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+ I removed the secondary weapons from the tanks. It didn’t make much sense that only the player could use the secondary weapon while the bots couldn’t, plus it was annoying to exit first-person mode, select the secondary weapon, go back, and choose it again. Now you just press the weapon key (1, 2, 3, 4) and you can use it right away.
+ By mistake, I had left the GRM able to build the MLRS Himars. I removed it.
How strange that this happens. I just played it myself and it works perfectly. Don’t use other mods; if you’ve been subscribed for a while, unsubscribe and then subscribe again. (That’s to delete all the files and have them re-downloaded.)
+ Slightly improved tank accuracy (I had reduced precision too much beyond 400m; now it’s not as inaccurate)
+ Added mortar construction for engineers. Why had I removed it? Because heavy mortars significantly reduced game performance (not sure why).
And another thing: it is imperative that you don’t have any other mod activated.
If you do, it will cause an error.
If it’s the latter, it’s because the mod was updated.
If it’s the former, try unsubscribing from the mod (wait a few seconds for the files to be deleted) and then resubscribe.
+ Updated description for the Chinese T4 infantry: they’re no longer “Special Marines,” they’re now “Commandos.”
- I trimmed the recently added songs; I had to do it because they were around 4 minutes long, but the game engine switched tracks after 2 minutes of playback. Unfortunately, the game engine limits me — it doesn’t let me edit when the tracks play, nor does it allow adding more songs, which would be great. But it’s just not possible…
+ Added a grenade-type C4 for some units. It’s a weapon meant to be used against vehicles (basically an anti-tank grenade).
- Increased reload time for the MLRS Himars (now more comparable to the Grad).
+ Changed in-game music (if you don’t like it, just delete the “music” folder inside the mod).
+ the weaponry used by chinese and israeli soldiers has been changed
+ the ammunition shortage for some chinese tanks has been fixed
+ various changes
The Chinese combat truck has been changed.
3 Israeli units have been added.
Voice lines have been added for Israeli soldiers.
Fixed the "Namer" vehicle's inability to transport soldiers.
Various other changes:
Slight modification to tank accuracy at long range (they are now more prone to miss a bit; this is to make tank battles more dynamic).
Credits for the "WARFIGHTER" mod; everything has been imported from there and modified to work in this mod.
Other various changes.
+ Increased the number of ranges to 7. (I wanted to set it to 10 ranges, but the game engine prevents me from adding the corresponding icons.)
- Modification of artillery accuracy. Until now, using an artillery tank was synonymous with invincibility; now it has less accuracy.
- Rocket launcher trucks (like the Grad) no longer have such a wide area of effect with respect to their fire. (I reduced the blast radius because with one salvo you could kill an entire squad.)
- Reduction of the blast radius for most incendiary ammo
Exception
---------------------------
Program will be terminated.
APP_ERROR: Could not find any maps for campaign_capture_the_flag on winter (eCampaignSaveInfo.cpp:734)
RIP=7ff9957066ca [main_loop]
RAX=00000000 RBX=06eef310
RCX=00000000 RDX=00000000
RSI=00000001 RDI=0bad0001
RSP=06eef1f0 RBP=00000004
>>>>> gui.cmd.exec_all
>>>> gui.cmd.exec(page_show)
>>> gui:cmd:exec_show(page_dynamic_campaign)
>> gui:pm:show
> gui:pm:activate(page_dynamic_campaign)
CALL TO ARMS - v1.228.0 - standard x64
2021.03.12 15:04 - x64 - 2314e5927 - 0x0162FB6B
---------------------------
OK
---------------------------
Slight increase in soldier speed (+3)
"1. Normal Flags": Restores the 3-flag setup in 1v1 maps.
"2. All Flags": Unlocks all flags on the map, in case you want to use the full map.
"3. All Flags + all factions": Don’t feel like choosing factions and prefer them to be random, regardless of whether they’re Western or Eastern? This folder unlocks random factions + all flags.
"4. Map Normal": Restores the maps to their default state.
"5. Map 1v1": Always play against just one bot (like I do) and don’t want to bother locking slots? With this option, all maps will be 1v1.
"6. Map EMPTY MAPS": Is your PC a toaster that runs the game at 0.6 frames per second? This option might interest you: all maps are empty—no trees, no buildings, nothing. FPS will increase, but your eyes might hurt from how ugly it looks.
"7. Full CP forever": No CP restrictions.
"8. Normal CP": Restores CP to normal.
+ Slight improvement in accuracy for all units
- Now, when soldiers get tired (run out of stamina), they won’t move like turtles anymore. They will still be slower, but not at a snail’s pace.
+ Expanded vision range for all units
+ Increased weapon range for tanks
- Reduction of initial MPs for bots (they should no longer create heavy tanks in the first wave)
v- Fixed secondary weapon issue on US Abrams tanks
Modes to test:
In the mod folder, look in:
C:\Program Files (x86)\Steam\steamapps\workshop\content\302670\3225390641
There are some folders you can use to change gameplay or try the game in different ways
The US marksman breaks, stretching and becoming a twisted spaghetti mess, which means other infantry might do that too. Changing textures does not fix the problem.
I look forward to the further development of this excellent mod <3
Retouch in the maps in CONQUEST mode. After a long time of work, I managed to unify defensive concepts across the different maps. I think I removed almost all the blue soldiers that were scattered around the map, got rid of the sandbags, and fixed the issue of having too few defensive units when attacking with certain eastern factions (Russia and China, for example).
Slight reduction in CP (Command Points) requirements for Western factions.
Other minor changes.