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But i do know, as a matter of fact, that it's possible. The orginal MoW had a max game duration of 90min while MoWas2 has a max one of 120m, it's either embedded somewhere deep in the files or just not accesible through what you get as a modder (and so it's a thing in the engine itself)
My only proposal now is that we both try to get in contact with one of the devs and ask it. Who knows....
So i suppose it's just a matter of waiting.
Hold up there, you brought me on an idea! Screw combat! Assault Zones does not have a time limit, it works the same as in CtA where there's just a clock keeping track of how much time has elapsed. Of course, CtA i think only has capture the flag.
It has a test mode also in fact, i've been doing this in CtA so idk why i didn't come up with this. Just whatever you do don't capture the flags.
I know that might be a bit much, then i give you another solution, up the max score limit in a skirmish match to something ridiculously high that surely will never be reached.
Another one is, removing the cap zones altogether, this can be done i suppose by repurposing combat maps as AZ maps, or manually editing them all out or putting them in some corner.
Afaik this shouldn't have any adverse effects for rp purposes.You can still see your score and kill counts when pressing tab if you wish to see that and you get the same post battle results as in combat.
I hope this actually solves everything then.
For easier use, i'd suggest you'd make a personal mod which copies over the map/multi from the base game (if you use vanilla maps) to your mod.
There, you go inside of every map folder to delete "battle_zones.mi", then you rename every "combat.mi" with "battle_zones.mi".
And voila, now whenever you want to play, choose Assault Zones instead of Combat as your mode. And proceed to do the same things, but now with infinite time.
Haha yes, i had a neat 3 hour game today xd
Can someone post a working version of this for vanilla maps?