Call to Arms

Call to Arms

Tank Combat Improvement
84 Comments
Lord-Knight Fandragon  [author] 28 Mar @ 9:19am 
Did it download properly? I cant say what causes that. Ive never had that issue, or any issue really. Game usually yells at me in the editor when my changes are wrong.
fluppi 24 Mar @ 5:02pm 
I'm not sure whats wrong, but as soon as I try to activate the mod the game crashes with a error message and forces me to validate the game files as around 500 files were damaged
Lord-Knight Fandragon  [author] 15 Jul, 2024 @ 9:04pm 
mmm, probably because ive made edits to alot of the base game vehicles, several maps, made a few maps of my own, etc. But Dang, 2.3gb.....wouch.
PWN3DBYME | TR!PP!BO! 15 Jul, 2024 @ 2:28pm 
why are the mod 1-2 gb ?
Redarmy 20 Jan, 2024 @ 9:04pm 
Amazing. simply amazing. way better than warfighter even. ALL of the changes are really well thought out and create an entirely better experience. especially hardcore mode feels great. It is also a more balanced feeling game. I had a skirmish on desert bridge combined arms map hard mode 4v4 last night AI,and with proper usage of my units i lost just 5 infantry, killing 690 or something,didnt loose a single vehicle but all the engagements were hard fought.

You made this game playable for me again

I urge you to make a better name/mod description . it needs more attention something "overhaul" would suffice
Redarmy 20 Jan, 2024 @ 9:01pm 
Hey man, i just tried the mod...
PapaMyk 28 Nov, 2023 @ 3:49pm 
The camera settings from camera.reg are the easiest part. The real work is in all the files on set/stuff/gun, set/stuff/reactive and set/stuff/smallarms, to add the new vignettes.
As far as I know, you can include other mods on your own as long as you credit the original creators, WarFighter for example uses Immersive Vehicle Camera.
Anyway, just thought that your mod would benefit from the new cameras of that mod as they make the combat in vehicles more immersive, to a degree, your mod makes the game not a pain in the ass to play so it's just icing on the cake.
Lord-Knight Fandragon  [author] 28 Nov, 2023 @ 3:10pm 
IDK how id do it exactly and thats someone else's mod anyway.

You could maybe remove my own camera changes from my mod and see if that makes it work. I did alter the base game camera to give WAY more freedom of movement in the camera angles. Allowing us to get down to ground level, where in vanilla its locked to like 30 degrees or something.
PapaMyk 28 Nov, 2023 @ 2:52pm 
Oh no, your mod doesn't work with Immersive Vehicle Camera, it breaks it completely. I adapted the Immersive Vehicle Camera mod to your mod to check it out, and it worked pretty well, the problem is that any update that changes things in set/stuff will break it again. My question was if you had any interest in integrating Immersive Vehicle Camera to your mod like other mods have.
Lord-Knight Fandragon  [author] 28 Nov, 2023 @ 10:33am 
I honestly dont know what mods my mod does or doesnt work with. You could give it a try and see what happens.
PapaMyk 27 Nov, 2023 @ 8:53pm 
Could the mod "Immersive Vehicle Camera" be integrated to this mod?
This mod is truly quite impressive, it brought me back to CtA like the first time I ever played it. Also, in my opinion the most underappreciated part of this mod are the new dynamic campaign maps, they are cool, run perfectly and are just so cool.
Thank you for all of your work, I hope my question doesn't sound like the mod is missing something, it's just the vanilla cameras are so lame haha
Lord-Knight Fandragon  [author] 5 Jun, 2023 @ 8:38am 
YEah, all the changes will work in SP, MP and Conquest. THough my mod makes the US Tank mission a big harder because your tank cant take hits as well.
kerimanSkyツ 5 Jun, 2023 @ 12:25am 
it's works on single player campain ?
Lord-Knight Fandragon  [author] 31 May, 2023 @ 4:02am 
I have no idea how to do it.
kodamcity 31 May, 2023 @ 12:52am 
Any plans to add unit voice?
Lord-Knight Fandragon  [author] 29 Mar, 2023 @ 8:58pm 
Well, I added the bit of max mod version to 1.230.1.
PsyWar 16 Mar, 2023 @ 1:13pm 
Yesir V 1.230.1
Lord-Knight Fandragon  [author] 16 Mar, 2023 @ 4:49am 
1.230.1? Thats the beta test server version of the game?
PsyWar 16 Mar, 2023 @ 2:32am 
Brody can you please update this for the beta version 1.230.1 that the devs left us hanging with plz? thank you sir

