Until now, using an artillery tank was synonymous with invincibility; now it has less accuracy.

- Rocket launcher trucks (like the Grad) no longer have such a wide area of effect with respect to their fire. (I reduced the blast radius because with one salvo you could kill an entire squad.)

- Reduction of the blast radius for most incendiary ammo
SirM 3 Oct @ 2:25pm 
Create conquest and crash......
Hall5660TTV 25 Sep @ 5:10pm 
---------------------------
Exception
---------------------------
Program will be terminated.
APP_ERROR: Could not find any maps for campaign_capture_the_flag on winter (eCampaignSaveInfo.cpp:734)

RIP=7ff9957066ca [main_loop]
RAX=00000000 RBX=06eef310
RCX=00000000 RDX=00000000
RSI=00000001 RDI=0bad0001
RSP=06eef1f0 RBP=00000004
>>>>> gui.cmd.exec_all
>>>> gui.cmd.exec(page_show)
>>> gui:cmd:exec_show(page_dynamic_campaign)
>> gui:pm:show
> gui:pm:activate(page_dynamic_campaign)

CALL TO ARMS - v1.228.0 - standard x64
2021.03.12 15:04 - x64 - 2314e5927 - 0x0162FB6B

---------------------------
OK
---------------------------
Hall5660TTV 25 Sep @ 2:29pm 
read the description...
Enclave_Soldier 19 Sep @ 6:41am 
I discovered a bug. The game becomes completely unplayable the moment you make Nato Alpha engineers construct the MG encampment. the encampment won't spawn and any soldiers you try sending will bug and spawn in the middle of the map and you can't use them. If you try making another turret, the game just crashes. Not sure if this happens with other encampments too. I played on the Beta which was recommended in the description.
Call to War  [author] 28 Aug @ 1:53pm 
@AKIRA, I recently increased the attack range of units for the following reason: if you played in first-person, you had a wider view than the bot (which had a range limit), making it extremely easy to play against bots at long distances. If you want, you can change the ranges of tanks and soldiers as follows: go to the set.pak file inside the "resource" folder of the mod, change .pak to .rar, decompress it with WinRAR, a new folder called "set" will be created, inside it there is another folder called "stuff", go into "gun", there open the ".presets" file with Notepad. Use the search function to find "{range" and modify the range as you like.
Call to War  [author] 28 Aug @ 1:46pm 
Expanded vision details regarding soldiers and vehicles (they no longer disappear at long distances, only at very, very long distances)

Slight increase in soldier speed (+3)
Wave 24 Aug @ 5:09am 
Мод говна. Я даже не смог опробовать, т.к при запуске Завоевания, игра тупо крашится
AKIRA 23 Aug @ 9:25am 
hey this mod keeps crashing whenever i launch conquest is there something i need to do im not aware of or something else
PlatinumRyan 23 Aug @ 8:50am 
probably a stupid question but, is there any way to reduce the sight and range of units? i have a friend who absolutely despises long ranged combat
Call to War  [author] 19 Aug @ 11:50am 
oh, no, I deleted the 'empty maps' folder, fuck, I’ll redo it some other time, I really used it. SHIT!
Call to War  [author] 19 Aug @ 11:41am 
Folders:
"1. Normal Flags": Restores the 3-flag setup in 1v1 maps.
"2. All Flags": Unlocks all flags on the map, in case you want to use the full map.
"3. All Flags + all factions": Don’t feel like choosing factions and prefer them to be random, regardless of whether they’re Western or Eastern? This folder unlocks random factions + all flags.
"4. Map Normal": Restores the maps to their default state.
"5. Map 1v1": Always play against just one bot (like I do) and don’t want to bother locking slots? With this option, all maps will be 1v1.
"6. Map EMPTY MAPS": Is your PC a toaster that runs the game at 0.6 frames per second? This option might interest you: all maps are empty—no trees, no buildings, nothing. FPS will increase, but your eyes might hurt from how ugly it looks.
"7. Full CP forever": No CP restrictions.
"8. Normal CP": Restores CP to normal.
Call to War  [author] 19 Aug @ 11:41am 
+ Increased speed for all soldiers
+ Slight improvement in accuracy for all units
- Now, when soldiers get tired (run out of stamina), they won’t move like turtles anymore. They will still be slower, but not at a snail’s pace.
+ Expanded vision range for all units
+ Increased weapon range for tanks

