Call to Arms

Call to Arms

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"Tailoring" Your Conquest Experience
By Nordace
This guide will help you edit the logic of the game, and grant you the (Limited) ability to tailor your own Conquest experience.
   
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Important Notes!
First: Use this AT YOUR OWN RISK!
Second: I cannot guarantee it will even work for you!

I know that this file contains details for -ALL- Multiplayer content, even competitive content (Combined Arms, Domination etc).

I DO NOT, repeat DO NOT Condone, Support or Encourage CHEATING in -ANY- way. (I do not know if making changes in the respective categories will have any effect at all, nor do I want to know).
Play Safe, Play with honour, and be a good sport.

- Making these changes may have UNKNOWN CONSEQUENCES! (It works fine for -One- player, but I have NO data regarding its behaviour if you attempt to use -your- settings to play Cooperative (especially if your settings mismatch your peer's). So beware! A mismatch could possibly even get you a VAC Ban. I do not know the outcome of making these changes when playing with others, so try at your own risk.

- Be careful with editing! Worst case scenario it will screw up your game, so be generous with taking backups of the Gamelogic.pak file! (ONLY replace numbers, or add them within reason (566^15 will mess it up Period, while changing 2 with 14 should be fine).

- Again. Make backups of the Gamelogic.pak file! (But if you feel like validating all files or reinstalling, I won't stop you).

- Get Notepad++ This is a text edit program with many advanced functions, but most importantly, it retains the intended structure and allows you to edit single values without consequences. If you have a similar soft that works better for you, by all means, but I will do this is Notepad++.
I advise against built-in Windows Notepad/WordPad and txt. To me it either fails to load, or messes up the structure.

- Making these changes, requires bombdefusal levels of accuracy. The Gamelogic file is like a house of cards on a dinnertable. Just looking too hard at it will make the structure collapse, and leave you with errors, or crashes.

- If you feel Conquest is Fine as it is, do not make changes.
Making Changes: Victory Conditions
1. Begin by locating your Gamelogic.pak file. This is usually found along this path:

Steam\steamapps\common\Call to Arms\resource

NOTE: Make sure to make a COPY of the Gamelogic.pak file before doing changes! Worst case, you can just put the original back in and start over. If you forget this, you will have errors, and you may have to reinstall CtA.

2. Open this file in Notepad++ And you will be met with an uncomfortable amount of text and symbols.
Press CTRL+F to open word search and type/copy paste the following:

/multiplayer/games/campaign_capture_the_flag.set

This will give you 2 hits, one a little above the halfway mark, and one hit near the bottom. We will work on the former.

Locate the following part:

{settings
{difficulty multiplayer}
{scoreFinal 100}
{preparationTime 0} ; seconds
{impregnableTimeout 10} ; seconds
{floraRespawn 0}
{friendlyFire 1}
{showPiercing 1}
{showDamageReports 1}
{enableBots 1}
{randomSpawnPoints 0}
{useManualCharge none}

Let us look at these first:
{scoreFinal 100}
{preparationTime 0} ; seconds
{impregnableTimeout 10} ; seconds

(NOTE: Input/change the values in your own file. Copying straight from here will likely mess up structure, and give you error messages as a result).

Scorefinal 100

- This value controls the amount of VP needed to win. As standard it is 100pts.

- This value is constant for both Offense and Defense, and there seem to be no "increased gain in VP" when changing this number. (IE It won't count faster, just increase total amount to win).

TIP: Between 150-200 should suffice to offer challenge when facing 4 capture points.

200 points take about 20 minutes to complete while Defending 1 point.


The stricken information is NO LONGER RELEVANT! See the Edit at the bottom of this section!

PreparationTime 0

This changes the amount of time on the map after loading and between Game Start.
The screen will be grey, you cannot deploy units, but you can move the camera, get a lay of the land and perhaps even peep on the enemy positions (During Offense).
Value is in seconds, so choose what you’d like.

ImpregnableTimeout 10

This defines the time the Enemy is Invulnerable (Being slightly transparent and blinking ingame) During this mode they are invulnerable to any and all attacks made.
Altering this to 0 makes them mortal from the instant of deployment, I recommend at least 1 second for the AI to get their bearings.

