Faces of War Dynamic Campaign Generator
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Acknowledgements
Thanks to Zeke Wolff for the excellent maps he has contributed
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I. Quick Install
Quick Setup:
1) Erase all previous versions of this mod, if present.
2) Unzip the contents into your \Faces of War\mods folder.
3) Start Campaign.exe in the Campaign folder.
4) A settings window will pop up. Enter the requested paths and then click the "Extract All Maps" button.
5) Close the settings window when done.
6) Click the "Start a New Campaign" button.
7) Use the Battle Preparation screen to select and purchase units for the next battle. Press the "Done" button when ready.
8) Start Faces of War.
9) Make sure the new mod ("Campaign") is activated in the mods section of the main menu.
10) Go to the German campaign and run the first training mission - it should be the dynamic campaign generator mission.
11) When you want to end the mission, save the mission to the save game folder you specified in the settings.
12) Listen for two beeps or wait a little while. Faces of War should minimize and the Battle Preparation screen should appear. If it does not, use the key combination Alt-Tab or the Windows key to find it.
13) Use the Battle Preparation screen to select and purchase units for the next battle. Press the "Done" button when ready.
14) A third beep and a Windows "tada" sound will play when the new mission is ready.
15) Select restart to load the new mission and repeat steps 11 through 14 for as long as you like...
Important Notes:
You MUST have Microsoft .NET Framework Version 2.0 installed in order for this program to function properly. This update is available for free from Microsoft's Windows Update website. You can also find it here:
http://www.microsoft.com/downloads/details.aspx?FamilyI...e04f5&DisplayLang=enYou MUST also have Microsoft Visual J# Version 2.0 Redistributable Package installed in order for this program to function properly. This update is available for free from Microsoft's website. You can find it here:
http://www.microsoft.com/downloads/details.aspx?familyi...01be1&displaylang=enYou MUST have Faces of War patch 1.04.1 installed to play this mod
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II. Version History:
Version 1.3
- Fix for objective capture bug where mission did not complete when timer expired
- Implemented computer reserve forces which move when the objective conditions are first met
- Added randomized passengers to computer vehicles
- Aerial attacks implemented
- Reduced the number of soldiers in the squads to 8 or less
- Unit Details Screen accessible from Force Selection Screen
- Added option in Settings Screen for the player's units to begin each mission without orders
- Procurement points are limited to a maximum of 200 at one time
- Starting procurement points increased to 100 for USA to improve playability since it lacks effective anti-tank guns (this could also be seen as reflecting industrial advantage)
Version 1.2
- Force Selection Screen implemented between missions
- Fixes to Vehicles.xml
- Fixes to squads.xml
- Fix for 64-bit Windows: compile using "/platform:x86" switch
Version 1.1
- On the settings window there is an "Extract All Maps" button which extracts all the original maps ahead of time. If this fails for some reason, do the following: rename map.pak to map.zip in your \Faces of War\resource folder and unzip the contents into your \Faces of War\mods\Campaign\ folder. Do the same thing for 1.pat in the \Faces of War folder, but only unzip the map subfolder. Rename the files back to their original names when done. When you are done there should be a \Faces of War\mods\Campaign\map folder with all of the original map data in it
- Fixes for localization problems
- Code improvements and fixes
- New button in settings window for adding new maps - simply press the button and select the map to add. This will add the data to the Maps.xml file. It is necessary to exit Campaign.exe and run it again for the new maps to be used. If maps are intended for a specific region or season, tags must be added to the Maps.xml file by hand; otherwise the map will appear in all regions and seasons
- Fixes to Vehicles.xml
- Fixes to squads.xml
- Log added
- Windows "tada" sound added when new mission is generated
- Excluded grass (*.grs files) again because BestWay indicated on the forum that the caching issue would not be fixed
- Precipitation removed from North Africa weather possibilities
Version 1.0
- Included grass (*.grs files) again when maps are unpacked
- Fixed mission completion or failure when one side has no soldiers that are not completely inside vehicles
- Fixed incorrect calculation of surviving crews
- Second set of mission triggers active - player completes mission if all objectives are simultaneously occupied by the player and not contested by the computer for the amount of time specified in the countdown timer (note that the timer resets whenever computer-contolled units approach the objective or the player leaves the vicinity of the objective)
- Code improvements and fixes
- Additions and fixes to Vehicles.xml (everything that comes with the game is in now except boats and planes)
- Additions to Squads.xml
- Updates to Maps.xml
- Carry over of details fixed - no randomization after initial appearance
- Abandoned vehicles no longer carried over
- Shields (Schürzen) implemented
- Armor damage carries over
- Vehicles.xml allows extra inventory items to be specified (now includes fuel cans and repair kits in unarmed vehicles)
- New settings added to Settings.xml which determine the number of units allocated in each mission
- When a mission is completed successfully, the computer receives bonus units in the next mission increasing in proportion with the number of successful missions in a row
- When a mission is failed or incomplete, the player will receive less reinforcements and no vehicle reinforcements in the next mission
- When a mission is completed successfully, any soldier or vehicle whose inventory is completely empty will be reloaded with its default ammo/inventory loadout in the next mission
Version 0.99 Beta
- First set of mission triggers active - player fails mission if all player units are eliminated; player completes mission if all computer units are eliminated
- Fog of War option added in settings
- Weather added
- Calendar advances after each battle
- Code improvements and fixes
- Fixed excessive delay at mission start
- Updates to Maps.xml
Version 0.94 Beta
- Code improvements and fixes
- Fixed bug - inventories attached to incorrect soldiers; occasionally caused crash
- Updates to Maps.xml and new map features: pre-specified setup zones and objectives
- Selection of maps by appropriate region
- Additions and fixes to Vehicles.xml
Version 0.93 Beta
- Code improvements and fixes
- Objective markers on map and in objective summary
Version 0.92 Beta
- Code improvements and fixes
- New Maps.xml file with map data
- Some unsuitable training maps excluded now
- Additions and fixes to Vehicles.xml
Version 0.91 Beta
- Lots of fixes
- Vehicle textures included
- Vehicle details included
- Additions and fixes to Vehicles.xml
Version 0.9 Beta
- Initial release
- Missions are randomly generated using all the maps from the game (some aren't very suitable though). The maps are decompressed on the fly from the .pak - something new - keeps file size down, but its a bit slower (10 seconds or so) to generate missions than the old mod.
