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.
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!
DCG v5.5 has been released for original Men of War as of December 24 2018. If you downloaded it before January 5 2019, you may want to re-download or install the two patches to fix minor issues that were found after release.
There will likely be a DCG 5.5 release for Call to Arms later.
Most of the changes to the program are under the hood or still work in progress. We decided to release anyway because of the biggest change for version 5.5: the inclusion of vehicles, cannons, soldiers and even an airplane for a new nation in DCG:
The Polish Army has arrived in DCG!
A friendly reminder: do not use any assets from this mod without permission from Zeke Wolff!
Enjoy!
This is an installation and setup guide for the Dynamic Campaign Generator mod (DCG)
Instructions for playing the Dynamic Campaign Generator for Men of War
Zekewolff is nearing completion of the Polish addon, but we don't have voices for the Poles. If anyone who knows Polish would like to help with that...
This is a full release of DCG v5.5 for the original Men of War game packaged as a single download - all packs are included in this release. Updated to...
Fixes the error which gives you Italian tank crews when playing as US. Just copy the two files within the xml folder, into the Campaign/xml folder. ~Zeke...
This fixes the crash caused by the Pz.Kpfw. III F in v5.5. I'd forgotten to add the gun file for the "new" Pz.Kpfw. III F 3.7cm version. Just unzip the...
Patch for Men of War. Fixes some errors that has existed since v4.5
This is a beta release of DCG v5.0 for the Call to Arms game.
This is a beta release of DCG v5.0 for the Men of War: Assault Squad 2 game packaged as a single download - the Map Pack is included in this release...
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Hi gentle Zake, there is a way to restore the ennemies on the minimap.
Thank you
Thank you! I have understood by myself!
Hi Zeke. Considering how much better this mod is than any of the later conquest campaigns added to men of war, is there any plans of porting it to any of the later installations of men of war? Specifically thinking of Men of War 2 when it comes out, especially if it's conquest campaign ends up being ****.
Or is the mod pretty much locked to being Men of War Vanilla only at this point?
Also, would you ever consider releasing the source code/allowing someone to port the mod themselves to any of the other versions of men of war (obviously with all credits given)?
Personally, I was thinking of trying to rework the map/mission selection section, and trying to turn it into a Risk style territory conquest minigame, or just adding compatibility for all the extra units and equipment that were added by mods like Valour all over the years.
Hi there, and Merry Christmas!!!
Sorry for this late comment, just checking today moddb.
I play lots of time the version for AS1 of this mod, for a bit better quality. :)
I added lots of models, just for me, from where I can put hand on(VLSS, AS2, I try GOH(aa Opel Blitz), but not figure out how to work). I make more nations, like Greece, Polish(zeke's ones) and now trying to add France.
Few more maps from AS1, I try from AS2, but not know how to make it to work.
I want to add some features from AS2 like digging trenches/personal foxes, auto supply, or from GOH following path/road for vehicles, auto medic.
And the bigger dream, I want to control planes in mission (I love planes>> I saw a mod called>> Air Missions of War v1.2 by Cosalcea for AS2). But no idea how to do. I need help.
Can you, please, give me your steam/discord name account, maybe you will help me to solve some problems one day.
All the time when have issues I was asking Zeke, and thank you for all the help you provide.
Thanks,
For the moment, there is, as far as I know, no plans to port the mod to either MoWAS2 or Gates of Hell. Can't say anything about the mod being ported to MoW2 when that game is released, since I dont know anything about the game, other than it is being worked on. In other words, for the moment, the mod is locked to Men of War.
I havent tested the Gates of Hell version of DCG since I dont have access to the latest versions of GoH so I cant say anything about that game/DCG. Gates of Hell. Surprised though that you say that this version of DCG is worse than the mod DCG since Gates of Hell developing team do consist of one or more members of the old DCG modding team. But if the DCG in Gates of Hell is even vaguely similar to the one included in MoW Cold War, I honestly do understand why you say that the original DCG mod is much better.
For release of source code; the source code is owned by Jason1, who is the coder and inventor of DCG, I have nothing to do with that part. I am only responsible for the new 3d models and maps that is included in the mod. Jason1 did release the source code once, but when people misused it, he removed the source code from public. I havent talked to any of the DCG members in months and my current situation in life, doesnt allow me to spend much time in front of my computer.
~Zeke.
Thanks for the answer. As far as the DCG mode in Gates of Hell, it's mission generator and objective handling is on par with DCG, maybe better when you look into small details. The thing that mostly sucks is the way unit procurement works. There's no year settings or unlocking rare units, instead you get a tech tree that's tied to your faction and once you unlock that unit, you can buy it between missions at any time. There's no inventory management on the same level as DCG and there's even no capturing of enemy equipment. Hence why I think the DCG mod is superior. The only real advantage of Gates of Hell DCG is that it easily works with multiplayer, but for me personally that was never the point of the mod anyway.
Hi Zeke like you said:
"Adding new operations is easier; easiest is to copy/paste an existing one and simply change values etc in it until you get the results you are looking for."
But to be honest I'v got problem with adding map's part. I don't have idea where to find this values:
<map>
<bounds>
<bound>-3130</bound>
<bound>-2610</bound>
<bound>3801</bound>
<bound>3398</bound>
</bounds>
Can you help me?
Start up campaign.exe, choose "Map Data Editor". Then, if adding a totally new map, use "Add New Map". Or if you want to edit an existing map, use "Select Mapå to Edit".
When the map has loaded, then use the options "Left Edge", "Top Edge" etc, and drag on the map to create the start point on each edge of the map.
The bounds you are asking about, is created when you create the map inside the "Men of War" map editor. And these values are automatically added into the .xml file when you have added the map via the DCG Map Data Editor and then use the "Save Map Properties" button.
~Zeke.
Thank You very much, I know that this should be obvious, but I didn't have an idea how to do that.
Is there a way/guide to add new nations and operations?
Adding to what the author said, the DCG program depends on the xml files to define nation/mapower/vehicles, so to add nations you need to first edit the main ID index (Nations.xml) then copy and create files in similar format to already existing ones slaved for each nations.
example
Nations_Italy.xml --> Nations_Spain.xml
Vehicles_Japan.xml --> Vehicles_Spain.xml
Keep in mind you have to do this for the core 4 files for a nation to function (Squads_xxx.xml/Vehicles_xxx.xml/Nations_xxx.xml/Humans_xxx.xml)
And each files corresponds to another set of archives that functions as the units, as each vehicle/humans responds to another set of files, like the model, the sound and guns files, each step takes time but you’ll familiarize easily once you read what files requires what.
As a learning excercise i recomend to copy an already existing nation and just change the name to see what files require to add a new faction.
Nope. Best advice I can give you, is to look at the nation.xml, and similar files to see how these are set up.
Adding new nations take time, unless you can get the new units etc that is needed from some source.
Adding new operations is easier; easiest is to copy/paste an existing one and simply change values etc in it until you get the results you are looking for.
~Zeke.