Friendly fire 1

When you DC into your own line of fire, you take damage given the ammunition can hurt you in the first place. (Such as light vehicles into heavy MG fire). 0 will turn it off.

The rest likely dictate the information provided to you (If your units died, and to what, if you can see Pen chance or not, and so forth). (I have not changed these values).

____________________________________________________

Edit 1: 09.01.2021 (Europe) / 01.09.2021 (US)

As of this day, A patch was released to balance out Conquest.

As it stands after this patch: The game is now -balanced- in terms of Victory Points! It actually allows you time to win the game without headlong charges or overexpenditures on aircraft!)

But hey, this guide would be irrelevant if all was nice and rosey right?
So this is the new ways you can change up your game!

set/multiplayer/games/campaign_capture_the_flag.set We are still working in this section!

{game
{order -1}
{parameters "play_time_attacking=600,750,900,1050,1200,1350,1500,1650;play_time_defending=300,450,600,750,900,1050,1200,1350;flag_capture_time=100;flag_release_time=25;flag_capture_factor=0.9"}
; play_time_attacking: game lost after this many seconds. capturing flags extends this time (percentual, x of y flags)
; play_time_defending: game won after this many seconds. losing flags extends this time
; first value = 1 flag on the map, second value = two flags, etc

This is the new main thing to look out for!

Do note: scoreFinal 100} is still a relevant value! for the following reason:

As of this patch. The ScoreFinal is tied directly to the "Play_time_Atttacking/Defending!
Playtime Attacking/Defending denotes : HOW MUCH TIME to reach defeat/victory in seconds.
Example:
For one flag on the Attack, it will take 600 seconds for the player to Lose (Assuming the flag is never contested (Made neutral).
For the same parameters, but on the Defense, it will take 300 seconds for the player to Win. (Again assuming the AI does not contest your flag at all).

How? Let me give you an example using the following parameters

1. Let us say, you decide to make your edit and make your ScoreFinal 400pts.
2. You are currently -Attacking-
3. You are trying to capture 3 flags within the standard values (Listed above).

400pts(ScoreFinal)/900(PlaytimeAttack time to reach victory in seconds)=0,444444 etc.

400/900=0,444444444. Meaning that after 10 seconds, You/AI has gained 4,44 VP (If neither you or the AI has contested any flags).

If you or the AI -CAPTURE- A flag. The VP count is slowed by a percentage:

"capturing flags extends this time (percentual, x of y flags)"

In essence:
- ScoreFinal value decides how many points are gained after a set amount of time).

- The Default game time is Constant! (Assuming again, no interference). (And you can edit these numbers as you like, with -One- important limitation).

"play_time_attacking=600,750,900,1050,1200,1350,1500,1650
;play_time_defending=300,450,600,750,900,1050,1200,1350

-IMPORTANT!- Read before editing!!

For one reason or another, the game does NOT allow you to ADD/Remove Digits from these numbers!
You may CHANGE the numbers as you like however:

So, like this is OK: (Compare these custom values to the defaults listed above).

"play_time_attacking=800,850,950,1100,1500,1700,2000,2500

and this is NOT OK:

;play_time_defending=1000,1200,2030,3500,90,150,120900,13503

(The bottom one -will- crash your game!).

As I said: Edit the values as you like, but DO NOT ADD or REMOVE Digits!

200 may become up to 999, but NOT 1000
1230 may be anywhere between 1000-9999 but NOT 930.

Tip: The game has a built-in auto end, if no enemy unit is spawned within a set time (Somewhere between 30-60 seconds).




Making Changes: Economy
This section details editing the economy aspect of the game. Note: these are edited in accordance to the level of Difficulty AND/OR Economy you set at the start of a Conquest save.

Choose the difficulty you intend to play with. Keyword for the wordsearch is:

/dynamic_campaign/dc_heroic.inc
/dynamic_campaign/dc_easy.inc
/dynamic_campaign/dc_normal.inc
/dynamic_campaign/dc_hard.inc

Once you get the right one for your difficulty,
and -before you start editing, Refer to:

== ResupplyCost ==

This very handy list will tell you what the value names mean.

