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Go here for download links, screenshots and instructions:
http://digitalmindsoft.eu/forums/viewtopic.php?f=15&t=915 Have fun! |
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Congrats, i´m back in the game.
Dusting of FOW after outront 2 MP beta. |
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Many thanks for sharing your work Jason.
I'm a flight sim junkie, between campaigns. This and CoH/OF are a real change of pace. I prefer FoW, because of the ability to jump in, it injects a little FPS into the game. Problem is, I've finished the stock campaign. I'm going to give your DCG a try, I thank you for giving me the opportunity to continue this game. I've used Paul Lowengrins' DCG for IL2 for years, it's outstanding. I hope I have as much luck with yours. I'll follow your link, Tks again. |
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Man this version is perfect now! I love it!
but I have a concern! missing to be a 10 points work!~ I really hate it when I have 10 Objectives in a Map, and theyre randomly placed and thats like **** to me What i suggest is to Set UP TO 3 Objectives per map to make battles much more defined than just a random **** of objectives without no sense neither any kind of order I Love when i get 1 or 2 objectives because the battles are much more tactic and realistic, tanks and infantry fighting in a determined point, and the map gets much more sense. This also affects AI behaviour in a MAP Apart from that the mod is just EXCELENT! Having lots of fun with it! Great Work, I really wait for the feature I asked to Play it more, because Its FRUSTRATING to me to get 12 objectives in a map as I said before, and I usually quit with that creaciones09.blogspot.com |
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RJMurphy: I played IL2, but I never tried any mods for it. I thought it came with a dynamic campaign?
My favorite dynamic campaign is still Falcon 4, though! saif_revolucion: Glad you like it! I'll look into the objectives thing. There should never be that many :P The next version will be a while, though... If you play on the Russian front or North Africa, you probably won't have that problem as much, because most of the maps that use the special objectives are on the Western front. |
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Well thanks,
I have no problems if I get 50 Objectives, but just if they have a specific order (for example appearing after finishing the previous one) but not having them all open in a single map, because it makes lots of them without having combat and the army splits out I hope you dont take a long while :P or at least if its easy i would like to know (if you let it happen) how to make it myself creaciones09.blogspot.com |
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saif_revolucion: by "a while" I mean not for a few weeks at least
One quick fix is to remove the objective lists from maps.xml. If a map has no objectives listed, they will be randomly generated and then there are never more than 3. Just search for sections like this in Maps.xml and delete them:
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The 'Campaign Generator' comes with IL2/FB/PF, it is scripted. Paul Lowengrin created the DCG for the game. It is amazing. And I just finished installing, and using your DCG for the first time yesterday, on a 'notebook'! I suppose you know already, I am real happy with what you've done for the community. Installs and runs very smooth, I found no problems, not even a 'glitch'. Today I intend on installing it on my game box, a much faster system. From what I've read...the upcoming 'Outfront2' version will be "Multi-Player" ONLY. Which means all the off line players will be dependant on your program for this game. At least IL2/FB/PF has single missions....FoW does not come that way, without your DCG, this game would be dead, for 'off line' players. Tks |
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Hey Jason,
Thanks a lot for your efforts! I took a break from FoW and the last version I played was 1.2 beta or so, where you implemented the unit purchasing screen All of that aside, I'm wondering about the minimods that come with the campaign. Does the vision fix actually work? I activated it and my guy with a mosin nagant still had the same old range (obviously, tried it with and without the mod). It's also pretty bad when you have to pretty much lay down next to a vehicle in order to hit it with a PTRS, and if you do go somewhat further out, the marker turns yellow and the guy will miss 75% of the time! Stupid vanilla ranges. Also, about historical accuracy. I know it's not your fault that the developers implemented some very weird and rare variants of certain vehicles. For example, the PzKpfw IIL "Luchs", deployed in late 1943. Why would ANYONE use a Pz II in 1943 that was designed as a stopgap till better tanks became available in the French invasion?! My gripe is, you did a really good job putting everything in historical order, but because the PzKpfw IIL doesn't come available till sept 1943 and is extremely rare, not only it is hard to acquire and fight with, it is also only available in an era where the battlefield is dominated by Tigers and Panthers and Churchills and whatnot. What is a PzKpfw II gonna add to that? Reconaissance? :/ Again, this is no disrespect or complaints to you or your mod, but rather the silly idea of implementing these ridiculously rare vehicles by the developers (A39 Tortoise, anyone? :P) rather than adding one of the regular versions (that actually had a production count of 100+ ... ). |
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IceShade: you are welcome!
