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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!
DCG does give every AI controlled squad or platoon a 2-waypoint path. You can see this by looking at the file \mods\Campaign\Save\mission.png which is a diagram of all the waypoints in a mission (warning: this could be used as a cheat), with different symbology for different unit types. It's a debug tool, but you can kind of see what is going on.
DCG doesn't try to coordinate a flanking maneuver because I think there are too many maps which are just too small. However, each individual AI unit has a small chance it may end up flanking you. In fact, I remember a mission where I had what I thought were my impenetrable heavy tanks deployed on a hill and I was totally surprised to see some weak AI tanks show up behind me and destroy me in my weak rear armor...
You can select "easy start" in settings to get more at the beginning. Otherwise, you'll have to edit the xml files (eg reduce the cost of a squad or tank). However, some armies (like Germany have abundant squads for only a few points each, and you can never have less than 10 points, so you can get a few squads even in the worst circumstances.
Also, when you retreat early and you have few forces, sometimes your HQ will send you some artillery or other equipment to help beef up your force, so there's an extra advantage to retreating sometimes.
Up until v4.0 you just had to attack empty squares on the operation screen. That way you would never see an enemy tank in the whole war!
Alternatively, you could only attack infantry "divisions" but you have to right-click on the unit icon to really see what's in it (e.g. many U.S. infantry divisions have more tanks than a German panzer division)
In v4.0, though we changed it so that idle tank "divisions" can send tanks even to empty squares, but it's somewhat rare.
Have you checked out the setup tutorial? That usually helps:
Assault Squad performs more poorly due to all the extra graphics effects and textures they piled into the engine. If you have the original Men of War game, you will likely have a much better experience performance wise, if you are willing to give up a little bit of graphic quality...
Folks who can make textures always have more work than they have time for! Afraid making or exporting a human model is way beyond me...
You may find it easier to find help if you can get a demo or a mission out the door.
Anyway, keep up the good work!
I don't think we will make a Red Tide version, since there are no major engine changes and its content is already included in DCG (with permission from BestWay) as is. However, I will probably add a small Condemned Heroes version in the next release, since that has many engine upgrades and some new soldier models which we haven't yet incorporated into DCG elsewhere.
I don't know what is wrong, but Ty is working hard on the unit xmls for the upcoming version for AS and I wouldn't be surprised if he fixed it. Otherwise, you can dive into the vehicles.xml file if you feel comfortable fixing it yourself.
Do you pay close attention to the operation screen? Where you move your "division(s)" has a very big impact on the forces in the battle. More changes to that are coming in the next version, too, by the way.
Anything we can do to help with motivation?
Zeke is right that you can just save and the only penalty you get is losing points. Otherwise, you can follow the suggestion given in the description above: "...if you wish to "turn them off", you can do so by deleting the two files starting with "Transit" in the operations folder."
Yes, as we mentioned, the naval battles are not polished yet. And mainly they are about getting your transports across the map. The sub (or whatever) is just there for fun. Ty's realism mod definitely makes naval battles work better, but I am not sure any more if it is fully compatible, so use it at your own risk...