- Vehicles and soldiers carry over from mission to mission with their inventories. Squads reappear intact - that was broken in the old mod.
- Dates are implemented so you get equipment when it was historically available (though some dates need tweaking, I'm sure).
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III. WHAT IT DOES:
The principal feature of this mod is that it allows you to retain your surviving forces from one randomly generated battle to another. Losses are eventually replaced from mission to mission, but you need to be careful with that valuable tank you just acquired in that last mission or you may be stuck fighting heavy tanks with a motorcycle and a jeep next time!
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IV. HOW IT WORKS:
When the player saves the mission (in the game), indicating the end of the battle, the Campaign.exe program looks for forces marked with the words "{Player 1}" in the save game file to determine whether they have survived. Any such surviving forces are included in the player's forces when the next random mission is automatically generated.
Note that soldiers are excluded if their data contains the word "{Dead}" and vehicles are excluded if their data contains the word "{Broken}" in their "Chassis" section or they are abandoned.
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V. HOW TO INSTALL AND USE THE MOD:
1) Erase all previous versions of the mod, if present.
2) Unzip the .zip archive into \Faces of War\mods folder.
3) Run Campaign.exe. A settings window will appear with some long text boxes and buttons for selecting the folders where the missions and the saved games reside. Use these to select the following folders:
- Verify or alter the location of the game folder (by default: C:\Program Files\Ubisoft\Faces of War).
- Verify or alter the location of the random mission folder (by default: C:\Program Files\Ubisoft\Faces of War\mods\Campaign\resource\map\single\3\0-0-training).
- Select the corresponding save game folder for that mission (With patch -- C:\Documents and Settings\{yourloginname}\My Documents\My Games\faces of war\profiles\{yourprofilename}\save\{yoursavegamename}). Note that the name of the folder must be the same as the name used to save the game. Also note that the player's profile name is part of the folder path.
4) Click the "Extract All Maps" button. If this fails for some reason, do the following: rename map.pak to map.zip in your \Faces of War\resource folder and unzip the contents into your \Faces of War\mods\Campaign\ folder. Do the same thing for 1.pat in the \Faces of War folder, but only unzip the map subfolder. Rename the files back to their original names when done. When you are done there should be a \Faces of War\mods\Campaign\map folder with all of the original map data in it.
5) Close the settings window when done.
6) Press the "Start a New Campaign" button if this is your first time playing or you want to begin a new campaign without your previous forces.
7) Use the Battle Preparation screen to select and purchase units for the next battle. Press the "Done" button when ready.
8) Run Faces of War.
9) Activate the new mod ("Campaign") in the mods section of the main menu.
10) Go to the German campaign and run the first training mission - it should be the dynamic campaign generator mission.
11) When the battle is over (you can decide to end it at any time, though you still need to save even if the "mission completed" message appears), save the game using the name that you chose earlier. The next mission will be generated automatically.
12) Listen for two beeps or wait a little while. Faces of War should minimize and the Battle Preparation screen should appear. If it does not, use the key combination Alt-Tab or the Windows key to find it.
13) Use the Battle Preparation screen to select and purchase units for the next battle. Press the "Done" button when ready.
14) A third beep and then a Windows "tada" sound will let you know when the next mission is ready.
15) Choose Restart to begin the next mission, or choose the mission later from the main menu as before (note: do not choose "next mission" if you see "mission completed").
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VI. MODIFYING/CUSTOMISING
The settings files are in xml so they can easily be modified and the source code is in C#, which is a free download from Microsoft. You can find it here:
http://msdn.microsoft.com/vstudio/express/visualcsharp/All the files used to configure the program are in the Campaign directory. The file settings.xml controls the settings for the Dynamic Campaign. The other files contain data about maps, soldiers, and vehicles for the missions.
Feel free to alter or use any part of this mod in your own mods!