Best
sungjemjamir 4 Mar, 2023 @ 7:42pm 
OK thank you
Lord-Knight Fandragon  [author] 4 Mar, 2023 @ 5:42pm 
I added you to friends list. It might be easier to reply to these in a steam chat vs here lol.
sungjemjamir 4 Mar, 2023 @ 3:31am 
hey its me again. if i wish to change the damage of infantry weapons how do i do it? And does the game weapon damage depend on distance? if so then how do i change their values. Thank you
sungjemjamir 3 Mar, 2023 @ 4:54pm 
ok thank you very much
Lord-Knight Fandragon  [author] 3 Mar, 2023 @ 5:00am 
To change armor you would simply go into each vehicle's .def file and change the armor values. However, the value you place is also affected by the slope of the armor. Sooo, as an example, in my mod, I put the T- series tank hull armor at around 160mm or so, but its effective up to like 380mm due to the angle on the hull on flat ground. It becomes noticeably easier to penetrate if the tank is sitting on a forward slope and markedly harder if the tank is somehow sitting angled up, further increasing the slope.

THen my Abrams, the turret armor I think I put at like 384 but its effective to around 420-440 or more from head on.

Youd have to test around in teh editor, see what armor values give you what protection in game.
sungjemjamir 2 Mar, 2023 @ 9:55pm 
so how do we reduce the armour of the vehicles so that its not horrible like the vanilla or how do we change the vehicle properties so that it can more tolerable or "realistic" i wish to reduce the tank armour or increase its lethality.
sungjemjamir 2 Mar, 2023 @ 9:49pm 
okay thank you for that info
Lord-Knight Fandragon  [author] 2 Mar, 2023 @ 9:44pm 
In set/stuff/smallarms is a preset.set file. Somewhere in there is a line that says "Sway_medium"

those numbers pertain to how much it sways vertically and horizontally, then the speed pertains to how fast it will sway.
sungjemjamir 2 Mar, 2023 @ 9:41pm 
also how do we change the human weapon sway?
Lord-Knight Fandragon  [author] 2 Mar, 2023 @ 9:40pm 
As in how did I do it? Or why did I do it? I did it because the vanilla armor and vehicle damage system was cracked up. Tracks made of butter, side and rear armor that is nigh invulnerable, light vehicles that explode if you so much as look at them....yeah, it was odd.
sungjemjamir 2 Mar, 2023 @ 9:38pm 
hey i am editing my own variation of mods. I wanted to know how did you come about editing the vehicle damage system?
Lord-Knight Fandragon  [author] 12 Jan, 2023 @ 3:36pm 
Ammo cook off? The vehicle exploding? You shoot the wrecked vehicle till it explodes.

Also, also, DMS, the devs of Call to Arms, arent the devs for Gates of Hell. Barbed Wire or something, made GoH. DMS is just like.....offering support and licensing the engein to Barbed Wire studios or something.
synR | NoNahVex 12 Jan, 2023 @ 12:45pm 
Oh cool, but i am kind of confused why the Developers made a ammo cook-off in Gates of Hell but not in the main Call to Arms game
Lord-Knight Fandragon  [author] 11 Jan, 2023 @ 7:23pm 
I had thought about making missions, I had an idea for a campaign, just never got around to it. I did it in the original Men of War with the intent of playing it coop and never did lol.
synR | NoNahVex 11 Jan, 2023 @ 6:46pm 
oh
Lord-Knight Fandragon  [author] 11 Jan, 2023 @ 3:10pm 
That is just a quick little scene I set up in the editor as a thumbnail for my mod. It is not a mission at all.
synR | NoNahVex 11 Jan, 2023 @ 12:37pm 
what is the mission you used for the thumbnail with the 2 abrams that are facing the destroyed tanks
sungjemjamir 23 Nov, 2022 @ 6:41pm 
i didnt like the mediocre battle in vanilla campaign.
Lord-Knight Fandragon  [author] 23 Nov, 2022 @ 6:09pm 
Interesting. I actually tried the US Tank mission with my mod. It actually didnt go well, since the tank takes so much more damage than vanilla and it doesnt repair its hull health.
sungjemjamir 22 Nov, 2022 @ 12:57am 
highlights of your mods is when i use it on that german tank mission on its 8th or 7th one and the US tank battle and the GRM one.
sungjemjamir 22 Nov, 2022 @ 12:56am 
i have tried the hardcore and i like it. I didnt realise that enemies attack from the other side of the perimeter on the 2nd mission of US campaign. Ill admit i do switch your mod with another mod that deals with damage since it clashes. I use your mod mainly in tank battles which i thoroughly enjoy
Lord-Knight Fandragon  [author] 21 Nov, 2022 @ 10:38am 
So whats come of it? Have you tried the hard core mode? Or given up entirely? Honestly, I messed with hardcore once and was like, no thanks lol.
sungjemjamir 18 Nov, 2022 @ 4:25pm 
hard mode those that? ok then ill definitely give it a try. Thank you
Lord-Knight Fandragon  [author] 18 Nov, 2022 @ 4:18pm 
I have tried that adv direct control and honestly, whats a bigger issue than the number of bullets is the amount of sway on the guns. I might actually reduce the sway on weapons, whcih would make it way easier to land successive shots. I personally use classic DC, cuz I am a fan of Men of War.