- Reduction of initial MPs for bots (they should no longer create heavy tanks in the first wave)

v- Fixed secondary weapon issue on US Abrams tanks

Modes to test:

In the mod folder, look in:
C:\Program Files (x86)\Steam\steamapps\workshop\content\302670\3225390641
There are some folders you can use to change gameplay or try the game in different ways
☢ S.T.λ.L.K.E.R. ☢ 15 Aug @ 5:29pm 
@Otherspectre could be more interesting :[ anyway good mod :steamthumbsup:
Otherspectre 31 Jul @ 4:53am 
@☢ S.T.λ.L.K.E.R. ☢ They can get some Farsi voice actors and mix them up with the current Arab voices. that would actually be more accurate.
Thompson27 24 Jul @ 11:41am 
The USMC uses the Mk153 SMAW and Navy SEALs are US Navy, not US Marines
mr*k 6 Jul @ 7:05am 
sad
☢ S.T.λ.L.K.E.R. ☢ 26 Jun @ 7:37pm 
why iranians speak arabic this is wrong it must be persian (Farsi) :steamthumbsdown:
Starlightdragon26 24 Jun @ 7:16pm 
I ran the mod in Gem to test it prior to anything else, more than half the added units crash the gem editor. It keeps giving me executable errors saying it can't find any of the resources. The US vehicles and Chinese vehicles do this especially, and I don't know about the rest. It crashed five times repeatedly on vehicles alone.
The US marksman breaks, stretching and becoming a twisted spaghetti mess, which means other infantry might do that too. Changing textures does not fix the problem.
TjWitDaGlizzy 23 Jun @ 12:16am 
nice update
John-Wick 15 Jun @ 11:13pm 
更新啊同志!用不了了
silala2516 12 Jun @ 2:17pm 
Are these use able in editor mode
HxnterZhin 7 Jun @ 5:18am 
Is there a way to fix the enemy spamming of vehicles?
Farkech 6 Jun @ 9:14pm 
The best mod, thanks for yout work
I look forward to the further development of this excellent mod <3
Outlaw 27 May @ 2:26pm 
Everytime I fight a skirmish the enemy starts with a lot of vehicles and I can't call in any effective counter until they have a massive lead. It's very annoying but this seems to be the only mod that adds more factions and a bit of realism like warfighter. Something definitely needs to be reworked.
DEX89 27 May @ 2:31am 
bro....ok all but...where is the medic?
IM_NoobPLS teach me 22 May @ 1:11am 
Is there a way for me to remove the ai's spamming of artillery and vehicles?
Shadow and Flame 7 May @ 11:14am 
yep, the man above me asked a good question, is this normal for the ai to spawn a lot more vehicles at the start of the match?
TheLEDkiller 5 May @ 3:31pm 
is it normal that in skirmish the AI has like a lot more resources than me and spams the heck out of vehicles at the start of the match?
gen.bronislav 10 Apr @ 2:49am 
I suggest to fix the artillery in the game and/or add additional support such as drone strikes, napalm, etc.
Call to War  [author] 9 Apr @ 7:19pm 
Improvement in bots. Now they will have attack times and passive times. (This is to prevent the AI from constantly sending waves of basic soldiers and instead perform stronger waves).

Retouch in the maps in CONQUEST mode. After a long time of work, I managed to unify defensive concepts across the different maps. I think I removed almost all the blue soldiers that were scattered around the map, got rid of the sandbags, and fixed the issue of having too few defensive units when attacking with certain eastern factions (Russia and China, for example).

Slight reduction in CP (Command Points) requirements for Western factions.

Other minor changes.
Call to War  [author] 1 Apr @ 1:59pm 
Yes, that can be done. I don’t want to implement it because it could slow down the game, especially on mid/low-end PCs (like mine, for example). If you want to try it yourself, here’s a quick tutorial:

There’s a file inside the mod folder called "set.pak"—change the .pak extension to .rar, then extract it. Open the entitymanager.set file and modify the value for "dead" actor dead to whatever number you want.

