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View Full Version : New version 2.5 coming soon (and notes on Assault Squad)



Jason1
20-02-2011, 22:51
A new version of DCG is on the way! Probably by the end of February. Some of the changes and new features are listed below and some significant bugs from 2.4 were fixed.

Hopefully, there will be an upgrade patch that allows the Program Part only to run in Assault Squad appearing about the same time (the Vehicle and Infantry Pack content will not be supported -- at least initially -- in Assault Squad; whether those are ultimately supported will depend on how hard it is, on user requests, and on the team members' enthusiasm for doing the conversion). Long story short, if you enjoy DCG, you probably want to keep the original Men of War on your hard drive even after you pick up Assault Squad.

Version 2.5:

- Map nation and date restrictions now possible
- Completely rewrote waypoint code so each unit has its own set of waypoints (they are no longer shared and units may clump less)
- AI off-map artillery spotters start in AI setup area, have a waypoint to move towards, and must be alive and in contact with some of your forces to call in artillery
- Rarity overrides added so vehicle rarity can change over time
- Added rarity column to purchase screen; items which are unavailable are now indicated in light gray
- Fixed some bugs with how the AI chooses vehicles
- Added new mission type which gives the player a limited amount of time to capture one objective; the player does not have to hold the objective, however, only clear it once before the timer runs out to win
- Added new maneuver plan for the computer in which troops form a line rather than move to the objectives
- Airplane altitude fixes
- Added small purchase price discount for each vehicle player already has of the same type to reflect easier support for like types
- Platoon deployment and movement added for vehicles (platoon members share waypoints)
- Removed commander tag from 1st wave computer squads so they can seek cover if they are not in contact when they reach their final waypoint
- Victory in some infiltration missions now prevents the computer forces from attacking anywhere on the operation map the following day
- Victory in some infiltration missions on airbase maps now prevents the computer from conducting airstrikes for the remainder of the operation
- Moved xml files to a subfolder
- Fixed crash bug when continuing a campaign between operations and all dropdowns are not selected yet
- Infiltration missions only occur at night now unless "No Night Battles" option is checked
- No 2nd wave computer troops are present in infiltration missions
- Computer squads do not get assault orders in infiltration missions
- New easier missions setting on Settings form which ignores the unitsrandomcomputerbonus setting when calculating the number of computer units for a mission (this is equivalent to changing the unitsrandomcomputerbonus setting to 0 in the Settings.xml file)
- Added some region-specific generic (random map) operations and removed a few old ones
- Units in generic operations are now assigned a random category type

- Added new operation based on historical situation:
* Operation Skorpion, North Africa - March 24 to June 17, 1941
- Removed two duplicate maps (suburb and warehouse are smaller versions of suburbs3) from Maps.xml

- Fix for Pz 35t and Pz 38t MGs
- Kolrabi's infantry pack merged with vehicle pack (see separate infantry pack readme)
- UK breeds that can level up
- Updated Japanese breeds
- Tankman breeds for all nations with leveling up ability
- Weapon skills to all nations breeds
- Several Vehicle and weapon fixes
- Several Description fixes ie...
- Diesel tag added to vehicels that use diesel
- Improves DCG compatibility with Ty's Realism Mod

theking497
20-02-2011, 23:27
nice i good way to celebrate my PC´s comebake ! :beer2: best of luck for the dcg team
.....

and yeah gonna ask about what MOW:AS is gonna mean for DCG in terms of things that can be added to DCG . one thing i can think off is multiple ammo types and mutch mutch more fun (if that can happen not sure )

The Soldier
21-02-2011, 00:37
Less clumping! Will it be as good as MoW: AS spread out?

Zeke Wolff
21-02-2011, 02:09
Jason1 isnt talking about squad "bunching up together", he is talking about the fact that enemy squads etc doesnt just walk up to their objective in a large bunch, now they actively seeks cover when reaching their objective. A whole different matter compared to MoW:AS.

~Zeke.

Ty2903
21-02-2011, 03:25
Don't forget... New map & ambient sounds :D I finished all of Zeke's, Ngvede's, Red Tide's, and FoW's maps today :insane: :booyah:

anttiko
21-02-2011, 05:42
Is new ty's realism mod coming same time with dcg 2.5 ?

Ty2903
21-02-2011, 05:59
YES! Hopefully we can work it so it's included in the DCG 2.5 download...

Oh and did I forget to mention vehicle hulls are now repairable as long as they're not "destroyed" :D

Dilust
21-02-2011, 10:56
Oh and did I forget to mention vehicle hulls are now repairable as long as they're not "destroyed" :D

May God bless you for that! Thank you! Thank you very much!

theking497
21-02-2011, 13:37
Oh and did I forget to mention vehicle hulls are now repairable as long as they're not "destroyed" :D
god bless you guys for that

Seashore
21-02-2011, 16:57
Great news hope you can improve the somewhat irrational procurement prices (halftrack with side mg's costing same as hafftrack without) and other things. Cheers!

