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.
skyart 11 Nov, 2020 @ 9:55am
conquest mode with missions instead of skirmish
Does any one knows if such a concept exists?
I think there was a mode in MOWAS2 a little bit like that where instead of holding points you had to go over randomly generated locations filled with enemies (MOW style) and you kept you units from mission to mission.
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Showing 1-8 of 8 comments
Yeah, the Dynamic Campaign Generator. It was basically Conquest....just that it didnt have the cap circles and your only objective was kill teh enemy. Unless there is another version of that mod I havent seen
skyart 12 Nov, 2020 @ 3:59am 
Originally posted by Lord-Knight Fandragon:
Yeah, the Dynamic Campaign Generator. It was basically Conquest....just that it didnt have the cap circles and your only objective was kill teh enemy. Unless there is another version of that mod I havent seen
I found it on mod db but it doesn t work anymore for mowas2 or for cta it s a shame it was exactly what i was looking for
MrThirtyOddSix 9 12 Nov, 2020 @ 7:56am 
The way I see it, what's missing is this "missions" component on a map. Conquest works by simply saving your progress between maps. Now, this is actually an interesting idea since you can have a static map with no enemy reinforcements in Conquest. That would require to modify Lua scripts for AI enemy spawning, but it is very doable.
I always wanted to make a campaign type thing similar to COnquest in a mission style, but have no idea how

That was the idea in my MOW campaign way back when
skyart 12 Nov, 2020 @ 8:15am 
Originally posted by MrThirtyOddSix:
The way I see it, what's missing is this "missions" component on a map. Conquest works by simply saving your progress between maps. Now, this is actually an interesting idea since you can have a static map with no enemy reinforcements in Conquest. That would require to modify Lua scripts for AI enemy spawning, but it is very doable.
Saddly i have zero knowledge in modding but i ll try and download an old version of the game so the mod still works
Originally posted by MrThirtyOddSix:
The way I see it, what's missing is this "missions" component on a map. Conquest works by simply saving your progress between maps. Now, this is actually an interesting idea since you can have a static map with no enemy reinforcements in Conquest. That would require to modify Lua scripts for AI enemy spawning, but it is very doable.

Couldnt you simply change the AI spawn files to 0 spawn priority? Then once you have killed every unit on the map, the game will activate that 2 minute timer that happens once the AI run out of troops?

Then it should end and give you the win
skyart 12 Nov, 2020 @ 1:48pm 
Originally posted by Lord-Knight Fandragon:
Originally posted by MrThirtyOddSix:
The way I see it, what's missing is this "missions" component on a map. Conquest works by simply saving your progress between maps. Now, this is actually an interesting idea since you can have a static map with no enemy reinforcements in Conquest. That would require to modify Lua scripts for AI enemy spawning, but it is very doable.

Couldnt you simply change the AI spawn files to 0 spawn priority? Then once you have killed every unit on the map, the game will activate that 2 minute timer that happens once the AI run out of troops?

Then it should end and give you the win
Maybe there is a way to set a modded mission instead of the conquest skirmish but i wouldn t have the first clie of how to do that.
MrThirtyOddSix 9 12 Nov, 2020 @ 7:04pm 
Originally posted by Lord-Knight Fandragon:
Couldnt you simply change the AI spawn files to 0 spawn priority? Then once you have killed every unit on the map, the game will activate that 2 minute timer that happens once the AI run out of troops?

Then it should end and give you the win

Conquest uses point system. Once you fill your point quota for map, you win. Amount of enemies killed does not matter since you need to capture those points. Easy way to prove it is if you wipe out those lua scripts (make them empty or just starting script empty), and you will see no enemies and no game over :)
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