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 FEATURES » Interviews CNCNZ.com Icon
In late April 2004 we asked AAK625, the public relations manager for the Call to Arms mod, a total conversion for Zero Hour, a few questions. The interview is intended to give the fans an idea of what you can expect to see in Call to Arms.

1) Firstly, who are the creative people behind the Call to Arms mod? Who is working on what?

The lead production staff of Call to Arms is GeneralSy, Orcapilot26, and Whopper. The rest of the hardworking team can be found on the Staff Page at our web site.

2) Give the fans out there a brief description of Call to Arms. What is in it, what can they expect, is there a story behind it?

Call to Arms was formerly known as WW3: Call to Arms. Though "WW3" has been excluded from the name, the mod is still based on the next World War. It contains no fictional units, though it will still hold true to the C&C style of play. Call to Arms is a total conversion mod for Generals, and later on Zero Hour. It kicks out all of the current EA sides and replaces them with our own, UK, U.S., Russia, and the UAN.

The storyline is currently being reworked. However, the basic idea is the Middle Eastern countries are fed up with the Coalition presence in their countries. They form the UAN (United Arab Nations) and place a trade embargo on the oil. Throwing a little RA2 nostalgia in there, Russia sees, yet, another opportunity to become a superpower again.

3) What inspired you to make Call to Arms, where did your ideas come from?

The team came up with the idea of starting a total conversion mod for Generals early last year. At first, the path of the modification was not too clear. We had a storyline that didn't promote the longevity of the mod and allow for additions once it was complete. When the ball began rolling in a productive direction, it was decided that it would be a realistic total conversion. Our ideas came from the current and future weapons systems of the countries we were including in the mod.

4) Give us some examples of the hurdles have you encountered during the development of Call to Arms. And how have you over come them?

Well, first and foremost, is co-ordinating a team online. Solid communication handles that one extremely well. Keeping the team focused was taken care of through an entirely different approach.... Me (AAK625). I am the most bothersome pain in the ass you'll ever meet on the internet when it comes to this. I believe every mod team has had one issue or another with the limitations of the Generals engine. We were not spared. However, with the skills and combined efforts of the entire team, we've rammed through all of the barriers so far.

5) How long has Call to Arms been in development??

Call to Arms has been in production since early to mid last year.

6) Will any extra system requirements be needed to run the Call to Arms, or is it basically any system that can run the C&C Generals/Zero Hour will handle the Call to Arms?

No, there will be no need to purchase or upgrade existing components of your system. The mod will run fine on any system that can run Generals and/or Zero Hour.

7) Does Call to Arms feature any new sounds, and are there any new music tracks?

In time, after the completion of the four sides, new music and sound effects will be added to the mod.

8) Can the fans play Call to Arms online?

Yes, online multiplay is vital to the longevity of any mod, for any type of game. Call to Arms will be fully playable online as long as both people have the same version of the modification.

9) How many beta tests have you done with Call to Arms? And has the feedback from your beta testers been helpful?

There have been two public beta releases in the history of the mod. As far as private beta tests, we've released three. We'll be releasing a fourth soon, which contains several new buildings and units. All of this will lead up to the third public release which will include the UK side.

10) What has the interest from fans and other C&C sites in the community been like? Has it been more than you expected or less?

Fans can make or break a mod. Fortunately, our fan base has been pretty impressive and certainly has aided us beyond measure. Without the fans, there would be no Call to Arms. Their vast amount of input keeps us going.

11) When can we expect the first official (non beta) release?

We don't like to set dates, because if you don't meet a deadline, it'll bite you in the butt. We hope the mod will be complete before the end of this year. If it finishes earlier, so be it. If it finishes later, so be it. Development of Call to Arms won't stop until the team and the fans are satisfied.

12) Lastly, Do you have any comments you want to say to the fans that have been following Call to Arms?

We'd like to thank everyone who's supported and aided us along the way and that we really appreciate it. Keep following the mod, you won't be disappointed. Participate regularly in our forums, you just might be the next pick for a private beta test slot.
 
Screen Shots:
Call to Arms Screen Shot 1
The UK's Eurofighter plane in full flight.


Call to Arms Screen Shot 1
The UK's Phoenix UAV just being launched.


Call to Arms Screen Shot 1
Some UK Merlin Helicopters making an attack run.


Call to Arms Screen Shot 1
The UK LIMAWS launching a salvo of missiles.


Call to Arms Screen Shot 1
A UAN pilot bailing out of his MiG-29 that was shot down by British Stormers equiped with Starstreak AA missile batteries.


Call to Arms Screen Shot 1
A model of the UK Merlin Helicopter.
If you would like to find out more about the Call to Arms mod and see a lot more screen shots check out the official site at www.derelictstudios.net/cta/.



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