Ty2903
21-02-2011, 17:07
Some of the prices have been reworked, mainly cars and light vehicles. Medium and heavy tanks are the same.

theking497
21-02-2011, 18:22
will the diesel vehicles be less flamable then gas vehicles ? also realistic fuel consumpion and fuel caried by the tank . like the pz4 ausf h caries 410 liters of fuel but the ausf j caries 610 liters but with mutch slower turret rotation due to elimation of the motor powering the turret

Ty2903
21-02-2011, 19:02
The chances of a vehicle/tank busting out in flames or exploding is more due to what type of vehicle it is (armored car, light, medium, heavy tank) and what size shell hits it. The fuel type is not a factor.

The correct fuel tank capacity for vehicles has been added. I'm not sure about the turrent rotation speed, I defer to Zeke's expertise for that...

moridin
21-02-2011, 20:26
Sounds great.

Are any of the new units/abilities from Assault Squad going to be brought over to DCG? For example the rifle grenades and medic units are pretty sweet in the new game and would be great to see in DCG, while the new vehicles go without saying :P

Ty2903
21-02-2011, 21:01
I haven't looked to closely at how the medics work in AS yet.. but I agree, I would like to see that in MOW DCG. The vehicles and rifle-grenades are AS entities and cannot be brought to MoW due to copyrights... :sad2:

The Soldier
21-02-2011, 21:20
I haven't looked to closely at how the medics work in AS yet..
They work in the same way morphine does to a dead soldier with the able "personal". It just uses the medkit instead of the morphine entity.

moridin
21-02-2011, 22:29
The vehicles and rifle-grenades are AS entities and cannot be brought to MoW due to copyrights... :sad2:

Well thats lame... was really looking forward to using a Wespe and pak38 in DCG :(

theking497
22-02-2011, 00:06
well in my understanding the wespe and the pak 38 can be implemented as long as they not are copyed from assault squad but made by modelers.
about the pak 38 it´s basicly the same gun as the pzIII J but with an muzzle brake effective gun untill the t-34 came about.......

personaly i would like to see 88mm pak43 but that dosent realy belong in this thead.

sorry for bad english i´am a swede

goduranus
22-02-2011, 12:11
since infiltration missions are added that prevent airstrikes, perhaps another mission type that has the player blow up some artillery guns to prevent the enemy from using off-map artillery is in the works?

purg_GER
22-02-2011, 20:42
HAIL TO THE KING BABY :wow:

Many many (and many) thx for this superb mod!
It means DGc2.5 for mow right?

Zeke Wolff
22-02-2011, 21:40
Yes, that´s correct. v2.5 is made for vanilla MoW.

~Zeke.

Trog
23-02-2011, 23:15
Well good news, Ty was able to get morphine to work. With it you can revive your guys, Friendly AI units and enemy AI units as well. (Why would you do so, who knows?)

I am working on some scripts so that the enemy AI units will revive their fallen comrades too.

Long ago I had a working script to board empty equipment, but with some tweaks and adjustments, I am thinking of testing it again.

The results would allow a full range of AI actions, for them to capture equipment and to fix and reboard their own, or yours, cannons, tanks, mgs. Plus medics that will heal their units.

The current system we are testing has about 30% of casualties being able to be revived, So not everyone will be able to heal, also if they are able to be healed and they get hit again they could die permantly as well.

I have toyed with the idea of having a Surgeon unit that could heal even those units, making an item that would revive a unit from the dead state to the state where he can then be revived with a morphine pack.

But we shall see.

theking497
24-02-2011, 16:48
just perfect sounds like the AI are maybe going to get some brains and not stand there and act like they are an brain dead snail......

purg_GER
24-02-2011, 19:02
sounds very interesting - makes the ai more sufficient for even more realistic gameplaying.

@trog
revive in SP?

The Soldier
24-02-2011, 20:57
Awsome! Now only if I could get DCG to work on my computer.

LordN00KE
25-02-2011, 05:41
Can someone tell me how to make the morphine work??? I added them to my troops, but It can't revive anyone. :brickwall:

Zeke Wolff
25-02-2011, 10:00
Morphine doesnt work in SP/DCG yet, they only work in co-op.

~Zeke.

Trog
26-02-2011, 06:55
Morphine works for Ty's Realism mod 2 and will included in the next release.

The current chance to revive a fallen soldier is 30%, This includes all soldiers. If they sustain another hit after they have fallen such as another shell falling on them, or a tank running them over before they have been revived then they stand another 70% chance to die permanently.

You will be able to revive Ally AI units, along with enemy units(if you wanted too), Maybe one day it will help when a capture enemy unit is added as a mission.

theking497
28-02-2011, 22:38
hey when is 2.5 gonna release ?

Jason1
01-03-2011, 03:00
We are still doing some polishing and testing, especially of the AS version, so we will hold off on the release of 2.5 for a few more days. It will definitely be released before the end of next weekend at the latest, but perhaps a bit sooner. Sorry for any disappointment, but we are working hard on getting it out :typing:

theking497
01-03-2011, 16:48
well that dosent bother me becouse i dont get my pc until friday i hope that i get it to friday anyway

purg_GER
01-03-2011, 18:40
Sorry for any disappointment, but we are working hard on getting it out :typing:

Never mind - and many many thanks again for your work :wow:

GunFox
06-03-2011, 00:31
The wait is killing me. I check this forum for updates on the release far more than I'd care to admit.

CheekySp
06-03-2011, 15:10
yeah me too.
was it going to be released *this* weekend or the next one? I may have mixed things up