Dynamic Campaign Generator (DCG) is a mod for the game "Men of War" and some of its successors that randomly generates skirmish missions and lets you keep your surviving forces from one battle to another. Some people find this mod tricky to install the first time - please read the readme.txt carefully and ask for help (if you need it) on our forums here on this site, or at the game developer's site.
Posts | ||
---|---|---|
List of enhancement requests (MoW-DCG v.4.5 / v.5.0 & MoW:AS-DCG v.4.5 / v.5.0) | Locked | |
Thread Options | ||
Jan 13 2014 Anchor | ||
[I use the google translator - apologize] LIST OF ENHANCEMENT REQUESTS (MoW-DCG v.4.5 / v.5.0 & MoW:AS-DCG v.4.5 / v.5.0): I started this thread because I was instructed to do so. We need a "quorum" to discuss these suggestions/ideas. Not because these suggestions are revolutionary, but they are ideas that would make the game most verisimilar (more credible/realistic/believable: tatics and behaviors). First I shall explain the suggestion, then, second: I will detail each idea. Third: just below the detailed idea, i add replies (replica, rejoinder, reply-rejoinder) that have been made outside this forum (the "state of the art" / "status quaestionis"). 1) - Implementations for Artificial Inteligence (bots): 2) - Enhancements for experience of realism/gameplay: ------------ Detailing below (with their respective "replica", "rejoinder", "reply-rejoinder") ====> REPLICA - (by "Jason1_" Jan 6 2014, 2:30am) ====> REJOINDER - (by "Dilust" Jan 6 2014, 9:58am) ====> REPLY-REJOINDER - (by me: "YuriFR" Jan 6 2014, 11:19am) //// END "1-A" \\\\ 1) - B: ====> REPLICA - (by "Ty2903" Jan 3 2014, 5:15pm) ====> REJOINDER - (by me: "YuriFR" Jan 4 2014, 12:03am) SURELY there is already a "standard-script/code" for AI (engine "vanilla" of: Mow and MoW:AS), able to make a soldier, squad (and vehicles) UNDERSTAND WHEN they are at a ADVANTAGE in relation to the enemy, and WHEN they are on DISADVANTAGE in relation to the enemy. Therefore, the development team only needs to FIND, AND EDIT, THIS SPECIFIC CODE/SCRIPT (which controls the AI responses), tweaking it in the desired "way". The development team DOES NOT NEED to (re)create a whole new script, from the beginning ... !! Perhaps, this is the crucial core of the matter ... Finalizing the reasoning: If the game already has this feature built-in, just adapt it to the DCG also, for cases where the AI controlled opponent (with numeric disadvantage) are faced with our equipment of war: tanks, artillery, mortars, bombers/bombardiers and machine-guns. Consequently, if the disadvantage of the enemy AI is notorious, in compared to our fighting equipment, the troops controled by AI will avoid direct confrontation with the human troops/equipment - AI troops begin to "Take(ing) Cover" (eg: hide/evade/flee/escape or prone/crouch, and even defect/deserting)!!! What is your opinion about this possibility (improvement of this feature), Mr. "Ty2903" (and others developers)? It's easy to do, or is it difficult? I ask that you contact your partners on this particular issue/matter. //// END "1-B" \\\\ 1) - C: Sources about the basis of tactical flanking: .......I - The bases of flanking: .......II - List of Figures (flank attacks): .......III - About military strategies and tactics: I apologize for the length of the post, the reason is that the subject interests me greatly. And I think this might help "" ====> REPLICA - (by "TheTarman" Jan 6 2014, 2:13pm) //// END "1-C" \\\\ 2) - D: Especially for the developers of DCG: if someone does not like this feature, or think it resource is too violent, just PROVIDE THE OPTION TO DISABLE IT within the DCG itself!! "" //// END "2-D" \\\\ 2) - E: //// END "2-E" \\\\ 2) - F: Let us assume*** that an American soldier is able to carry up to a maximum estimated 30kg of equipment (besides your body weight). From the equipment that I will list, soon conclude that it is UNLIKELY a soldier carrying more than 17.1 kg in "Possibility No. 1", or more than 1.4 kg in "Possibility No. 4". I obtained these numbers by subtracting values 30 (kgs) of total weight of both: No.1 (lowest total weight) and No.4 (highest total weight). I did other combinations of weapons, and all of them were within that range from 1.4 to 