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+ the weaponry used by chinese and israeli soldiers has been changed
+ the ammunition shortage for some chinese tanks has been fixed
+ various changes
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.
+ 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
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
---------------------------
Slight increase in soldier speed (+3)
"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.
+ 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
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.
I look forward to the further development of this excellent mod <3
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.
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"}
play on helicopter - hell.
I give a thumbs up now.
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.
if i had all AI team mates with regular difficult, they work fine, but for some reason if you increase difficult they get stucked
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
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.