2006

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Posted
Hi all,

Here's a new version of the Faces of War Dynamic Campaign Generator. I have posted the readme file below which lists the changes in version 1.3 and other useful info. This file is larger because it includes many nice new maps kindly contributed by Zeke Wolff. I've probably forgotten to say several things, but I'll post later if I think of them. Enjoy!

Version 1.3

quote:
Faces of War Dynamic Campaign Generator

************************************************************************
Acknowledgements

Thanks to Zeke Wolff for the excellent maps he has contributed

************************************************************************
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=en

You 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=en

You MUST have Faces of War patch 1.04.1 installed to play this mod

************************************************************************
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).

************************************************************************
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!

************************************************************************
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.

************************************************************************
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").

************************************************************************
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!
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I don't know why nobody left any comments so far... I guess it's much easier to complain than to praise... Wink

I just want to say that I really appreciate and admire your work and determination. With every new version of DCG you managed to introduce something new and better. It seems you have no intention of abandoning this project of yours so we might end up with something that would combine best parts from FOW and CC (I wish Big Grin)

When (or if, I saw some disturbing posts lately Shady) Zeke releases his mod with all those vehicles I know I will "waste" so many hours playing this amazing mod. (Honestly, I'm already spending to much time playing this game Hammer Smile )

Thank you. Keep it up...

Clap
 
Posts: 92 | Registered: Tue January 02 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Agreed.I am also a guy who is always thankful to your great work because DCG gives us so much pleasant time really. And I think DCG has been being improved steadily in every version of that. Please keep up your great work!!
 
Posts: 7 | Registered: Wed June 06 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
this mod sounds real cool

How would I / is it possible to play this with a unit adding/ changing mod aswell??


Doh! i was gonna post an error but i figured it myself, i had my "mods" folder in "FoW/resources" not in FoW hehe Hammer

AWESOME MOD!!! exactly what i wanted!! THANKS!!
bow Thumbs Up

This message has been edited. Last edited by: xFriedCoD,
 
Posts: 8 | Registered: Tue September 25 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
xFriedCoD: How would I / is it possible to play this with a unit adding/ changing mod aswell??


Yes, but it may require some work on your part. Look up Krisjohann's mod to see an example of that.
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Hey Jason, what are you working on now? (I just know you started working on something new to add to your next version of DCG Big Grin)

What can we expect from the next version? Winky
 
Posts: 92 | Registered: Tue January 02 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I'm getting an error message:

"Campaing.exe -Application error

The application failed to initialize properly 1xc0000135 click OK to terminate the application"
 
Posts: 51 | Registered: Thu June 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
now it throws error when extracting maps
 
Posts: 51 | Registered: Thu June 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
How do i exactly save this...?
 
Posts: 51 | Registered: Thu June 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
ngvede: I have lots of ideas Smile As usual, some of them will work out and some won't - it's hard to predict...

CCReballiance: Are you asking how to save the mission? There is a save option when you press ESC during the mission. Did you get the rest to work?
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
if i save it doesnt say Beeb...
 
Posts: 51 | Registered: Thu June 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
no tadaas comign.. i waited for 10 minutes...
WHATS WRONG!
 
Posts: 51 | Registered: Thu June 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
This is a common problem; there are two categories of solutions:

1) you missed something simple. Here are some common things people miss, for example: you have to leave the DCG running in the background while you play FoW; you have to have a nice save set up and have the DCG settings page pointed at it. It will be in your Windows documents folder if you have correctly patched FoW to the latest version: for example in Windows Vista, that would be: C:\Users\[Windows username]\Documents\My Games\faces of war\profiles\[FoW username]\save\[name of save game]; you have had some sort of bad install of the .NET framework and you need to reinstall it

2) other reasons - I don't get alot of feedback when people have problems and then solve them, so I don't have lots of ideas here - I usually ask people to post their settings.xml file to see if that looks strange...
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
AH! So the settings screen was the one left to the background! Stupid me!
 
Posts: 51 | Registered: Thu June 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Ok.. now i got it working.. i hadn't set the exact save file just the folder..
 
Posts: 51 | Registered: Thu June 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
ok... it was working until first Stug got over the bridge.. then "ERROR
PROGRAM WILL BE TERMINATED"

Ok... Then i make a new tactic... i block the bridge with my churchill... I shoot the first Stug with a Bazooka but when another turns around: "ERROR...."
 
Posts: 51 | Registered: Thu June 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Jason

I would like to echo the posts of ngevede and juymo above. Your mod is well on the way to making FOW the truly great game it always should have been.

Is there any way at the moment to choose the type of A1 units? I remember in your mod for SHOWW2 that you could control this to some extent. Such a facility would make this mod even better for me, I would be able to create some historic encounters then!

As always, you have my thanks and please keep up the good work.
 
Posts: 25 | Registered: Fri January 12 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I would like that you increase the unit limit... this way i can have only one tank and a handful of units (not that it is not fun) Big Grin

It would be nice to remove winter camo units from your mod (and also cooks) - they stand out from the crowd quite a bit...

Ah yes, all tanks should get a jerrycan (had to scuttle a Tiger because of lack of fuel Frown)
 
Posts: 61 | Registered: Thu April 26 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
CCReballiance: are you saying FoW is crashing during the mission? That is probably not due to DCG, but you can post your facesofwar.log file if you like and that may provide a clue...

HrcAk47: you can increase the unit limit yourself by changing unitsrandombase in Settings.xml -- the computer will get more units too, though...
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
How do you adjust the starting fuel level of vehicles?
It would be nice to have fuel levels vary throughout the war for different nations, or to reduce fuel all around to make the continued operation of vehicles more challanging


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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