Call to Arms

Call to Arms

Call to Arms - Workshop
The place to find custom maps, missions and mods for Call to Arms! Do you want to contribute? Check out the installation folder of your game and browse the mods subfolder for tools and documentations.
Xeonzs 14 Apr, 2020 @ 12:09pm
Could someone make a mod for manpower?
The current system is just stupid, it's designed that either you or the enemy runs out of resources within 10-20 minutes, it reminds me of red alert 3 and later games where resources are finite and a match has to be won in 10 minutes.

Most domination matches you'll never see a abrams, leopard or t90, by the time someone call in a bradley or puma the game is basically over already.

Even if you increase the amount of manpower it also automatically increases your income per second, so all this does is make the ai spam more / more expensive units within the same timeframe and then again they'll be out of manpower in 10-20 minutes.

By the time I've finished building a nice defensive position, they enemy has already bled out of manpower and there's only a dozen infantry still walking around the map waiting to be finished off.
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Showing 1-6 of 6 comments
MrThirtyOddSix 9 14 Apr, 2020 @ 2:21pm 
Can I interest you in Conquest mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1937997123

I know that Domination match is not exactly the way Conquest works, since you start with units, not choose units on battlefield. However, I want to bring an example how AI would work.

Let's say we halve MP requirements. Would that help with having more units on battlefield? Would halving CP requirements help as well?

You have also think what would AI do? Right now there is no proper feedback loop for AI to know how large is Player's force. AI can only know if you have armored units.

Also, from what I remember there is no MP requirements for AI. Meaning that same logic that is used for Conquest is also used for skirmish modes (hence I link my modified logic that makes game more risky for player). CP is being consumed by AI where difficulty would dictate how much CP is available.
Xeonzs 15 Apr, 2020 @ 10:49am 
Originally posted by MrThirtyOddSix:
Can I interest you in Conquest mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1937997123

I know that Domination match is not exactly the way Conquest works, since you start with units, not choose units on battlefield. However, I want to bring an example how AI would work.

Let's say we halve MP requirements. Would that help with having more units on battlefield? Would halving CP requirements help as well?

You have also think what would AI do? Right now there is no proper feedback loop for AI to know how large is Player's force. AI can only know if you have armored units.

Also, from what I remember there is no MP requirements for AI. Meaning that same logic that is used for Conquest is also used for skirmish modes (hence I link my modified logic that makes game more risky for player). CP is being consumed by AI where difficulty would dictate how much CP is available.
Yea I saw the mod when you uploaded, but I don't plan on playing that much conquest, and the reason I play domination is because it's the least vehicle focused of all the modes. (not taking into account evacuation), so it would actually do quite the opposite of what I'd want :P

I don't really mind the kind of enemies it uses, I kinda like the waves of infantry spam with technicals.

The problem that occurs though is that if I only increase manpower, the AI will call in less but more powerful squads / vehicles.
If I only increase CP the AI runs out of manpower even quicker.
If I increase both it just increases the intensity of the battle, but for the exact same duration, because it has more headspace to spent more resources.

I really don't like this system, my comp stomps in other games such as supreme commander forged alliance, company of heroes 2, C&C red alert 2, they always last at least 2 hours.
That is literally just impossible to achieve with the current economy system sadly.
MrThirtyOddSix 9 15 Apr, 2020 @ 1:08pm 
One particular feature of the mod I shared is that during first ten rounds, only certain units are permitted. On first and second round it is mostly infantry with few vehicles. Then as number of capture flags increase, mod uses different tables for units to ramp up difficulty gently. When you are playing on map with four flags and above, you'll be getting full range of AI vehicles.

Why I mention this? Same can be done, albeit in a way you want, to specify that only infantry and particular vehicles from a faction can be deployed by AI. You can also set how often does AI spawn units (Conquest Unhinged first round offers very slow spawn to prevent mobbing).

Each type of game (Domination, Evacuation, etc) can be separately modified this way.
Xeonzs 16 Apr, 2020 @ 4:20am 
Originally posted by MrThirtyOddSix:
One particular feature of the mod I shared is that during first ten rounds, only certain units are permitted. On first and second round it is mostly infantry with few vehicles. Then as number of capture flags increase, mod uses different tables for units to ramp up difficulty gently. When you are playing on map with four flags and above, you'll be getting full range of AI vehicles.

Why I mention this? Same can be done, albeit in a way you want, to specify that only infantry and particular vehicles from a faction can be deployed by AI. You can also set how often does AI spawn units (Conquest Unhinged first round offers very slow spawn to prevent mobbing).

Each type of game (Domination, Evacuation, etc) can be separately modified this way.
Hmm interesting.

I might try the mod to see the effect in a Domination game then and perhaps see if tweaking it gets me the results I want.
MrThirtyOddSix 9 16 Apr, 2020 @ 9:38am 
There are no changes for Domination game in that mod.
Xeonzs 16 Apr, 2020 @ 2:01pm 
Originally posted by MrThirtyOddSix:
There are no changes for Domination game in that mod.
Ah then I misunderstood.
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