I have compiled a shortlist of the initially most useful ones, and also confirmed their function (Or no function) personally (IE Does editing this line crash your game YES/NO).

you will first notice the following: (NOTE: the values are different for each difficulty, but the content and structure are the same.

{GlobalMaxCP 500}
{StageCP 50 75 100 125 250}
{SpecialCP 50}
{EmplacementCP 50}

IMPORTANT NOTE: GlobalMaxCP CANNOT be more that 999 due to some limitation. (exceeding 999 -Will- crash your game).

StageCP:

Describes how big your "waves" are (Wave 1 is by default 50 pts).
Special and Emplacement controls Airstrikes and engineer deployables (Hvy MG, ATGM Mortar) respectively.

Deployment Points:

Next we will look at changing the CP gain in combat:

First. Locate the Budget section under your desired difficulty. It looks like this:

{Budget
{Start "0:50 2:55 4:60 6:65 8:70 10:75"}
{PointsPerSecond 0.25}
{Limit 500}


Start:

DO NOT EDIT THIS!! For some reason, the values contained here are Linked/Checked against values In the Ballistics.pak of all places. Changing these will crash your game 100% of the time, DO NOT CHANGE!
It does handle the amount of points you start out with, which makes it desirable for editing, but I will not try to follow the trail on this one. Just leave it alone.

PointsPerSecond.

This is the tick of resources for your side, per second. So as standard it is 0.25 meaning that after 4 seconds combat time, you have 1 point. Change that as you wish.
(Its values can go beyond 1.00 (Like 9.00 Not sure how it will react to higher values, but earning 9 points every second, is really fast already). (Unknown if it also affects AI).

Limit obviously limits total amount of saved up points. It is 500 as standard.

{PaybackFactor 0.80}
{SellFactor 1.0}
{ScavengedVehicleSellFactor 0.2}

Payback controls amount of resources returned to you for -destroyed- faction vehicles. (not enemy vehicles scavenged and then destroyed as far as I can tell).
Sellfactor dictates sales price for your faction vehicles.
Scavengedvehiclesellfactor controls value of scavenged vehicles.

I would leave these numbers alone. They feel balanced to me atleast.
Making Changes: Defenses
Noticed how the defensive points of the AI are brimming with Snipers, T4-5 squads, AT aplenty, and likely also a couple of 40mm Grenade launchers as a spice once you hit T3?

Noticed that regardless of level, your defenses are always worse? (No AT, Snipers etc).

Let's change it. Again, we are working under the DIFFICULTY level you have chosen.

{DefenseLevel
{level_1
{DefenseBudgetPlayer 0.15}
{DefenseBudgetAI 0.35}
{unlock games 0 progress 0.0}
}
{level_2
{DefenseBudgetPlayer 0.2}
{DefenseBudgetAI 0.5}
{unlock games 0 progress 0.0}
}
{level_3
{DefenseBudgetPlayer 0.25}
{DefenseBudgetAI 0.65}
{unlock games 0 progress 0.0}

Defense budget controls the total budget the game will spend on defenders for players and AI.

As you can see, the AI’s budget is higher (Explaining the forest of AT, Snipers and GL on every point). While the player budget is lower (Explaining lack of AT/support weapons).

Example: I changed the value of level 1 defensebudget player from 0.15 to 0.95.
Ingame this was reflected by the following: All squads, that used to be a mix of T1/T1.5
(Assuming T1 is equal to, US “Assault Squad” or Ger “Schutzen” and T1.5 is Defense Squad/MG-Trupp).

Became T4 Troops (German KSK) It even threw in a couple of Snipers. (Not scout snipers with G36A2 but the “Sniper” card with G22/G3).
The unlock games 0 progress 0.0 might limit the AI or the player from gaining access to them, I feel this should not be a big priority to make changes to. (Nor have I tried changing it).

NOTE: It seems the points will only ever be occupied by Infantry currently.
Making Changes: Vehicle Spawn Rates
This section is... -very- uncertain. There are few hard facts, and while there must be a coded, behavioural pattern for the AI - SOMEWHERE- in the gamefiles... I have not found it, nor would I presume to be able to understand the tangled web of numbers it undoubtedly is.

