2006

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Posted
This is the old thread. Look here instead:

newer thread



Here's a program that generates randomized single player missions for FOW and allows you to carry over your troops from battle to battle. Note the mission appears as the first training mission in the German campaign, even if you play the UK, USA or USSR. As with many things in the mod, I will improve that in the future if possible.

Here is the download link (version 1.0: thanks to Sandfox for handling the hosting):
Download here

Note that it may take a bit of effort to set up and it is still in development, but all the basic pieces are in place now. Read the readme file for more information.

Here is a link to a discussion about it on the old SHOWW2 board:
SHOWW2 forum

Edit: I updated the link above since the forums were reset. Here's some version info from the readme file to take the place of the missing posts:

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).

This message has been edited. Last edited by: Jason111,
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
sounds awesome Crack Whip
 
Posts: 29 | Registered: Sun September 24 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I cant play your mod, every time I beging with no troops at all or with troops who dont show in the map and cant command.

The maps change works well.
 
Posts: 10 | Registered: Fri February 18 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I got sandfox to email this mod and its awesome, I am however havibg 1 problem.

I have looked at all the xml files but I am not really sure how to edit them to add vehicles and squads to the battles. Can someone give me a quick rundown on how to do it?

Cheers
 
Posts: 5 | Registered: Sun October 01 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Gee, maybe the moders can save this game!

Still waiting for the developers to try! Roll Eyes
 
Posts: 49 | Registered: Fri August 11 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
We all know Modders saved the first game, and by the way, Spoontastic, this is a brand new version you may want to give a whack. (unless I gave you the version after the first, that is when this one is from)

Also, in response to your problem, I know you can hardwire units in via the .mi file in a text program, maybe you should give that a whack.
 
Posts: 218 | Registered: Fri September 15 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of TucksonSonny
Posted Hide Post
quote:
Originally posted by Jason111:
Here's a program that generates randomized single player missions for FOW and allows you to carry over your troops from battle to battle. Note the mission appears as the first training mission in the German campaign, even if you play the UK, USA or USSR. As with many things in the mod, I will improve that in the future if possible.

Here is the download link (thanks to Sandfox for handling the hosting):
Download here

Note that it may take a bit of effort to set up and it is still in development, but all the basic pieces are in place now. Read the readme file for more information.

Here is a link to a discussion about it on the old SHOWW2 board:
SHOWW2 forum


Wow, that sounds really impressive! Is it already in beta? (kind of working)



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Posts: 206 | Registered: Wed January 19 2005Reply With QuoteEdit or Delete MessageReport This Post
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Segadorn: I don't know what's wrong. Can you look in the .mi file and see if it looks abnormal?

Sp00ntastic: the xml files list the vehicles and squads that the random generator chooses from. You can add new ones (I haven't added trucks and cannons yet, for example) by following the format of the other entries. To add them directly to a battle, you either have to modify the .mi file by hand, edit the source code for the generator, or wait until I can add more features Smile

TucksonSonny: yes, it's a beta. It should work really well. The missions don't have any fancy structure yet, but they work!
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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Quite impressed with this. Since this game blows gameplay wise, and i don't have the connection to play online this has saved the game for me. A few questions though, if and when you have the time. Are you aware of the mini map not showing anytype of landscape? Will it be possible for it too in the future?

Also i've noticed that boxes really never happen to have anything in them and i have to get all my gear from fallen soldiers,and that is quite a hassle but thats more or less the developers fault. I've also just started using this mod, but does the amount of enemies generated happen to depend on how many units i have?

One more thing and that is on occasion i'll get a unit or two that won't show up on my unit bar, guessing it's a bug?

Guess thats about it, enjoying this mod greatly. Keep up the good work!

Edit: oh and i don't seem to ever get a mission complete message when i've killed all the enemies. Should i be getting one?
 
Posts: 4 | Registered: Wed October 04 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
The minimap is missing because FoW seems to hold a file lock on it, so I can't write over it while the game is running. I chose to use no minimap rather than the wrong one.

The maps come as they are in the game, with all the junk on them. If we get a map editor we can put in nice new ones...

Right now, the number of enemies is an arbitrary random amount - that is something that should be improved.

The unit bar missing thing is probably connected with crews that are separated from their vehicles?

