Call to Arms

Call to Arms

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Conquest Relaxed - AI Wave Attacks
   
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14 Jun, 2023 @ 1:09pm
14 Jun, 2023 @ 4:01pm
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Conquest Relaxed - AI Wave Attacks

Description
Tries to make things more relaxed on all difficulties. The goal is to reduce army sizes overall and instead allow for greater difficulty with higher-value AI units in longer missions later in the campaign. Changes listed below.

Also includes AI Wave attacks instead of a constant flow of attacks.
Version without AI Wave attacks --> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/id=2988919254

NOTE: Only have one of my Conquest Relaxed mods active at a time!

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Key differences between this mod (AI Wave Attacks) and the Conquest Relaxed mod: An ugly way to make waves without messing with the AI.

So usually the AI gets an increasing amount of CP over matches. In Call to Arms the AI is basic and just throws units straight at flags. In Gates of Hell, the AI is coded to attack in waves. I'm not as good at AI modding, so I approached the solution differently.

In AI Wave Attacks, I changed the AI's CP according to different times in a match. This is how it is coded.

Seconds - Command Power
0:0
90:30
110:0
150:40
170:0
210:45
230:0
270:50
290:0
330:55
390:60
410:0
450:60
470:0
510:60

Basically, the AI gets 20 second bursts of CP that it can spend the MP it has been saving. Note CP values are also affected by other factors such as the number of rounds played (first scaled down and then up.) So if you happen to kill a few units of theirs during the 20 sec window you may see them spawn in more troops.

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Players: Changes focus on reducing army sizes down to allow for more of a micro-focus during battle.

*Max CP reduced from 400 to 500, meaning a 20% reduction in max army size.

*Starting budgets adjusted downward ~20 CP to 30 CP for Battles 1 & 2, 40 CP for Battles 2-3, 50 CP for Battles 4-5, 60 CP for Battles 6-7, 70 CP for Battles 8-9, and 75 CP for Battles 10-onward.

*Payback on MP for units lost has been reduced to 80% from 90%

*Sell-back factor has been reduced to 80% from 100%

*Sell Factor for Captured Enemy Vehicles has been raised to 70% from 40% (so its much more rewarding to steal enemy vehicles. Particularly makes sense when you are a weaker faction facing a stronger one.)

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AI: Changes focus on simultaneously reducing AI immediately attacking/reinforcing defenders (90 seconds) and reducing starting and Max MP for AI in battles, so they cannot just spam high-value units to overwhelm Players.

*AI starting MP Budget lowered minimum and maximum (not 100% certain how these values work so not posting them, they are strange), and attack multiplier to 1.25 from 1.75.

*AI scaling MP factor from Rounds has been lowered, so it receives 100% of its MP budget by round 10 instead of round 5 base-game, However, AI has a higher scaling MP factor at 150% of its budget by round 18 instead of 120% max in base-game. This means longer campaigns will continue to see the AI get stronger to allow for challenge even deep in Conquests. Note this impacts the quality of the units, not the quantity faced.

*AI have a slower research point gain, meaning you will likely outpace their technology a bit to give you an edge. Note they -will- eventually catch up in longer Conquests.

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Maps & Flags: The number of flags increases at a slower rate compared to base-game.

*1 Flag for Battles 1-5, 2 Flags for Battles 6-10, 3 Flags for Battles 11-20, 4 Flags for Battles 21-onward.

*Note: the number of flags extends match time and starting AI defense budget, so early battles are shorter than later battles. Defenders can win on time and Attackers can lose on time, capturing a Flag extends victory time.
9 Comments
Borris Dorris 18 Dec, 2024 @ 3:00pm 
Doesn't work for coop conquest
SleepyDog 17 Oct, 2023 @ 3:40pm 
does this work with the ukraine at war mod?
unit332  [author] 16 Jun, 2023 @ 10:53am 
No problemo! Feel free to make suggests for other modifications. I have mostly just made stuff that I came up with.
Master Keaton 15 Jun, 2023 @ 3:42pm 
Many thanks fellow !
unit332  [author] 15 Jun, 2023 @ 2:03pm 
@Drunken Operator - Alright you should be good to run them both at the same time, let me if it doesn't. I can always whip up a quick fix.
unit332  [author] 15 Jun, 2023 @ 1:52pm 
@Drunken Operator - Good question, I'll take a look at warfighter's code to see if they would be compatible. My mod only impacts the files called "dc_<difficulty>.inc" (so like "dc_normal.inc") within file path set --> dynamic_campaign --> dc_normal.inc

For reference I play my mods with the Halo mod and it works fine because they don't overwrite each other.
unit332  [author] 15 Jun, 2023 @ 1:49pm 
@Master Keaton - Hello! No problem, I like Call to Arms and Gates of Hell, and Call to Arms could use some love for modding.

I added a bit more explanation to the description here, but in short this mod forces the AI to spawn in waves starting at 90 secs and then every 60 secs after that.

Otherwise both mods are the same.
Drunken Operator 15 Jun, 2023 @ 10:48am 
does this work with other mods like warfighter and other overhauls?
Master Keaton 15 Jun, 2023 @ 7:35am 
Hey thx for spending time on modding ! What is the difference between the 2 mods you've uploaded recently ?