So this section will in no way attempt to explain the science behind why a D20 would roll six 18's in a row.
I will simply post observations, and what little hard fact remains. With that said:

This is the search prompt you need to enter into your word search:

script/multiplayer/bot.data.purchase.campaign_capture_the_flag.luaPurchases

In this section you can edit the priorities for spawning particular units.

They are divided into sections depending on their factions and look like this: (The other nations have their spots above/below this one).
["rus"] = {--Russia
{priority = 0.6, class = UnitClass.Infantry, unit = "squad1(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad2(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad3(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad4(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad5(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad6(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad8(rus)"},
{priority = 0.6, class = UnitClass.ATInfantry, unit = "squad9(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad10(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad13(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad14(rus)"},
{priority = 0.6, class = UnitClass.Infantry, unit = "squad15(rus)"},
{priority = 0.2, class = UnitClass.Infantry, unit = "squad1b_rus"},
{priority = 0.2, class = UnitClass.Infantry, unit = "squad2b_rus"},
{priority = 0.2, class = UnitClass.Infantry, unit = "squad3b_rus"},
{priority = 0.2, class = UnitClass.Infantry, unit = "squad4b_rus"},
{priority = 0.2, class = UnitClass.Infantry, unit = "squad5b_rus"},
{priority = 0.2, class = UnitClass.Infantry, unit = "squad6b_rus"},
{priority = 1.0, class = UnitClass.Vehicle, unit = "gaz2975a_kord"},
{priority = 1.0, class = UnitClass.Vehicle, unit = "gaz2975a_ags"},
{priority = 1.0, class = UnitClass.ATTank, unit = "brdm_konkurs"},
{priority = 1.0, class = UnitClass.ArtilleryTank, unit = "2s19_msta"},
{priority = 1.0, class = UnitClass.Tank, unit = "brdm"},
{priority = 1.0, class = UnitClass.Tank, unit = "btr-82a_rus"},
{priority = 2.0, class = UnitClass.Tank, unit = "t-72bm"},
{priority = 1.5, class = UnitClass.Tank, unit = "bmp2m"},
{priority = 1.5, class = UnitClass.Tank, unit = "btr-90"},
{priority = 2.0, class = UnitClass.Tank, unit = "t-72b3"},
{priority = 2.0, class = UnitClass.Tank, unit = "t-90m"},
--{priority = 1.0, class = UnitClass.Vehicle, unit = "mil_mi17_rus"},
{priority = 0.2, class = UnitClass.Vehicle, unit = "mil_mi17_mg_rus"},
{priority = 1.0, class = UnitClass.Tank, unit = "ka-52"},
{priority = 1.0, class = UnitClass.Tank, unit = "ka-52_heavy"},

Hard facts: Editing a value to 0.0 effectively removes the chance of the particular unit being spawned at all!
Example:

{priority = 0.0, class = UnitClass.ATTank, unit = "brdm_konkurs"},
Means bye bye BRDM Konkurs!

Infantry

Squad 1-6 are Infantry squads.
Squad 1: Prizyvniki
Squad 2: Kontraktniki
Squad 3: Veterany
Squad 4: VDV
Squad 5 Gvardiya
Squad 6: Spetsnaz

1b-6b Same as above, but Motorized!

Squad 7-15:
7: Support team (Not deployed)
8: Fire Team
9: AT Team
10: Sniper Team
11: Engineers (Not deployed)
12: Tank crew (Not deployed)
13: Grenadier Team
14: Anti-Materiel rifle Team
15: Stealth Sniper team

For the other nations, simply compare purchase menu placements. Differences mostly apply to spot 14-15 which are nation spesific units (German elite engineers, US Heavy snipers, US Marksmen etc).

