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Keep up the good work!
Congratulations on your first release of this mod! I can't wait for the flyable versions :)
I especially like the Spitfire and F4U. Thanks!
Hey, good to see you back!
I see you are using EvilleJedi's models which are mostly pretty cool, but I'd like to register a complaint about using the MC80 Liberty Model of his you have pictured. I've always viscerally disliked that model ever since it started showing up in EaW mods. I saw one of the actual winged Calamari models used in the movies once and the resemblance is very poor :P The original EaW version is a lot closer (even if pretty low poly).
If you have any time for new models, please consider getting a better one of those :)
That's just my two cents (I don't mean to be down on your project, which I really like)... Keep up the good work!
Did you only install 4.0? Sometimes you need to install 3.5 also if you have never installed .Net before.
That error says your J# install is faulty. Can you double check that you installed it, and/or try again? (See readme.tx file for details.)
We have reports of some problems with maps. I use 2.05.15 and have no problems, but others seem to have trouble. There are currently three patch installs needed to get to 2.05.15: you must install .13, then .14 on top of it, and finally .15. Maybe some of the problems are due to improper patch installs (out of order, skipped a file, etc). Also, I have a retail version (ie. not Steam), and perhaps the Steam version patching is different. People who have trouble have found workarounds, but we are trying to fix all maps before the next release (DMS keeps making changes to the maps and resources with each version, so it's awfully hard for us to keep up).
Hopefully everything stabilizes by the next version :)
You are under-rating yourself - these are quite good!
I see what's wrong - you tried to fit 2 texture nodes in one. Try this instead:
</texture> <!-- this ends the first texture node -->
<texture> <!-- this starts the next one -->
It should be possible. You have to find your vehicle in the xml file and add the new skin to the textures section, following the pattern.
However, the name of the file matters. It's very dependent on how the skin file was named. You have to see how the other vehicles were done and follow the pattern.
Great news! Thanks for deciding to release the planes one-by-one!
I think mod-feature-creep kills a lot of mods when the author feels like they have to wait until *everything* is done before release, so I'm thrilled to hear you will do lots of small releases instead. In my experience, that means you are more likely to finish the whole thing in the end anyway :D
It is most likely some problem with the install. Can you pm us with the contents of your mods\campaign\xml\settings.xml file so we have something to go on?
In fact DCG was a Faces of War mod up through version 1.7. But we have brought forward (with permission from 1C and DMS) all the interesting resources from Faces of War to the current version. If you really want the VERY old Faces of War version, pm me and I can probably dig it up for you.
Same goes for Condemned Heroes - we have (with permission) brought all the maps into this version.
But if you are aware of something interesting about those games that we neglected to make use of, let us know!
I just re-uploaded this hotfix with Zeke Wolff's map update included.
@Mrawawaw: If you are asking where to activate a mod: just click "Options" on the main menu of Assault Squad and select the "Mods" tab.
Try one of the mirrors in the "Description" below the main download button...
@Whiden: this happens a lot :) - can you tell us why you thought you had it already? Your answer might help us troubleshoot faster...
I see the crate7, too, but it doesn't crash my Assault Squad. As usual, these disappearing assets in Assault Squad are baffling. We will remove the crate7 for the next version.
Can you give more info about the crash? It's really hard to guess what's wrong without a lot more info about the error and its circumstances.
Without seeing the exact error message, it's hard to tell, but my guess is that you do not have XNA or J# installed correctly - check the readme or setup.htm for instructions.
This sounds like a setup problem. Can you pm me with a pic of the error or its text?
You could theoretically clear them by deleting the folders under \map_storage, but I haven't tested that - it might cause problems.
That menu music track was added during development, but not everyone noticed it then, so the team is discussing removing or replacing it in the next update so as not to have to worry about whether it might or might not be considered fair use...
Speaking of which, updated downloads and/or a hotfix for AS should be available by this weekend.
If you are playing against the Germans, you don't get an escort, but against any other nation you will get at least one escort ship. Against the Germans, you just have to dodge them! Fortunately, the U-boat AI doesn't know how to fire torpedoes, so you only have to dodge the Deck Gun :)
Currently, there is no defense against planes, but we may add something in the future.
Can you pm me with the exact error message? What folder is it installed in? You can send the text of your settings.xml in a pm, too...
Yes, it is, though some work better than others at this point. Ships' guns can be destroyed separately, and if you can destroy their hulls in three places (fore, center, and aft), the ships will sink. Ty's Realism mod makes the ships, planes and AA guns work better.
That makes sense :) Thanks for the explanation.
Please do bring them back later! I would really like to try this when you are done - with hardpoints enabled!
This looks nice!
Out of curiosity, what is the attraction of removing the destructible hardpoints? That Phoenix mod did it, too, and I thought it was very boring because of that. The hardpoint destruction system is what gives EAW most of its tactical interest -- otherwise its just generic-RTS-in-space. I see you have provided an alternate which brings the hardpoints back, which is much appreciated, but I'm just curious about why anyone would want to remove them.
Did you update to XNA 3.1? Can you give more information?
We changed the spotting round smoke to disappear after a while (it used to stick around for the whole mission). I'll keep an eye out to make sure it's working...
You should be able to disable off-map artillery by zeroing out artillerybatteriesmax in settings.xml