Dynamic Campaign Generator (DCG) is a mod for the games "Men of War" and "Men of War: Assault Squad" 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.

DCG v4.0 Released

DCG for Original Men of War - forum: digitalmindsoft.eu

DCG for Men of War: Assault Squad - forum: digitalmindsoft.eu



WARNING: You may find this mod difficult to install. It is for singleplayer. DCG can also be difficult to win -- it is designed to force you to retreat and live to fight another day sometimes just like in real life, but there are many strategies you can follow to improve your chances of success and many things you can do to adjust the difficulty from the default - feel free to ask for suggestions or help!

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Another set of new small arms New 3D Models/Small Arms S.I.A. m.1918
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2 comments by Jason1_ on Dec 21st, 2013

Hi DCG users!

Version 4.0 is available for download now!

DCG v4.0 Released

There are many new features in this version which you can read about in the changelog. However, the biggest change is the addition of a full fledged new nation to DCG, the Italians! The Italians have a full set of vehicles, cannons, and even aircraft which have been carefully modeled and textured from scratch by Zeke Wolff and Ngvede with great attention to detail. In addition, Zeke Wolff modelled and textured many Italian small arms and other pieces of infantry equipment. This is a massive accomplishment, since Zeke Wolff and Ngvede made these models all by themselves over a multi-year period and the project has actually made it to release. The Italian soldier models and speech come from the Men of War: Red Tide game with permission from Best Way.

DCG for Assault Squad now for the first time has almost all of the vehicles and squads available in the original Men of War DCG thanks the efforts of Ty2903. Ty2903 has also added his realism updates directly into DCG for Assault Squad for this release. His Realism Mod for the original Men of War DCG is now available as a separate download below.

Have fun!

The DCG Team

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Patch for DCG v4.0 for Assault Squad only

Patch for DCG v4.0 for Assault Squad only

Feb 22, 2014 Patch 11 comments

Patch to fix minor crash issues that only occurred in the Assault Squad version of DCG 4.0. This download is for the Assault Squad version of DCG only...

Realism 4.0 for DCG 4.0 for Men of War only

Realism 4.0 for DCG 4.0 for Men of War only

Jan 17, 2014 Full Version 11 comments

Updated Version of Realism to be fully compatible with DCG 4.0 and the Italian Nation. This download is for the original Men of War version of DCG only...

DCG v4.0 for Men of War - Full Release

DCG v4.0 for Men of War - Full Release

Dec 21, 2013 Full Version 23 comments

This is a full release of DCG v4.0 for the original Men of War game packaged as a single download - all packs are included in this release.

DCG v4.0 for Assault Squad - Full Release

DCG v4.0 for Assault Squad - Full Release

Dec 21, 2013 Full Version 71 comments

This is a full release of DCG v4.0 for the Men of War: Assault Squad game packaged as a single download - all packs are included in this release. Click...

DCG v4.0 for Condemned Heroes - Full

DCG v4.0 for Condemned Heroes - Full

Dec 21, 2013 Full Version 0 comments

This is a full release of DCG v4.0 for the Men of War: Condemned Heroes game packaged as a single download.

DCG v4.0 for Men of War: Vietnam - Full

DCG v4.0 for Men of War: Vietnam - Full

Dec 21, 2013 Full Version 9 comments

This is a full release of DCG v4.0 for the Men of War: Vietnam game packaged as a single download.

Post comment Comments  (40 - 50 of 1,092)
Morbo512
Morbo512 Oct 10 2014, 7:07am says:

I don't see why you're so reluctant to allow the customisation of enemy force composition. The enemy can field ridiculous number of tanks for the size of the maps, forcing me to get my own or steal theirs, when I prefer primarily infantry combat. Having a maximum number of each type (Infantry, car/truck, crew-served weapon, light, med, heavy tanks etc) per unit (And also being able to customise each friendly/enemy unit), defined in the operation editor would make this a lot more versatile. What you, (the team), may find fun and balanced doesn't apply to everyone and allowing for this sort of customisation of the experience would probably resolve a LOT of the complaints you get here.

