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Mods Men of War mods and other improvements

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  #1  
Old 03-17-2009, 07:52 AM
Nike-it Nike-it is offline
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Default Dynamic Campaign Generator 2.0

Jason1, one of very dedicated modders released his latest version of the Dynamic Campaign Generator 2.0, a modification for Men of War.

This mod allows you to create your own dynamically generated campaign, to set up your units and battle the AI to gain new territories without any modding or programming skills. Definitely worth a try if you are a skirmish player, or just a singleplayer gamer that wants to get his hands on something new and challenging!

The mod thread, download and instructions can be found here:
DCG 2.0


Thanks Jason1 and everyone who participated in this great piece of work!
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  #2  
Old 03-17-2009, 08:35 AM
Jekyll and Hyde Jekyll and Hyde is offline
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This sounds awesome!!! thanks so much, will definitely prolong MoW

Great news thanks again
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  #3  
Old 03-22-2009, 07:57 AM
firefox83 firefox83 is offline
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Great mod, been playing it with great success since I got it. Easy to use and set up.
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  #4  
Old 03-23-2009, 02:35 PM
Saryk Saryk is offline
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And I just posted how disappointed I was with out the skirmish mode versus the AI.

Thank you, so very much.
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  #5  
Old 03-24-2009, 03:09 AM
Saryk Saryk is offline
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Nevermind!

Last edited by Saryk; 03-24-2009 at 03:17 AM. Reason: found the problem
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  #6  
Old 03-24-2009, 06:31 AM
firefox83 firefox83 is offline
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For anyone who has question on how to install and/or use the DCG, here is a quick guide on using it from http://www.digitalmindsoft.eu/forums...=2778&start=80

If you have any questions, feel free to ask, and I will try to help as best as I can. DCG is a great add on, and fun to play. Suggest you all DL it, and give it a try.


1. After you beat the mission. and you get the mission complete screen overlay (the one with the continue button in the top right)

2. Make sure you have the mod .exe running in the background.

3. switch back to Mow, press continue.

4. Press escape and save your game
NOTE: Make sure you save your game with the SAME name as the subfolder you specified in settings..
IE "C:\Users\Youruser\Documents\My Games\men of war\profiles\Yourprofile\save\Result
"Result" being the folder you specified as your save game folder in the DCG settings window..
In this case save the game as "Result".

5. MoW should now minimize and bring up the operations window, where you choose your new units and such.

6. Do what you need to do.

7. When you've gotten the 'Tada' sound (after specifying what units you want, where your attacking/defending and setting up your units on the map)

8. Enter Mow again and from the escape menu, restart the mission, it will load the next one.
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  #7  
Old 04-22-2009, 05:18 PM
jslay21 jslay21 is offline
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Thumbs up Problem

When I run the mod my infantry cant kill the enemy infantry unless they are 2 feet from them. The only way i can kill them besides running next to them is to bring up a tank and methodically mow them down......but it takes forever. Love the mod though, just having this one prob....

THNX
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  #8  
Old 04-22-2009, 06:07 PM
Prowlinger Prowlinger is offline
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I am running 2.1 of Dynamic Campaign Generator with
the 2.1 Maps upgrade
the 2.1 Units addon
the 2.1 Infantry addon (Kobashi)
Blood Mod (gore mod was too buggy)

So...

A few things... anyone know why the AI is pretty retarted in DCG? I end up with alot of enemies sitting back and just "confused". Should I run an AI mod?

(Getting all these mods just to work at once is a task in itself and requires about 2 pages of documentation...)
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  #9  
Old 04-22-2009, 07:28 PM
Zeke Wolff Zeke Wolff is offline
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I did explain this at the DMS site earlier today, but since you do say that you can´t visit DMS from work... so here is the explanation to the "stupid" behavior of the AI troops (running a AI mod is NOT recommended. It will not fix this problem and may give you random crashes).

Whenever a new mission in DCG is generated, and the enemy force is large enough, the enemy force has two waves, 1st and 2nd. The 1st wave will start moving towards their objectives as soon as the mission begins, whilst the 2nd wave will be standing idle.

When the 1st wave has reached their objectives, the mod awaits your reaction. If you captures all objectives, the 2nd wave of enemies will start moving towards the objectives and will try to throw you out from the objectives. This the 2nd wave, are most likely the AI units you have seen standing idle and doing nothing.

The 2nd wave can start to react when one of the following things happens:

a) You captures all the objectives or,

b) You fires against the units in the 2nd wave or,

c) You get close enough to be seen by them.

Unfortunately the 2nd wave is placed on the map at the same time as the 1st wave and thus you can see them standing idle and doing nothing. We´re working on a solution to this, but to be honest, it isn´t very high on our "to-do" list.

The later versions of DCG that we in the modding team has access to (I think we are about 12 versions ahead of you ) do work better in regard to this.

All of the three addons just require a "drag-and-drop" action from you, so I hardly agree that it is that difficult to get those to work...

~Zeke.
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  #10  
Old 04-22-2009, 08:53 PM
Prowlinger Prowlinger is offline
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Ahh this makes sense.

Well then... how about this... I notice the 1st wave and 2nd all walk to their objective.

Can you randomize it sometimes where they run? I had to turn back on the enemy for minimap (removed mod) since they were SO slow and I was just waiting around on them.

Another big big suggestion would be to compile the DCG, Unit Pack, and Infantry into 1 mod as a release.... would guarantee alot less confusion and release mix up for noobs. I know each developer wants to do their own pace but would be nice from a DCG standpoint that you release a complete build with said above together for those that do plan on using them all anyways. (Plus it would make your life easier all around)

There are some other suggestions (you probably have heard all these by now...smile)... a way to sort the deployment troop types by point cost (usually a default by clicking on the header field to sort entire table below by that field (an excel thing))...

Alot of the unit images are missing ... so sometimes I am not sure what a unit really is

I do have alot of resources for WW2 stuff... what does your team need atm? GUI gfx, icons, sounds?
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