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Everything posted by Moezilla
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Project to revamp the pacific campaign
Moezilla replied to Pandacat's topic in DCG Public Discussion
I don't think that is possible as the stock game does not have a feature to start a mission with a carrier in a damaged state. Lowengrin has been kind enough to un-hardcode a few things to help DCG be more compatible with modded games but it doesn't make sense to add a feature to DCG that only a tiny subset of DCG-users (i.e. those with some sort of mod to allow what you are talking about) would be able to use. -
Ok, so the class.dcg type value dictates mission profile, then a payload is chosen for that mission profile, and finally the game AI decides on behaviour "in the wild"? So, in theory, I could have Me-262s as recon planes if I set their class to 5 and (somehow) changed their in-game behaviour to make them forget to be a fighter or bomber?
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The timetable is a wonderful tool to make even dynamic campaigns more immersive. Any new commands to allow campaign makers add extra layers of flavour to their work are always welcome.
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Riksen, can you try loading one of the problem missions in FMB and then checking the log.lst file in the game root folder? The last 50 or so lines of the log could show the source of the error.
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Hi LS, That's interesting! Maybe with TimeTable On then only TimeTable commands control locations being captured, with TimeTable Off then mission results and TimeTable commands will decide on locations being captured. I guess Lowengrin will have to explain it to us all again!
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TimeTable On means you can use timetable commands to control side of location instead of mission results. Handy for special occasions like invasions/breakouts. From the [Examples] section of timetable.dcg that is in the data folder (TimeTable is on unless set to off): 19410801 RoadBlockOn German_Depot to Border_Village 19410802 TCapture Contested Border_Village 19410804 TCapture Allied Border_Village 19410805 RoadBlockOff German_Depot to Border_Village 19410806 TCapture Axis Border_Village 19410808 NewColumn 38_Chief Armor.4-T26_Early 1 @Russian_Depot $Armor_Group_2 ~L 19410809 TimeTable Off
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Data files for DCG 3.48/49 and IL2 4.12.2/4.13.1
Moezilla replied to Moezilla's topic in DCG Public Discussion
Another small fix, this time to class.dcg. 6 planes were not listed as flyable in class.dcg but are flyable in 4.12/4.13 - CW-21B, HS-129B2/B3Wa, I-15bis/skis and Re.2000. 4 planes were listed as flyable in class.dcg but are not flyable in 4.12/4.13 - Fiat G.55 (4 variants) -
Data files for DCG 3.48/49 and IL2 4.12.2/4.13.1
Moezilla replied to Moezilla's topic in DCG Public Discussion
Oops, seems I included the 4.12 squadids.dcg in the 4.13 zip and vice-versa. Fixed and updated link in first post. Sorry about that. -
Data files for DCG 3.48/49 and IL2 4.12.2/4.13.1
Moezilla replied to Moezilla's topic in DCG Public Discussion
As I said, use as you see fit. By the way I had to make two versions because of some changes between patch 4.12 and 4.13. For example, the R-5 is now flyable in 4.13 and had it's loadouts modified so that some from 4.12 are now gone in 4.13. Also the squads in the game got a major overhaul in 4.13. Oh and I meant to ask, Lowengrin, did you ever alter the code to allow longer names in the armor.dcg file? One of the stock Italian SPGs was left out for that reason if I remember correctly. -
Data files for DCG 3.48/49 and IL2 4.12.2/4.13.1
Moezilla replied to Moezilla's topic in DCG Public Discussion
Thanks idefix44. That error is in the stock files and thankfully doesn't affect the functionality of the squadron. -
Dear Lowengrin and fellow DCG-ers, Here are a set of genuine hand-crafted data files for people to use in their games. Too many changes to list. All planes/ships/vehicles/trains are included and all payloads and squadids. Please use as you see fit. For IL2 Game version 4.12.2 - https://www.dropbox.com/s/zhaqvo9zobz5bkj/DCG_4122Data_20160421.zip?dl=0 For IL2 Game version 4.13.1 - https://www.dropbox.com/s/hlrrs8edkstzzac/DCG_4131Data_20160421.zip?dl=0 Credits: sniperton for his 4.12 data files which I used as a base. [Changelog] 2016.04.17 - Initial release 2016.04.19 - Fixed wrong version squadids.dcg, fixed Escadrille Normandie-Niemen. 2016.04.21 - Fixed some planes flyable flag (CW21, HS-129, I-15bis, Re.2000, G.55)
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Awesome! Thanks so much Lowengrin. This is going to make a valuable addition to the ground war. Had a quick look in the carscolumn.dcg file and there are a couple of entries that I'm not sure are intentional: GermanyCarsColumnC includes an invalid stationary entry for 4-PzIIF, does DCG catch that and process it? There's a double entry for RussiaCarsColumnD which I think should be RussiaCarsColumnE. USACarsColumnC might be better suited to be Default/Artillery The USArmInf_Cmp entry and the JapaneseCarsColumnB entries include moving vehicles instead of stationary. Could be intentional? The JapanCarsColumnA is the command/artillery column but doesn't spawn any artillery units in carscolumn.dcg. Could add artillery.Artillery$Type91_105mm Really looking forward to testing this one out. Moezilla
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Ideas for simulating a beach landing.