Right now, there is not any real structure to the missions. I've never really learned how to make good SHOWW2/FoW mission objectives/trigggers etc. I'll add some objectives in later, but hopefully someone who knows it better than me comes along and helps out...
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
First to say this campaign generator is a nice piece of software. It would be even nicier if I could convince to run!
I did all that was written in the description, installed all requested software new, yet it only show one map only, and while saving the game and pressing restart, it start with exactly the same map and forces again. Or if select new campaign the tropps start some under water or off map and could not enter.
Any idea what to change and to get it to work. Cause this one is the exact thing to make this game interesting. Especially after modding the guns and Infantry a bit to make it more realistic.
Thanks a lot for the work again. Hope it will run in the future.
 
Posts: 3 | Registered: Fri March 18 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Are you leaving the Campaign program running while you are playing FoW? You need to do that.

What country is your copy of the game from? I have a US version; is it possible that other versions of the game are different?
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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Curious if you've come across this Jason111. Saved the game and restarted to a new map...things went to hell so i ended up quitting last night and taking a break. Come back and load my mod saved game and the two maps have become merged with the one i saved with and played on before quitting hah.

And btw is there anyway i could put in a barrel to supply gas to my vehicles so i can siphon from the vehicles i destroy manually?
 
Posts: 4 | Registered: Wed October 04 2006Reply With QuoteEdit or Delete MessageReport This Post
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What do you mean merged?

You can edit the .mi file to add some gas cans to the inventories - that's probably the easy way. Or you can even edit the fuelbag in the .mi file.

My plan is to either add fuel cans, repair kits, ammo crates and oil barrels like in the old SHOWW2 version -or- make some interface so you can refuel and resupply between missions.
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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Part of the map when i loaded it back up was marshy from one map and the other half was snowy from another map.

Where do i go about finding the .mi files? I have to extract something? or is it hiding somewhere...don't seem to find any of these files.

Edit: i found it. I also went through to the save game and can do it there i suppose. Ok what i need to know is what the line needs to be in the inventory? And maybe where i can find a list of like the items / vehicles / weapons and a format of how to put each type ofthem in?
 
Posts: 4 | Registered: Wed October 04 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I have an international version, as US is included there should be no difference. But I didn't left the campaign.exe open while entering the game. This will be the problem. I will try it in the evening. I am very curious if it works then.
Then I can go on modding the game.
Thanks!
 
Posts: 3 | Registered: Fri March 18 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Whenever I press "Start a New Campaign"
I hear a beep from my computer and then I get an "Unhandled exception has occurred in your application"

I have framework 2.0 and that other program installed...

WTF?
 
Posts: 17 | Registered: Wed September 20 2006Reply With QuoteEdit or Delete MessageReport This Post
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I got this message in the other forum:

quote:
Hey JasoN!! It worked! i just figured it out!

Well, just changed all regional settings of Windows (including keyboard configuration) to English. Restarted and just worked.

maybe the generator usted some simbols that my Spanish Keyboard wouldn't recognize??

goodbye


I guess the non-US versions may be the problem.

Cotiuz: is there any other info in the error message?
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by Jason111:
I got this message in the other forum:

quote:
Hey JasoN!! It worked! i just figured it out!

Well, just changed all regional settings of Windows (including keyboard configuration) to English. Restarted and just worked.

maybe the generator usted some simbols that my Spanish Keyboard wouldn't recognize??

goodbye


I guess the non-US versions may be the problem.

Cotiuz: is there any other info in the error message?


This:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
at System.Single.Parse(String s, NumberStyles style, NumberFormatInfo info)
at Campaign.Map.ReadMapData()
at Campaign.Map..ctor(Random Rand, String mapfile, String sourcefile)
at Campaign.frmMain.newMission(Boolean newCampaign)
at Campaign.frmMain.btnNewMission_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Campaign
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/UBISOFT/Faces%20of%20War/mods/Campaign/Campaign.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
vjslib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_32/vjslib/2.0.0.0__b03f5f7f11d50a3a/vjslib.dll
----------------------------------------
System.Data
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 
Posts: 17 | Registered: Wed September 20 2006Reply With QuoteEdit or Delete MessageReport This Post
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Cotiuz: Most of the people who have posted a problem have the same one as you posted. I will try to figure it out and fix it this weekend. The trick is that many people don't have this error, so I am wondering if it is something about the computer environment.
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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