Speculation time!
Statement: The AI tank/vehicle spams all the time!
1. It is possible because the basic priority values are just -that- much bigger! Thus, flipping the numbers around should give you infantry spam!
2. There is a baseline, fixed value: Example 1.0 meaning for every 1 BRDM, I should spawn 2 T-72BM's, 1-2 BTR-90, 1 KA-52 etc. This is seems to be very unlikely, given that the AI can decide that 3 T72BM's in A ROW is a smart idea.
3. The priorities are limited to an invisible "Wallet" that the AI has to take into consideration. (Which would explain why it is very likely we see overrepresentation of cheaper T-72's over the T-90M's in most fights).
3.1 The AI receives a -random- amount of money each X time. This would explain the aforementioned overrepresentation of low-mid tier tanks, over the high tier tank. With high enough values to purchase an expensive tank, having to be saved for, or reached... (The AI still seem to put more assault helicopters on the fields than high tier tanks).
FAQ
1. My game is messed up... Thx alot (Expletives)
Too bad, replace the file and try again, or reinstall.

2. Can I edit these things on the fly?
Kind of, but the game must be closed before altering and saving, just as a precaution.

3. If I am at 100 pts with one capture point, and later, when I hit 4 capture points on the same save, can I just edit it to be higher without issues?
Yes. You can. I have tried a couple of times, and should work fine (Unless you forget a number or mess up the structure of the file).

4. It says Gamelogic.pak is missing!
Replace the file with your backup... You did make one right? (It may be related to a break in file structure).

5. This is way too advanced!
I agree... All of this should be a slider or a drop down menu ingame instead, but at current this is it.

6. I GOT BANNED!??!?!?
Sucks for you... Did you read the 'Important Notes' Section?

7. My game crashes (after I made changes like you described). (Validate the files, or reinstall. Validation will return all changed values back to default).

8. My game crashes (after I made changes you have -not- described) What crashed? What did you change? Replace the changed file, or validate the game.

9. Does this work in Cooperative? As of writing this guide, I do -NOT- know. Once Cooperative is stable enough to even play cooperatively, maybe I will have an answer, or someone tests it.

10. Are these changes safe? No. Not in any way. It is entirely at your own risk, but I have personally tried the changes I write here and works fine for me.
Flexible section: After patch changes to mechanics listed here.
Edit 1:

Instinct [developer] 6 hours ago (09.01.2021 European) (01.09.2021 US)
Hotfix
• Improved Conquest balance
• Fixed several issues
• Fixed some crashes

After this patch, the Conquest capture points values were changed! Check out the Victory Conditions section for my updated notes on the changes, and what you could influence, should you so wish to.
7 Comments
Nordace  [author] 4 Mar, 2022 @ 11:03am 
Not unless you decide to make a mod, which was the idea I was purposefully avoiding here. This guide will simply tell you how to get a challenge -without- modding the game. But it is certainly possible, but again, not without making a mod.
Riacu 3 Mar, 2022 @ 10:12pm 
is there a way to add the multiplayer maps to conquest?
Battingwall 27 Feb, 2022 @ 11:47pm 
Thanks excellent guide, much appreciated. :steamthumbsup:
Private Bill 1 Dec, 2021 @ 8:41pm 
Is there a way to change the weapons of certain units?
Tulkas919 12 Mar, 2021 @ 3:35am 
Thx for the guide, I am quite new to the game and was primarily planing to play the conquest mode. It's quite frustrating to see the enemy spawn the 5th wave of t72's with a bunch of infantary and I have to counter that with the, in comparison, little I get out my 3 reinforcement decks.

Nordace  [author] 29 Jan, 2021 @ 12:31pm 
Vehicle spawn section is up. I actually have had that cooking for a while, but not being able to make much of a way with it, I'll put it up, and whoever reads it feel free to post your observations.

I haven't found the code to change wave spawn. I generally have no particular issue with it, and to me the AI seem to just toss out whatever it feels like at that particular moment which might be tied to some random value it receives.
Darcy 27 Jan, 2021 @ 7:14pm 
This is a great guide, nice one experimenting with all the variables OP!
Have you considered adding new sections on how to change unit probability spawns? I'm playing around with this at the moment.

I've figured out that modifying the {BotResources X.X} value under the chosen difficulty seems to increase available AI money... I think.

p.s. have you figured out how to increase the time between enemy waves yet?