The visionfix does work, but I only increased ranges for cannons, not infantry weapons. (Thus, the disclaimer in the readme about these being simple versions when better mods may be out there.) You are welcome to make a better version of visionfix though. I just increased everything by 5x in the included files. The Pzkpfw IIL (Luchs) was a reworked Pzkpfw II designed purely for a reconnaisance role. 104 were built and entered service in 1943. If you look on the digitalmindsoft forum, you'll see active threads on whether rare tanks should be included in the game |
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Ahh, only for cannons. That explains the artillery actually being artillery now. That's good!
About the PzKpfw IIL; my point was, it'd be better for early year gameplay if it was available in 1940 or so in this mod, even though it was developed in 1943. But probably not everyone will agree with me, so I'll just adjust it myself. |
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Hey Jason, I have another question.
Would it be possible to have every unit that is part of the player (so any unit with the {Player 1} tag) spawn with a brain entity? I horded a lot of ammo in an opel blitz truck to supply my ammo hungry soldiers to battle the ever-lasting waves of infantry the enemies throw at me, only to find out some units don't use any ammo at all (which I find annoying). I have no idea why some units get a brain entity and some don't. I'll manually add them to the 0.mi file for now, restart the mission and see how that goes, but I wonder if the units will retain the brain entity once I generate a new mission and whether new units I purchased will have one... Edit: As much as I expected... I generated a new mission and the brain entities I added were removed. What's worse: I had a sniper, entity 0x800a .. It always had a brain entity. Now it no longer does and it has unlimited ammo. This is confusing and rather irritating. Edit2: It seems every unit that is in a vehicle doesn't have a brain entry. Every vehicle does, but anyone inside it doesn't. I put the sniper in a transport truck along with the rest of my infantry to keep them organised and ready for mobilisation...... but it doesn't seem to do any good if it removes the brain entity. Also, as soon as I can I'm gonna try and remove the air support. Sometimes the Germans have a stuka and within 30 seconds of the map it comes by, drops 2 bombs and kills everything I have. Then it makes a few more passes. I have already set <airattackprobability>0</airattackprobability> <airattackrunsmax>0</airattackrunsmax> though it still attacked. I'll manually remove it now... Edit3: Last edit for today! I confirmed the units that are placed inside vehicles do not have a brain entity. I removed the infantry from the vehicles, put them in a squad in the battle preparation screen (hey, I like a little bit of organisation), et voila, they had limited ammo and brain entities again. So my updated question would be: Is it possible for you to add a brain entity to every unit of {Player 1} that is inside a vehicle at the start of a mission? This message has been edited. Last edited by: IceShade-, |
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I think so. Let me know what you learn from testing. This has always been a strange area. Here's another nice thing: you'll notice that if you get all your guys out of a vehicle and then reenter, it sometimes turns into an AI-movement/unlimited-ammo vehicle (it must lose its {control user} tag, I guess). Apparently the {control user} tag in the .mi file switches on/off the ammo/fuel consumption and the AI movement at the same time. How that interacts with Brains I don't know. Some of this is just FoW stuff that we can't change, but if you can figure out how it works and find ways to improve it, I'll be happy to implement them. |
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I think we might be borderlining hardcoded stuff and editable stuff.. I'll try and see if I can find any patterns in the brain entity removal/additions, though I can't guarantee anything.
For now I'm just putting every infantry man in an empty squad and put them together. That way they'll all have a brain entity and I still keep my level of organisation (somewhat). Also, stuka > il-2. Stuka drops bombs, and only bombs that are painfully powerful. IL-2 has rockets that always miss, useless machineguns and occasionally two bombs. The only thing the IL-2 was good for when I called it in was hitting a powerline, crashing right on top of a fuel tanker and killing two infantry squads and a halftrack in the explosion. |
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I think that might be part of the problem I described earlier. |
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