I hesitate to reduce the TTK further, cuz conquest is already quite a turkey shoot and also, because my own guys would be doing nothing but dying, cuz the AI in this game is atrocious.

You might try the Hard Core mode. In my mod, I also reduced those values from vanilla.

HEadshots are sitting at 2.5x, and body shots at 1.1, leg/arm shots are 1.6. Sooo, its way less than vanilla, but still higher than my base mod values.
sungjemjamir 18 Nov, 2022 @ 3:57pm 
then if its not too much to ask could you reduce the headshot count to 3 and body shot to 7 or 6? I am not a fan of those type too tbh which is why i dont use Warfighter mod because that one basically becomes who sees who first and thats not a good thing.
Lord-Knight Fandragon  [author] 18 Nov, 2022 @ 9:13am 
so, yeah, my mod seems to have it where its 4-5 head shots or 11 body shots. It really doesnt feel like that much, especially when you consider you have a whole squad firing at the enemy. 11 feels fine to me since its meant to simulate the body armor taking some of the shots. Im also not a giant fan of the near instant deaths like most other games do, the 4-5 bullets per kill or 1 headshot...given the scope of this game, not a fan. .
sungjemjamir 18 Nov, 2022 @ 8:44am 
I don't think so. ALW is a mission mod and there are no mention of any weapon damage or range changes. But I'll ask the author anyway just to be sure. I'll also try the editor too. I forgot that we can use that.
Lord-Knight Fandragon  [author] 18 Nov, 2022 @ 8:32am 
I have to ask, does the ALW mod increase weapon ranges beyond 100-120m? If so, THAT could be the issue. My mod's damage does not extend the infantry weapon range beyond vanilla values of between 80-130m, 140ish for LMGs. If your using my mod and ALW, with ALW increasing ranges, then im almost positive that is a conflict.

You could try running ALW alone and then running my mod in the editor or something, see how it changes.
sungjemjamir 17 Nov, 2022 @ 6:13pm 
Okay point to clarify, when i say the mission ambush i am not talking about the main US campaign , i am talking about the "Air and Land Warfare" mission Ambush which is the fourth or fifth mission. Anyway i did try it again, this time using the automatic m4 rifle and yes at close right we can pretty much kill an infantry quickly (because its fired at full auto) but using the m4a1 scoped it does prove that an infantry needs at least 12-13 shots for body shot and even when they are prone when i get most headshots they are pretty much damage sponge. The tank warfare is impressive and i like it. Its the infantry portion which i feel needs an improvement. Thank you and i still love your mod
sungjemjamir 17 Nov, 2022 @ 6:03pm 
okay i used only the Air and Land warfare mod and your mod. On the mission "Ambush" of the ALW mission, right after we dig in to defend, enemies start arriving which is around 100-200 meters. I tried the weapon M4a1 with the scope and i found out that irrespective of whether i shoot the enemy in the body or headshot it takes around 12-13 shots to bring an individual down.
Lord-Knight Fandragon  [author] 17 Nov, 2022 @ 1:00pm 
For sure, I just went in and played normal difficulty on the Ambush mission and most of the first attack portion of the second. Enemies definitely die quickly with just my mod on. I suspect if you have mods t hat change the same files, it causes conflicts and thats what causes the damage differences.