17.1. Shortening the variation for 1 to 17 kilograms is high, but if we try to turn this range in numbers of equipment (which also vary the weight), we note that it is not possible to add as many devices as we thought before ... Let me illustrate: a) i'm not to consider the weight (variable) of other equipment, such as extra ammo, gas mask, radio transmitter, artillery projectiles, tools / fixes box, smoke grenades, bucket of gasoline, AT mines, AP mines , barbed wires, Czech hedgehogs etc.. etc.. etc.. b) some ammunition are already heavy, like of the Bazooka M1: each weighing about 3.5 kilograms! A soldier with the combination of weapons No. 4 could not even carried 1 projectile of Bazooka. The soldier with less weight (No.1), can carry up to 4 Bazooka ammo, and nothing more. The mortar ammunition must also be weighed..., this fact deserves consideration. c) I do not consider the fact that, usually, soldiers on the battlefield carried 2 to 5 grenades (not just 1), this prevent the soldier with the M2 flamethrower carried 3 or more grenades (see No. 4). If a soldier with the combination of weapons No.1 carry 6 grenades, it can only add 12 more kilograms of equipment (eg: he can not be carrying a Browning .30 machine-gun) ... ESTIMATED VALUES*** : Possibility No. 1: M1 Garand Rifle (4.31 kg) + Mk2 grenade (1kg) + Bandolier-ammo (1kg) + Colt M1911 pistol (1.1 kg) + M1 Helmet (1kg) + Haversack (2.5 kg) + entrenchment spade (1kg) + war canteen (1Kg) = TOTAL: 12.91 Kg Possibility No. 2: BAR (7.25 kg) + Mk2 grenade (1kg) + Bandolier-ammo (1kg) + Colt M1911 pistol (1.1 kg) + M1 Helmet (1kg) + Haversack (2.5 kg) + entrenchment spade (1kg) + war canteen (1Kg) = TOTAL: 15.85 Kg Possibility No. 3: .30 Browning machine-gun (14Kg) + Bandolier-ammo (1kg) + Colt M1911 pistol (1.1 kg) + M1 Helmet (1kg) + Haversack (2.5 kg) + entrenchment spade (1kg) + war canteen (1Kg) = TOTAL: 21.6 Kg Possibility No. 4: M2 flamethrower (20Kg) + Mk2 grenade (1kg) + Colt M1911 pistol (1.1 kg) + M1 Helmet (1kg) + Haversack (2.5 kg) + entrenchment spade (1kg) + war canteen (1Kg ) = TOTAL: 28.6 Kg ***OBSERVATIONS: # Ww2gyrene.org /////////////// END OF ALL \\\\\\\\\\\\\\\ [I use the google translator - apologize] Edited by: YuriFR |
||
Jan 15 2014 Anchor | ||
YuriFr; Interesting thread and ideas, but I can´t say whether any of the above will be added into our mod, since I can´t tell the difference about coding in C++ from a canary bird... I´m only doing the easy work, like new 3d models and maps. Jason1 is very busy with his real life work for the moment (he´s the one who do the coding) and our script man, Trog, is only sparsely seen these days. ~Zeke. |
||
Jan 15 2014 Anchor | ||
Thanks for participating! Probably "Jason1" and "Trog" can evaluate the implementation of those ideas. If you have a more closer access to them, I ask you a favor: to contact the two about this topic. Because I don't know if "Jason1" and "Trog" are regulars on this forum... Thank you again! Edited by: YuriFR |
||
Jan 18 2014 Anchor | ||
Thanks for your enthusiasm YuriFR! |
||
Jan 23 2014 Anchor | ||
Thanks for responding, mr. Jason1_! :) My enthusiasm is justified, mr. Jason1_: the DCG mod is simply FANTASTIC, GENIAL ! I am excited and eager to contribute to make it even more cool! Despite my many limitations... :( Your comment made me optimistic:
He confirmed that my guess was in the right direction: I am optimistic because I know that, now, it is possible to change this parameter to better, ie : it is possible make a more realistic "danger perception" to the troops and individual soldiers, without the need to create, from scratch, a structure of scripts to do these "realistic danger perception". There is one catch, however: I do not know how it works and where is these settings, relating to "advance ratio" and "retreat ratio". I once worked with the GEM Editor, few years ago, but i don't have deep knowledge about this Editor - much less I am able to find these settings in there ...I really want to help, but at the moment I do not have the knowledge to do it. I still have to learn, too ... For now, maybe there are 2 possibilities to overcome this knowledge gap: 1) Get in touch with someone who already knows modify these settings. Example: contact mr. "Trog", or