2006

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Picture of Element_Five
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Any success in the languages issue yet?


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Swedish wargaming forum: http://www.skrivbordsgeneralen.se
 
Posts: 185 | Registered: Sun December 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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this was a wonderful thing but the enemy barely attacks you, you have to find thm and normally the force is very smalle and you have a ton of forces for maybe one guy.. nor do enemy vehicles attack form what ive seen. bnut beyond that its a great addition
 
Posts: 15 | Registered: Wed December 27 2006Reply With QuoteEdit or Delete MessageReport This Post
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Hmmm...
How can you get it to place ammo and fuel etc in the storage boxes on the maps?


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Hey Jason. I played around with the varibles in the settings.xml and none of them seemed to change how many units you or the AI received. Also, I cound't find any refferances to them withen the source code...

How is the reinforcments and starting alotments determined? I seached about, but cound't find how the AI player receives reinforcments in a manner distenct from the human


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Hi I made a nice post before but UBI forum erased it in crash...

I'll add some docs in next release

Basically all random nums up to num specified:

<unitsrandombase> - base num units for player and computer
<unitsrandomcomputerbonus> - extra units for computer b/c its not as smart as you!
<unitsmaxcomputertrendbonus> - even more extra units for computer when you win several missions in a row
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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Huh
When I was playing around with the numbers, I tried [1, 1, 1], [5, 5, 5], [10, 10, 10] and even [50, 50, 50] to no avail
Perhaps the wrong compiled version ended up in the .zip?


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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It seems that a differnet varient is packed inside of the DCG Accessory pack, so I went ahead and made a clean install of the 1.0.
Is campaign.exe precompiled, or does it reffer to the source code folder?


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Two need features:
More items in the containers on the maps... and perhaps some way of adjusting just how much loot goes on the map

Units reappearing in the squads you created last battle. Regrouping them everytime, especially when under assualt, is a pain in the arse. I know this is listed as one of the features, but it only seems to work when units arn't broken up from their starting squads.

And for some reason, the dynamic campaign reverts to the arcade mode, rather then tactical, after the first battle.
Edit: I found how to change this, but it has to be done manually on the map folder.

This message has been edited. Last edited by: BrotherJayne,


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Hey, Brother Jayne here turned me onto this mod and I would love to be able to play it.

My problem is as follows: it loads up the terrain and all, but no units appear on the map, the unit tabs appear alright though.

I've read all 9 pages of this thread and I think my problem is with the "regional settings" thing, I own a scandinavian copy.

How do I change that regional setting? Cause I dont think I'm doing it right.

Please help.

This message has been edited. Last edited by: Pitakebab,
 
Posts: 2 | Registered: Sun February 04 2007Reply With QuoteEdit or Delete MessageReport This Post
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Hmmm
It seems that the DCG doesn't reform squads that were broken up, only those that are in the same formation as they were when initially generated.
Perhaps you could use the Squads ID/Actors in game.scn to recreate squads regardless of composition?

Also, could you have it so the players squads and vehicals DON'T start the game hauling at the bit?
Trying to intercept and call back your own units from their headlong charge is rather tiresome.

Great work on this mod btw, it really breaths new life into the game


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Pitakebab: I've been trying to fix this regional settings thing for a while. I'm making a big effort to fix it for the next version. I've heard a lot of pepole with scandinavian versions talk about it. I guess you go to Windows Regional and Language Options and then the advanced tab? Can anyone confirm this?

BrotherJayne: hmm, I dont know why those settings arent working. a wrong version of the exe would do it tho... The exe is precompiled. The source folder is just for people who want to make changes to the program, but it doesnt have any effect unless you compile a new exe to replace the old one. I can add an option to give your own units no orders when you start in the next version.
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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Hmmm
I'm definitly using the correct version this time around.

Here's what I did to test it:
I took a base squad.
Save and then restart, and they show up together

Kick one guy out, and the rest of them show up together

Recombine then, randomly, and they show up as individuals.

Keep them as a group but change their type (as in, smg, rifle or mg) and they show up as individuals.

Me and my bud have taken to popping them onto vehicals before saving so they spawn together, but then they don't get unit cards.

Are these tests repeatable on your comp?


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Allright, much testing later, me and my buddy have found that basicly once you pop someone out of their starting squad, they will not respawn with them next mission. If you put them back in the squad, the entire unit spawns as individuals.

The only time that units spawn together rather then individuals is if you kept them in the exact formation they were in when they were first spawned.


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Could you adjust the <shields> in vehicals.xml to have a forced rather then random?
So shield = 0, no shield, shield = 1 chance of shields, shield =2 allways shields?
I want to make a multiple stage arrival of the Pz IVG into the Pz IV H


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Oh Jason, why have you forsaken us!
Sad


 
Posts: 86 | Registered: Thu January 11 2007Reply With QuoteEdit or Delete MessageReport This Post
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Just busy, not gone Smile I would like to improve the shields thing definitely. I'm still working on the map thing. I haven't found a solution I like yet...
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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On The Faces Of War How Can Dasable Remain Time In Multiplayer?
 
Posts: 2 | Registered: Wed August 15 2007Reply With QuoteEdit or Delete MessageReport This Post
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I`m Download The Path faces_of_war_1.04.1_en.exe .
When Setup This Path Game Dos Not Work Wy?
Please Help Me! Very Thanks. Confused ConfusedRed
  
 
Posts: 2 | Registered: Wed August 15 2007Reply With QuoteEdit or Delete MessageReport This Post
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I don't know why that patch doesn't work. Maybe you need a different language?
 
Posts: 156 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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getting this error when I click Extract all maps.

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

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'vjslib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified.
File name: 'vjslib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
at Campaign.FileHandlerPak.ExtractAllMaps(String pakfilename, String outputfolder)
at Campaign.frmSettings.btnExtractAllMaps_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)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
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: 2.0.50727.832 (QFE.050727-8300)
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: 2.0.50727.832 (QFE.050727-8300)
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: 2.0.50727.832 (QFE.050727-8300)
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: 2.0.50727.832 (QFE.050727-8300)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.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: 112 | Registered: Tue January 17 2006Reply With QuoteEdit or Delete MessageReport This Post
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