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I’ll work on making the scenario playable as the Russia team soon.
I'm really glad you enjoyed the scenario—thank you for the kind words!
You're absolutely right, True War wasn't originally designed or balanced for solo play. It was built with 2–3 players in mind, so I understand the issues you ran into. That said, I appreciate your approach and will work on a patch to make it more solo-friendly
Regarding editing the scenario: it's totally fine if you're modifying it for personal use or to play with friends. I just kindly ask that it not be published publicly, as having multiple versions can confuse players and negatively affect the reception of the original scenario on the Workshop.
As for the lack of voice/dialogue, I completely agree. I’d love to add more immersive elements, especially audio. If you know any good free AI voice tools, I’d really appreciate your recommendations!
Thanks again for your detailed feedback and for taking the time to share your experience. I'm happy to hear you had fun!
I've played alone on hard with a mostly recon anf infantry deck so it was quite slow and methodic, the 105 minutes wasn't enough so I've changed the node myself to add more times.
Since I wasn't using too much units I had too much income like around 20000 but it's due to my playstyle more than the scenario.
I have to say it was really fun and well-done.
It would be great to have dialog or some texts for immersion but absolutely not a necessity to enjoy the scenario as such !
Everything you requested has been done!
You can now find the scenario on my Workshop under the name:
True War (Day) – Invasion Scenario (5 Players)
Notes:
Income System: Works exactly like in Skirmish/Standard — it decreases based on army size, just like in Multiplayer.
Difficulty Levels:
• Hard: 300 income / 1000 starting money
• Medium: 350 income / 1200 starting money
• Easy: 400 income / 1400 starting money
Other Changes:
• Time limit has been removed
• A large army approach has been added in Phase 3
If you encounter any issues or bugs in the scenario, please let me know — and thank you for your help!
The 2nd idea is cool, problem is that now you need a 6th player who is okay with willingly loosing, which isnt very common in the PVE part of the BA community
Sure, will do. But regarding the income — I understand you want it to be 300. Do you want it to be decreased depending on the size of the army you have, or just stay as a fixed 300 income per minute without being affected by how much army you have? Also, doesn't it increase by 5 points for every objective you’ve captured, as has already been done in this version?
Or I have a cool idea that you might like — that is playing the invasion with one AI player and a real player in the same team of enemy, that is the Russia Team, against your 5 players USA Team or less. The slots are open so you adjust how many players in USA Team as you said... I was thinking to create this on this scenario but second version because it would be cool to play invasion against a real player with a scenario with written scripted — but if you don't like it, it's okay. I will do your idea 👍🏻
If you need an explanation of my idea, add me so I can share it.
Glad you liked it!
Regarding the time limit, I tried to find a solution node in the script editor that displays dynamic time instead of static text, but unfortunately, the game doesn’t support that. I also can’t completely remove the time limit because some players might be okay with it, and without it, the scenario might feel boring — like there’s no real challenge or chance to lose.
However, here’s what I can do for you:
I’ll add 5 more minutes to the scenario when playing with three players — you and two others — and 15 more minutes when playing with just one other player. This should give you a better chance to capture the last two objectives. Additionally, I’ll increase the delay before the resistance forces spawn in Stage 4 — since their role is to defend, not to push. They’re only meant to prevent players from capturing the final objectives. This way, you’ll have a fairer chance at completing the mission.
Sounds good to you?
Thanks for the feedback
Hello @Taco,
I'm really glad to hear you had fun, and at the same time, sorry about the PTSD flashbacks. But honestly, that’s exactly the kind of feeling I wanted to create something close to what a “True War” might feel like.
I know exactly what players go through in this scenario… I felt the same pressure during playing with people, and testing especially in testing when I was flying around with my immortal B-2, dropping infinite nukes just to finish the scenario quickly. Because of that, I literally had to put my PC on CPR to get it breathing again! 😂
The enemy AI is smart it doesn’t always act the same way and often throws unpredictable moves. That’s what makes it tense and engaging. I really put effort into balancing it so it’s challenging and strategic, but in a fair way.
First of all, the units are hidden for optimization and hardware performance reasons.
Second, did you have a chance in the first stage of the official invasion scenarios to reach the objectives before the enemy AI arrived?
My scenario works the same way as official—its invasion!! soldiers are on standby and ready for impact!
The scenario is totally balanced — the income system works fine even when you have a huge army. I noticed that while playing; it relates closely to decision-making, and you can get back your full army again between 2 mins if you lost it completely.
Maybe it's just not your style, or perhaps you're still getting used to the game. The last stage is intentionally designed to put players under pressure — but not in an overwhelming way. It's a common gameplay style used in many games to challenge your crowd control, management, and decision-making skills. I simply tried to create something similar. Want me to name a famous game that uses this approach?
Anyway, this scenario was made for fun, and I respect that everyone has different tastes. I did mention in the description: "Bring backup." I appreciate your feedback. 😊