Also I've come up against again, ridiculous numbers of medium and heavy tanks in defensive missions when according to the overmap, the unit I'm facing only has infantry, light armoured vehicles (the half-track symbol) and CSWs. The other enemy units were committed to their own battles.

And another thing, the unit strength meter doesn't seem reflective of the numbers you'll actually face when fighting a given unit - I've gone up against a very under-strength unit and still had them throw lots of Tigers at me.

I'm sure I've mentioned it before, but is there a reason infantry can no longer deploy sandbags and is there a way to reverse this? They're practically essential to increasing their life expectancy on certain maps, and especially in defensive missions.

+2 votes     reply to comment
Morbo512
Morbo512 Oct 10 2014, 7:29am replied:

Oh, and another request; We should be able to restore an infantry squad to its original composition, IE it will look for missing units in the squad and replace them, the cost being based on that of the original squad. I hate getting a "specialised" squad like engineers or Rangers and having to replace their casualties with regular riflemen who look out of place. If this functionality is added, it shouldn't touch the gear of the already existing units.

Medical sections for each faction might be nice. The supply of morphine should be limited though, and if possible be restricted to medic use only.

One more thing, the operation should be able to modify the commonality and cost of units, for example Operation Market Garden should be primarily paratroopers for the Allies.

Speaking of paratroopers, actual paratroopers that you can order in like off-map reinforcements, but you know, they actually parachute in. Going along with this, operations involving paratroopers (Market Garden) should have the attacking force hold no territory to begin with, and units that can initially attack anywhere on the overmap. This would allow for no retreat or defeat, and the first sector you attack and take would function as the supply depot for the rest of the battle. Enemies on the map in question would begin spread out much like an infiltration mission, and all your forces would start as "reinforcements" you can call in to avoid them being cut up as soon as the mission starts. This would probably cause problems with how the game decides you've been defeated though.

Most of the changes I'm requesting here would probably require some kind of overhaul of the program and probably a lot of work I know, but they'd make an already great mod so much better.

+1 vote     reply to comment
Zeke_Wolff Creator
Zeke_Wolff Oct 14 2014, 4:36am replied:

Infantry can build sandbag barriers, however, only a very few of them carry any (only a few Brittish infantry units do have them). It isnt a game-breaker in my opinion, and to go thru 10,000+ infantry files to give them sandbags, isnt really my cup of tea.

We´re only three active members (and one semi-active member) left in the team, and none of us really have the time to do it.

Paratroopers: As long as we don´t have any planes to carry paratroopers, they won´t be added. We´ve talked about it, and had a working subroutine for it, but since all nations would have to use the German Ju52 we decided not to use it.

~Zeke.

+1 vote   reply to comment
Ty2903 Creator
Ty2903 Oct 13 2014, 10:41am replied:

Medics are in game. You buy them like you buy a single soldier and they are the only ones with morphine. I cannot remember if they are in the default MoW:DCG version but if you use the Realism 4 mod with DCG, medics for sure will be included.

Many of the ideas you suggested are good ones. Many we've heard before or have suggested internally within the team however most are extremely difficult to do and we all have limited time to work on the mod so we must make economical choices on what add next.

I can can say paratroopers won't be happening anytime soon do to the lack of proper c-47 model.

+1 vote   reply to comment
Morbo512
Morbo512 Oct 13 2014, 5:26pm replied:

That's all fair enough, I just make these suggestions without any real knowledge of how difficult they'd be to implement. If you can implement just one, I'd be happy.

I'm aware medics are in-game but they have problems associated with being attached to squads - If I order them to sprint to a casualty while the rest of the squad is in cover, they will all stand up as if they were to follow him. However the main reason I'd want them as a squad rather than individual units is so I can purchase them while over-riding the force size limit - which would ideally be possible for any single infantryman purchase. The medic could also be included in each faction's HQ section as a time saver, which would also make them worth getting in my opinion.

