A mod for DCG 4.5 It adds new weapon ranges, new physics & damage values, improves AI, adds new vehicle interactions and a whole host of other improvements. Designed to be use with Dynamic Campaign Generator. Details inside.

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Ty's Realism Mod Pack (for DCG 2.4) (Games : Men of War : Mods : Realism 4.5 : Forum : Information : Ty's Realism Mod Pack (for DCG 2.4)) Locked
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Mar 4 2011 Anchor

Hello my name is Ty,

I'm the creator of this realism mod pack. That's right its a pack, meaning multiple mods and mini mods inside. Below is a list of included mods with general descriptions but before that I need to mention credits and some disclaimers. Some sounds we used with special permission from: Bulb0r2k (GSM Fields of Honor), Hydr4 (Ultimate Sound Pack), Prowlinger (Merciless Sound Mod) Special Thanks to Trog as well as the rest of the members of the DCG team for their help with testing: Zeke Wolff, Jason1, Ngvede, Kohlrabi. Special thanks to Ulrek as well.

Visit the "Downloads" page or...
Download Now @ Gamefront.com

What's inside...

DCG Patch

This patch, though unofficial, adds many new updates and is a required add on before running using realism.This Patch:
- includes DCG's previous patch
- adds UK breeds that can level up (Thanks to Zeke Wolff for these)
- fixed Japanese MP breeds to be more like other nations SP breeds
- adds Tankman for all nations with leveling up ability
- adds weapon skills to all nations breeds
- fixes several vehicles and weapons
- fixes many descriptions
- improves DCG compatibility with Ty's Realism Mod

messagefix

This is an updated version of the DCG mini-mod that removes vehicle damage messages.

Ty's Hud

Mini-mod that makes in-game interface more transparent.
User Posted Image

Ty's Xtra FX

This mini-mod increases the amount of FX that are allowed to stay ingame before disappearing. Ex. bodies, shell holes, blood, debris from tanks and buildings, and longer lasting vehicle tracks. It also makes structures easier to destroy.If you have performance issues already with MOW, this might increase those issues.

Ty's Testing Mod

I created this mod to help me test and develop my realism. It adds an extra campaign with 9 missions.
These missions are intended for testing every nation's vehicles and weapons.

-------------------------- Ty's Realism ---------------------------

This is the main mod and the reason for everything else. This is a copy of the readme file and a list of some of the more notable changes I've made.

_________________________________________________________________
All Changes have been applied to original DCG and MOW Content.

Some sounds we used with special permission from: Bulb0r2k (GSM Fields of Honor),
Hydr4 (Ultimate Sound Pack), Prowlinger (Merciless Sound Mod)

This mod is intended to be used with the latest version of DCG
2.4 and all of its available packs (map, vehicle and infantry).

****I highly recommend playing with fog of war ON and difficulty set to HARD. The challenge is very rewarding.****

Installation------------------------------------------------

- Drag "Ty's Realism" folder into your mods folder.
- Start MOW and enable this mod AFTER Campaign mod is enabled.

Vehicles----------------------------------------------------

- Adjusted accuracy of vehicles to fit with new ranges
- Damage Tables have been adjusted
- Tanks should now prioritize targets: other tanks first, then cannons, then infantry
- All Vehicle visions have been adjusted
- Vehicle Weapon Reload times have been altered
- Fixes over 45 vehicle def files
- Main weapon's now have correct muzzle velocity
- Fixed ammo for Karl Thor and Russian B-4 SPG, now HE rounds
- Added sandbags to Mortar, MG stands, and Cannon inventories
- Added MP entity interactions as well as some new scripts
- Increased Zeroing ability
- Slight increase in depth vehicles can drive into water before "drowning"
- Adjusted tank scripts (crewmen can die and be injured when tank is damaged/destroyed)

- Vehicle Gun Ranges:
- AA amd Mortar......[130]
- Small and Medium...[150]
- Heavy..............[175]
- Very Heavy.........[200]
- Light Arty.........[230]
- Medium Arty........[270]
- Heavy Arty.........[300]

Infantry--------------------------------------------------------

- Changed Abilities files: modified accuracy settings for each skill and weapon category
- Changed Standard Vision Distance to 90m
- Narrowed Vision slightly
- Improved AI: increased priorities for cover and downward stance movement
- Infantry now more likely to throw grenades
- Lowered chance of helmets coming off
- Changed Detect times for infantry and vehicles

NEW
-*Snipers and Units with Binoculars now have special vision ability to see past normal vision range when Direct Aiming*

Small Arms------------------------------------------------------

- New Concept Introduced
- Weapons now have an effective range that equals AI max shooting range
- Player can shoot beyond effective range to the max range but with severely reduced accuracy

- New Weapon Ranges: [Effective Range, Max Range]
- Pistol [35,70]
- RPG [40-65, 150]
- SMG [70, 200]
- Rifle [100, 200]
- MG [100, 200]
- ATRifle [60, 200]
- Sniper [120]semi [135]bolt ,200]
- Flame [30,30]
- Binoc’s [200, 200]

- Damage tables for Anti-Tank Rifles adjusted
- Changed Small.firearms.accuracy: modified accuracy to create effective firing range
- Semi Auto Sniper rifles now has less accuracy, and range than bolt-action sniper rifle
- Zeroing Accuracy added to Sniper Rifles, and RPG's

- Weapons have correct muzzle velocity
- Slightly increased damage
- Adjusted reload times and rates of fire for most weapons
- Changed Semi-Auto rifles to accurate rate of fire and added spreading
- Add relaxation time to all small arms to simulate time to AIM
- Changed burst fire for SMG and MG's to help conserve ammo and fire more accurately
- Sniper Aimed shot is closer to MP values

- Changed Panzerfaust and PIAT's speed and gravity to create correct trajectory
- Removed Smoke tails from grenades, mortars, and artillery
- Reduced amount of tracers for all weapons

Interface-------------------------------------------------------

- Changed Sniper Aimed shot's look: removed first and last frame, darkened color
- Removed red arrow pointing to objective (now must hit "O" key then click on field glass to see objectives)
- Removed Empty Weapon skill indicator
- Removed Zeroing lines from Aim cursor

FX--------------------------------------------------------------

- New Bazooka/Panzershrek trail animation
- New Panzerfaust trail animation

Sound-----------------------------------------------------------

- Added some new sounds from Credit Mods
- Personally created new shot and reload sounds
- Personally created new fire sound
- Added burning sounds to tanks and vehicles

_________________________________________________________________


The vision distances have been increased and heavily modified. This allows players to more easily play with fog of war on in DCG. I myself never played with fog of war until I started using this mod. For the best experience I encourage playing with Fog of War ON. Besides changing weapon ranges and damages, I've also fixed some common issues and added some new things I'd like to highlight.

-Fixed AT rifles so they do NOT shoot at infantry

-Fixed Binocular carrying infantry so they DO pull out their weapon when being attacked.
-Mortars can now damage/destroy armored cars and light tanks
-AI uses grenades more often
-Added Sandbags to MG Stands and cannons
-Lowered chances of helmets coming off
-Added burning sound to vehicles when they're on fire
-RPG's can now ricochet of tanks when hit at certain angles
-Added new tank scripts causing crew to abandon vehicle if left unrepaired after a certain amount of time
-Added vision for sniper's and binocular's similar to MP vision

Feel free to leave questions or comments.. :)

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