Call to Arms

Call to Arms

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SlapAndSpit Nov 24, 2018 @ 8:42pm
How do I get the outdated mods to work?
Bought the game today, kinda like a lot of outher games on steam :( So I want to spice it up with some mods but none of them work, way to fix this?
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Showing 1-8 of 8 comments
Sundiata Nov 24, 2018 @ 8:47pm 
Steam\steamapps\workshop\content\302670\(mod)\mod.info

replace min and max game version with this.
{minGameVersion "1.010.0"}
{maxGameVersion "1.020.0"}

its tedious as heck. But it works



For my personal mods (8 of them) since get tired of changing them all one by one.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

mods/1/mod.info

(define "mod2"
{mod
; name of your mod folder (must be identical)
{name "%title"}

; description of your mod
{desc "%desc"}




{minGameVersion "1.010.0"}
{maxGameVersion "1.020.0"}
}
)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

mods/The_Morale_Mod/mod.info

; This is a template mod descriptor file
; See README.txt for details
; Comments start with ';'

(include "../1/mod.info")
("mod2" title(The_Morale_mod) desc(1337 Sundiata) fileid())

;▓██████████▓░▒▒▒░░░░░░░░░░░░░▒█
;▓██████████▓███████▒▒▒░░░▒▓██▒▓█▒
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

This way, I can change all my mods version numbers with a single change of an .info file.


Pretty kewl huh?
Last edited by Sundiata; Nov 24, 2018 @ 9:07pm
SlapAndSpit Nov 24, 2018 @ 10:17pm 
ya thats nifty
SlapAndSpit Nov 24, 2018 @ 10:17pm 
also thanks
Garwinski Nov 27, 2018 @ 8:14am 
Originally posted by Sundiata:
Steam\steamapps\workshop\content\302670\(mod)\mod.info

replace min and max game version with this.
{minGameVersion "1.010.0"}
{maxGameVersion "1.020.0"}

its tedious as heck. But it works



For my personal mods (8 of them) since get tired of changing them all one by one.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

mods/1/mod.info

(define "mod2"
{mod
; name of your mod folder (must be identical)
{name "%title"}

; description of your mod
{desc "%desc"}




{minGameVersion "1.010.0"}
{maxGameVersion "1.020.0"}
}
)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

mods/The_Morale_Mod/mod.info

; This is a template mod descriptor file
; See README.txt for details
; Comments start with ';'

(include "../1/mod.info")
("mod2" title(The_Morale_mod) desc(1337 Sundiata) fileid())

;▓██████████▓░▒▒▒░░░░░░░░░░░░░▒█
;▓██████████▓███████▒▒▒░░░▒▓██▒▓█▒
;▒████████████▓▒▒▓████▓░▒███▓▓░▒█▓
;▒██████████████▓▒▓███▓░▓██▓▓▓▓▒▓▓
;▒█████████████▒░▒████▓░░▓▓░░░▒░▒▓
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;░░░░░░▓███████████▓▓▒▒░░▓████▓


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

This way, I can change all my mods version numbers with a single change of an .info file.


Pretty kewl huh?

So how would I go around using this for all the mods I subscribed for but arent updated? I am not sure what to do with your method, but it sounds very handy.
Sundiata Nov 27, 2018 @ 10:23pm 
oh, those are for personal mods, heres what you do,

go into the CTA root directory and create a folder and call it "mods" so its this
Call to arms/mods


create a new folder in the mods folder and name it so its this
Call to arms/mods/1

create a new file called mod.info in the 1 folder so its this:
Call to arms/mods/1/mod.info

paste this into the .info file:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

(define "mod2"
{mod
; name of your mod folder (must be identical)
{name "%title(Local)"}

; description of your mod
{desc "%desc"}

{minGameVersion "1.010.0"}
{maxGameVersion "1.020.0"}
}
)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; This will serve as the one file you edit to save your sanity for when the next update comes.

done, now for your mods that your getting tired of editing .info files with:
go to the "Steam\steamapps\workshop\content\302670" folder that has your mods from the workshop.

drag the mods from the workshop folder and drag them into the local mods folder in your root directory so its like this
Call to arms/mods/4435738756785466486756(random mod)

then replace each individual mod .info file contents with this:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fill in these fields
(include "../1/mod.info")
("mod2" title(0Urban_Warfare) desc(Taking My Power Back) fileid())
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

this tedious work will be the only tedious thing you will ever have to do. After you enable the mod, and the next update comes, just edit the version in "call to arms/mods/1/mod.info" and all your mods in your local mods directory will be up to date, saving your precious time!

I will create a tutorial if it works, got a feeling plenty of people will need it.

P.S. to update the mods, just drag the workshop mod resource folder from the updated mod and replace the local mod's resource folder with the workshop one.
Last edited by Sundiata; Nov 28, 2018 @ 2:36pm
clfiskus Nov 27, 2018 @ 11:31pm 
can you make one for the galaxy at war mod?
Garwinski Nov 28, 2018 @ 5:43am 
Originally posted by Sundiata:
oh, those are for personal mods, heres what you do,

go into the CTA root directory and create a folder and call it "mods" so its this
Call to arms/mods


create a new folder in the mods folder and name it so its this
Call to arms/mods/1

create a new file called mod.info in the 1 folder so its this:
Call to arms/mods/1/mod.info

paste this into the .info file:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

(define "mod2"
{mod
; name of your mod folder (must be identical)
{name "%title(Local)"}

; description of your mod
{desc "%desc"}

{minGameVersion "1.010.0"}
{maxGameVersion "1.020.0"}
}
)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; This will serve as the one file you edit to save your sanity for when the next update comes.

done, now for your mods that your getting tired of editing .info files with:
go to the "Steam\steamapps\workshop\content\302670" folder that has your mods from the workshop.

drag the mods from the workshop folder and drag them into the local mods folder in your root directory so its like this
Call to arms/mods/4435738756785466486756(random mod)

then replace each individual mod .info file contents with this:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;fill in these fields
(include "../1/mod.info")
("mod2" title(0Urban_Warfare) desc(Taking My Power Back) fileid())
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

this tedious work will be the only tedious thing you will ever have to do. After you enable the mod, and the next update comes, just edit the version in "call to arms/mods/1/mod.info" and all your mods in your local mods directory will be up to date, saving your precious time!

I will create a tutorial if it works, got a feeling plenty of people will need it.

Nice, thanks. I will probably, when I find the time to update all the mods, apply this fix so that this will be the last time I have to add this to every map (why are maps dependent on game version anyways?) now. I am subscribed to almost all of them in the workshop, so the work definitely got tedious, and I mostly played 'stock' maps lately because of this reason. This should ease the workload in the future. Thanks!
Sundiata Nov 28, 2018 @ 3:18pm 
Originally posted by Garwinski:

Nice, thanks. I will probably, when I find the time to update all the mods, apply this fix so that this will be the last time I have to add this to every map (why are maps dependent on game version anyways?) now. I am subscribed to almost all of them in the workshop, so the work definitely got tedious, and I mostly played 'stock' maps lately because of this reason. This should ease the workload in the future. Thanks!


No Problem!
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Date Posted: Nov 24, 2018 @ 8:42pm
Posts: 8