+1 vote     reply to comment
Morbo512
Morbo512 Oct 10 2014, 8:35am replied:

Looks like I missed Jason1's reply to my earlier comment regarding force composition. To quote: "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"..."

+1 vote     reply to comment
fyreNL
fyreNL Oct 7 2014, 6:10am says:

I'm very sorry to say so, but i've played tons and tons of mods by now, but this is by far the most confusing one ever to play. I've been fooling around with it for at least an hour now. After finally managing to get it to work, i have absolutely NO idea how to start a game. Seriously. How do i start a game? I press the 'done' button after the deployment screen, but whether i'm running MOWAS or not, it just wont start.

I gave up. Can anyone assist me on this?

+1 vote     reply to comment
Zeke_Wolff Creator
Zeke_Wolff Oct 7 2014, 2:09pm replied:

You might find these helpful...

Moddb.com

Moddb.com

~Zeke.

+1 vote   reply to comment
MurcDusen
MurcDusen Oct 7 2014, 10:33am replied:

Been a while since I used this, but IIRC you create the campaign with the external app (choose your theater, operation, build your army etc.) Then you go into the game, switch on the DCG mod there (in the options menu under "Mods"), and start the "DCG campaign". That will start the actual battle you set up via the external app.

Once you are done there (i.e., if you won, lost, or want to retreat) you save the game under the name of the savefile you created at the very beginning when setting up your campaign. This will trigger the game to minimize, and will make the external app "read" that savefile, and determine the results of the battle for the whole campaign (that leads to an easy exploit by the way...) and will take you to make your next move in the campaign. Once you are done with that, the app will overwrite the campaign save file with the information about the next battle, and you have to go back into the game and load the campaign save file in there.

It sounds a bit more complicated than it really is, it's all just based on that rather hacky way these campaigns are implemented, by changing the information in a save file to change the maps, units etc. in them.

+1 vote     reply to comment
fyreNL
fyreNL Oct 7 2014, 6:10am says:

Sorry, double post.

+1 vote     reply to comment
sickpeople
sickpeople Sep 27 2014, 6:58am says:

Love this mod. Is there any way to increase the starting force size and points in the beginning of the game? I know it expands when you complete campaigns, but I want it so, I can have these huge battles in the beginning. (Like I'm starting Battle of Kursk and I can already afford to buy Tigers and Panthers without grinding for them) It can't be anything harder than a line in some text file.

+1 vote     reply to comment
Ty2903 Creator
Ty2903 Sep 27 2014, 11:02am replied:

Selecting easy mode in the options gives you 50% more points at start.

There is a line in the settings.xml that controls how many units you can have at the start... If I remember correctly, its "unitbase". This number increases the number of units your enemy gets as well so it's a double edge sword.

+1 vote   reply to comment
Guest
Guest Sep 26 2014, 12:02pm says:

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Zeke_Wolff Creator
Zeke_Wolff Sep 26 2014, 8:47pm replied:

If you right-clicks on the enemy unit icons during the pre-battle planning phase, you
can easily see what kind of units they most likely has. If the tank symbol has a 0 behind
it, chances are pretty high that they don't have any tanks at all.

~Zeke.

+1 vote   reply to comment
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Platform
Windows
Game
Men of War
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Official Page
Digitalmindsoft.eu
Release Date
Released Sep 23, 2006
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Highest Rated (22 agree) 9/10

This is definitely the most useful mod I have discovered for Men of War. The ability to randomize a campaign and create a group of grizzled vets through many missions is very appealing. In fact according to Steam I've clocked over 800 hours on the game. This mod has kept the game fresh the whole time and in conjunction with the ability to alter model files I can basically apply this system with any war fighting scenarios that are available. (Check out the Total Krieg mod for new models.) I'd give…

Jul 16 2009, 5:36pm by EliteSniperKonig

Lowest Rated (17 agree) 1/10

Not balanced at all, retarded money system. After 3 rounds you will get spammed by enemy with 20 tanks vs your 3 inf squads or 1 tank ( that's all you can get because you can't get more resources....

Jun 14 2010, 4:15am by aidas2

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