Example (Original):

{entitymanager
{group "dead" actor dead
{limit 30} ;Original Value: 30
{remove dissolve}
{entity "human"}
}

Change it to this:

{entitymanager
{group "dead" actor dead
{limit 300} ;Modified Value: 300
{remove dissolve}
{entity "human"}
(BLANK) 1 Apr @ 1:29am 
IS IT POSSIBLE TO ALLOW DEAD BODIES TO STAY?
@Call to War is it possible to Add U.S. 82nd Airborne to the U.S. Please? Not all Rangers are Paratroopers, some are only Air Assault. Plus I was in 82nd 1/504th PIR. Thank you, even if you cannot thanks mate.
Call to War  [author] 24 Mar @ 12:07pm 
I just noticed that during skirmish matches on the 'Train Station' map, the bots freeze. I’ll try to fix that. I also noticed that if you play as an Eastern faction (Russia, China, Iran, etc.) in Conquest mode, on maps imported from the singleplayer (and some other maps), the enemy defense is weak. I’ll need to work on that
Call to War  [author] 21 Mar @ 4:56pm 
I’ve learned how to increase the damage of mortars and artillery. I’ll be uploading a new update soon. Mortars and artillery will be more destructive.
Call to War  [author] 19 Mar @ 6:40am 
Thank you very much
Call to War  [author] 19 Mar @ 6:35am 
I understand what you're saying. To do that, I would simply need to create a new unit and then specify, one by one, which soldiers would spawn inside the vehicle. I feel like doing it, but even though it seems simple, it takes a lot of time, and I would have to do it for all factions, and since there are so many, it would be a real headache. What I also wanted to do was remove the boarding animation for transport vehicles (like in old RTS games), to at least make the gameplay smoother, but I failed when trying to do it.
Ice On The Rocks 16 Mar @ 10:43am 
Awesome mod! I really appreciate the work you put into this! One question, though: Is there any realistic way to get U.S. Marine vehicle crews? I personally like to exclusively use the U.S. Marines, but as is, I'm forced to rely on vehicle support from the Army. It's not too much of an issue, but I would love to see marine vehicles/vehicle crews. Also, in my last conquest, my very first battle was against rebels with T-90s and Mi-24s. It would be really cool to have the option for a slower start or weaker rebels, but I might be being unreasonable at this point. :steamhappy: I definitely don't mean to complain. It really is an amazing mod! My new favorite for this game. Seriously, congrats!
Wave 16 Mar @ 2:45am 
hey, can you make version without this aim?
play on helicopter - hell.
Sorcerer117 13 Mar @ 5:18pm 
For me atleast, regular is working fine, like, not to hard and not to easy, and if you let the AI do all, they can't, it becomes a stalemate, so you have to do your part.

I give a thumbs up now.
Call to War  [author] 13 Mar @ 5:03pm 
Ok, I'll tell you the truth: I worked a lot on AI, and configuring it like this was a real headache. I know it won't be perfect, but honestly, Western elite soldiers are much better than basic Russian/Chinese/Iranian infantry. I'm not going to promise that I'll work on changing what's already done because I don't have as much time as before.

If you're up for it, you can tweak the files inside "set.pak." You just have to change .pak to .rar (or .zip), extract it, and go into the "breed" folder—there you'll find the unit configuration. Maybe (I mean it) you could improve the gameplay.

I've already tried improving Western unit skills a bit more, but that made playing with Eastern countries unplayable. I tried to make it not necessarily realistic, but at least a bit more challenging.
Sorcerer117 11 Mar @ 9:11pm 
ok, i did more tests, and i finally got to work

if i had all AI team mates with regular difficult, they work fine, but for some reason if you increase difficult they get stucked
Sorcerer117 11 Mar @ 7:17pm 
sorry i didnt mean to be rude
but really, the mod dont work for me, and i only have this installed
the skins and models are very good, probably the best in this workshop, i will give you that

the problem is the AI, and i'm talking about infantry, non-nato infantry is really to strong, they dont have scopes and night vision and still they destroy everything, its really unfair

this unfairness just blows the game, not even having good models can hold it
My3lilmonsterz 11 Mar @ 12:06am 
I like the mod but could we get an edit to where the ai doesn't get tanks in the first 30 seconds please.
Call to War  [author] 9 Mar @ 6:15pm 
I would love for you to make a better mod than this. I will gladly play it. When you manage to do it, come write here.
Call to War  [author] 9 Mar @ 6:12pm 
That is false. I was playing today, and that doesn't happen. The only way your elite units die against basic units is if you send them as cannon fodder.

The different units, from basic to the most elite, have significant differences in their skills; I have worked on that for a long time. Regarding the AI, Russian/Chinese tanks are cheaper (and weaker) than Western ones, which is why the AI produces more tanks when playing on the Eastern side.

If you didn't learn to play this mod, don't like it, or expect NATO units to be super soldiers, then just unsubscribe and leave a dislike, but don't come here lying.