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Just copy this version into the mods folder on top of MotE and run it from there - see the included readme_MotE.txt file.
Be sure to deactivate regular DCG (if you have it installed also) when you activate MotE.
I made the MotE DCG to go in the same folder as the MotE demo, so it does not conflict with regular DCG.
HOWEVER: you can only have one of them activated inside Men of War at a time, so be sure to deactivate regular DCG when you play MotE and vice-versa.
Thanks. I removed it from the DCG site now. Well, my hope is that by releasing it now, I will be directly helping by providing a mission framework, so you can concentrate on other aspects of the mod, and/or that it will bring some extra eyes to the project so you guys attract some other help.
I uploaded the DCG version for Men of the Emperor to the regular DCG site for now: moddb.com/mods/dynamic-campaign-generator-dcg (find it at the top of the downloads area)
Sorry if the disclaimer sounds strict - I'm just trying to discourage people posting Baneblade bugs to the DCG comment areas. ;)
Chompster and Luthorian, please feel free to reupload the MotE DCG version here and/or modify, expand, etc. it in any way you see fit.
Hey guys, I've got a DCG build for Men Of The Emperor ready to go. Would you be willing to open up the download settings to allow non-team members (ie. me) to upload here?
We keep trying to improve how the battles work, so that may help. Usually, the best way to reduce the amount of enemy forces is to retreat (ie. save early and lose a battle). It is possible to mess with the settings.xml and reduce the force sizes, too (just be aware that this will limit your own max force size as well).
Cool. It didn't take very long actually. I tried to follow your FAQ and made two sides, Cadia and Chaos, and one planet, Cadia. The Cadians have plenty of troops for a few squad types, but Chaos has just one squad since it doesn't have many types and they still look like Germans :P
I gave both sides the same vehicle sets and used your maps. In dusk environments they look very moody and nice.
I played a couple of battles: both times I purchased a Leman Russ - the first time, I had some allied Chimeras running around and the enemy had some too along with some support weapons (lascannons or something) - then a platoon of enemy Leman Russ tanks showed up and disabled me. The second time, my allies and the enemy were all infantry; once I realized that, I just drove around and let the side turrets blast them, since the enemy had eliminated most of my infantry already.
There are two big immediate problems for me: one, you don't have minimaps for your maps (unfortunately, I'm not the DCG person who makes those, so I don't know how). Second, the functionality of the tanks is missing alot - they drive and shoot great for the most part, but the damage model and vision aren't really working (as you probably know), and I don't know how to fix that myself.
Anyway, what's there is fun enough, so I'll release it along with our regular DCG release sometime in the next few months...
(if you'd like to see or approve it before I release it, pm me)
Woohoo! Nice ones!
Many thanks and kudos for actually releasing what you have done instead of just going dark! You guys deserve a big round of applause for that!
The stuff you've done so far is incomplete as you say, but it's still pretty cool!
If I can figure it out (no promises), would you mind if I uploaded a DCG version based on your stuff sometime?
You've become a master at doing these small arms!
It looks like your AS is out of date (2.05.0 instead of 2.05.15) Did you try updating?
Nice model! That will be fun!
I'd expect a new version with AS2 support before the end of the year.
It sounds like you do not have the latest patch for MoW:Vietnam. Be sure to upgrade.
If you still have problems, you can fix it by removing all references to 2.pat in the settings.xml file.
Awesome! Your textures are getting really good!
It is possible to limit the allowed vehicle categories for "divisions" using only the operation xml files. The next version overhauls how this is done, so it will be somewhat easier, plus there will be some new options for customizing the "divisions"...
I love the new US MGs, thanks!
Very nice! The textures are excellent!
We will release a version of DCG for Assault Squad 2 with the v4.5 release, but that will not be until the fall at the earliest.
Right now, Assault Squad 2 is still in an "Early Access" phase, but when it its release is official, we may consider a mini-release of DCG to tide everyone over until v4.5.
It sounds to me like you are missing a patch -- I think the initial release did not have mod support, so grab the latest MoW:Vietnam patch and try again...
I have to say: for making it to a release, once again, you rock!
Cool, thanks Lisa!
There is an easy solution if you don't like skipping them by saving right away (it's explained in the readme.txt file, but I admit it's kind of hidden): if you wish to disable this feature, simply delete the xml files beginning with the word "Transit" in the "operations" sub-folder.
Try that and let us know if you have any more problems...
Tarman and Zeke: A place for AARs is an awesome idea, guys! I think they are great and really show us what people are experiencing and what they like which helps make the mod better (also check out Ty2903's "After Action Report #1" in the features section). I don't have any clever ideas, though: should we just add a new forum topic for AARs? Here's a related community question: the forum seems deserted to me partly because there are just too many topics -- should we delete several topics (if possible) and narrow it down to just 2 or 3 key topics?
Nice new video!