Moezilla replied to JG7_X_Man's topic in DCG Public Discussion
X_Man, don't forget to use: 19410806 TimeTable On before the TCapture commands and then turn TimeTable Off when you want the mission results to control the frontlines again. At least, that's my understanding of those commands based on Lonestar's guide. Ah! My interpretation of the BeachheadReset command was that it affected the defenders reaching the _Beachhead location and also the attackers reaching the _Beach location. Makes more sense that it's only the defenders that are reset since they are beside the ocean. I suppose you could also use RoadBlockOn to isolate the beachhead location and/or use SetTroops to bolster the Axis troopcount at the beachhead temporarily. Also an Axis _camp location close to the _beachhead would increase the flow of Axis forces to the invasion point. -
Questions regarding CarsColumns in DCG.
Moezilla replied to Moezilla's topic in DCG Public Discussion
Understood. Any small changes that you can do that move control to the campaign builder would be welcome. Thanks for your time. -
Questions regarding CarsColumns in DCG.
Moezilla replied to Moezilla's topic in DCG Public Discussion
Hi idefix44, Yes these would be modded columns added to the CUP mod pack. If Lowengrin is willing to make some changes which are not too much work for him and would increase compatability with mods then I think it is a good thing for IL2 and DCG. -
Questions regarding CarsColumns in DCG.
Moezilla replied to Moezilla's topic in DCG Public Discussion
That wildcard style for the columns A & B would be great so at least the other countries could get resupply from the columns. I had a quick look at the stock columns and: GermanColumnA has 8 soft/unarmed vehicles and 2 armed. RussianColumnA has 7 soft/unarmed vehicles and 1 armed. JapanColumnA has 5 soft/unarmed vehicles and 0 armed. USAColumnA has 7 soft/unarmed vehicles and 1 armed. GermanColumnB has 7 soft/unarmed and 1 armed RussianColumnB has 10 soft/unarmed and 0 armed JapanColumnB has 5 soft/unarmed and 2 armed USAColumnB has 10 soft/unarmed and 0 armed GermanColumnC has 2 soft/unarmed and 4 armed RussianColumnC has 5 soft/unarmed and 1 armed JapanColumnC has 8 soft/unarmed and 0 armed USAColumnC has 5 soft/unarmed and 1 armed I know Japan is a special case because A is command and B&C are supply so: If new columns were added of type xxxCarsColumnA they should have 8-10 vehicles of which 0,1 or 2 would be armed. For type xxxCarsColumnB it should be 8-10 vehicles of which 0 or 1 would be armed. For type xxxCarsColumnC it should be 5-6 vehicles with 0-4 armed. If it's a quick fix to add the wildcard for columns A & B then that would be an awesome addition for Med/African campaigns and early war stuff with the french, polish, etc. Thanks for your time, Moe -
I have the squadids.dcg, allpaints.dcg, gunits.dcg, armor.dcg and gobjects.dcg updated for 4.12.2 and SAS CUP WAW v19. When the new thread is up I'll add them there.
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Thanks for the answer, Ah, I see the two letter codes now. That's great! Moe
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Questions regarding CarsColumns in DCG.
Moezilla replied to Moezilla's topic in DCG Public Discussion
Thanks for the answer Lowengrin. Just to be clear, when you wrote, "they won't be given any special properties", were you referring to columns like GermanCarsColumnF, or were you referring to any other nationality of column like FrenchCarsColumnA? Or both? In other words, Can DCG recognise the pattern xxxCarsColumnA and use it as a supply column regardless of what xxx is (except Japan)? I'm looking at updating a few of my old campaigns for use with the CUP mod pack and it would be nice to give the Italians, British and French some historically accurate columns. Thanks for your time, Moe -
Hi Lowengrin, It would be great to un-hardcode the ships and add a shiproles.dcg where we could list ships by their roles like: [Transport] tramp lcvp tral daihatsulc mfp newmoddedship [CV] USSEssexCV9 IJNAkagiCV newmoddedCarrier [bB] USSBBGeneric newmoddedBattleship This would allow DCG to take advantage of the large amount of mod content available that may not adhere to the capital ship naming schemes and have campaigns with more diverse merchant navies.
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Hi Lowengrin, Was just looking through Tailspin's old doc about campaign creation and had a couple of questions about CarsColumns. Does DCG still only care about columns A-E? How would it treat a CarsColumnF or K? Is it still true that DCG has a special case for the Japanese Columns (B & C for supply and A for command vs A & B for supply and C for command for Russia/USA/Germany)? If I added a French/Italian/British CarsColumnA/B/C/D/E would DCG recognise them and use them as with the stock columns? Thanks for your time, Moe