another member of the team of developers. Or look/ search in the general community (MoW, MoW:AS, DCG and non-DCG, mods, and others...) people who possess this skill / knowledge; Anyway, I'll try to find out something about it all (and I contact you, if I get any success). But ideally, someone with experience, devote some time to do it. I'm sure that the modification of this parameter (for the situations described: machine-guns, mg-sentry, war tanks, artillery, mortars, vehicles with arms, bombardiers-warplanes etc.) will be well received by the community, and will make the game even more convincing. I hope! If the modification in question is not that hard to do, it can still appear within the next "pack" of enhancements, to the next version of DCG (v4.5 or v5.0)! Let's think about this possibility !! Thank you very much! [I use the google translator - apologize] Edited by: YuriFR |
||
Jan 25 2014 Anchor | ||
I disagree with 2F of the OP, I think the inventories are small enough. Here are my requests: Remove the Feldmutze from German Infantry Inventories. They don't do anything except take up room that would be better used for ammo. For the purchase screen, have "Add Rifle/SMG/MG/AT" ammo in set amounts - 100 Rifle, 150 SMG, 200 MG, 25 ATR, 5 RPG - Since the latter weapons don't have universal ammo, the user would have to choose the type to add, limited of course by faction. The ammo would be divided between squad members, any surplus would go to the lightest vehicles (Trucks, bikes, cars), or simply be deleted. I'd also like an option to buy any given vehicle without the crew. Say for example my force is at 38/40, having lost a field gun but the crew survived and I want to purchase a new one, and transfer the old crew to it. I think I read on the changelog that you can exceed max force size for a penalty in RP but that'd get annoying and expensive for the number of times this situation has occurred. This one's not very important, and I'd guess quite difficult, but it'd be nice to have infantry units' skins change based on the theatre of operations. Edited by: Morbo512 |
||
May 22 2014 Anchor | ||
Couple of feature request: Add some kind of "dictionary" that would get rid of file path's instead of soldier names, so we see "Heer Shutze" instead of "single\ger\heershutze40_2-i2". Externalize to XML the soldiers that can be added to squad via right click. Separate XML for each nation, allowing to add any soldier one may want and customize the cost of each individual. Redo the air support: divide it into Something more complicated: buyable and placeable fortifications such as: bunkers (log and concrete), sandbags, tank traps, barbed wire, minefields, trenches, mortar pits, defensive positions for vehicles. Edited by: taro8 |
||
Jul 10 2014 Anchor | ||
A simple feature request i would really love: 2. It would be nice if I could go back and forth between the buy screen and the unit placement screen, so i can decide to buy fortification units or rush units. OR just display the objective on the buy screen is cool. 3. Instead of adding sandbags to all infantry, may i suggest adding them to only anti-tank, mortar, and portable machine guns? They are almost worthless to purchase as it is having only 1hp and the machine gun barely protecting the gunner. It's fine on city maps with lots of cover but some maps are hugely open. Making them have some fortifications like SirHinkel's mods would be nice, where the gun has a button to place fortification if a sandbag is present. OR just increase the number of engineer trucks. 4. I'm fine with inventory sizing. Fun > Realism. No matter the carrying capacity of soldiers, i usually have one guy just taking 20+ grenades hurling them against the 200 strong enemy battalion. 5. I liked that german tanks now that they cannot destroy tanks 10 miles away and are less brick-houses. Though, yeah i miss the fun tanks -IS3,Super Pershing,T29,Tortoise,Zippo Shermans etc. I however do NOT miss the artillery units. Screw killing 8 tigers with one katsyusha. 6. It would be nice if you could bump up the AA ammo a little. Vehicles with AA ammo always spray everywhere when i'm not looking and finish their load in less than a minute. |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.