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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...
New/updated operations (so far) include:
Operation Compass - North Africa 1940
North Africa 1941: Rommel's first offensive - North Africa 1941
North Africa 1941: Operation Crusader
Gazala: Rommel's second offensive - North Africa 1942
Tunisia 1943: Kasserine Pass
Sicily 1943: Operation Husky
The first 4 all use an updated version of the old North Africa operation map, but the last 2 have new operation maps.
We've added lots of new operations (in North Africa and Sicily) and even a new theatre for use with the Italians. They can also go to the Eastern Front. The post-Armistice Italians will continue to be one nation to keep things from becoming too complex, but we will probably have an option to switch sides via the theatre menu.
I'm not sure what you mean - DCG is single player...
Probably sometime this Fall, but we'll definitely release v4.0 before the end of the year. It mostly depends on how fast we can convert the new stuff to AS.
Sorry for the slow reply.
I'm not sure what's going on just from your description... Is this vanilla MoW or Assault Squad? Which version of Windows do you have? Which folder do you have the game installed in? If you pm us your settings.xml file from the xml sub-folder within the mod, that may help us diagnose the problem also...
We'll need more info than that to really help. (See bottom of the news item above for a template of the minimum info to report.) If you are having trouble with the paths, it might help if you PM us the contents of your Settings.xml file (found in the mod folder in a subfolder called xml)...
I can't say for sure, but the first thing I'd check is that you have added something for that nation to each type of xml file. ie. Nations.xml, Vehicles.xml, Squads.xml, and Humans.xml...
Keep up the good work!