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Everything posted by Lowengrin
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Looking for carrier takeoff failure hint
Lowengrin replied to Fhechene's topic in DCG Public Discussion
TBD... ;) -
Looking for carrier takeoff failure hint
Lowengrin replied to Fhechene's topic in DCG Public Discussion
Yeah, I have been pondering how to do it best without taking the "dynamic" out of it. -
Looking for carrier takeoff failure hint
Lowengrin replied to Fhechene's topic in DCG Public Discussion
Using wind, probably you have to have the Illustrious sailing into the wind (and my code doesn't consider wind...though it probably should). -
There's code to determine whether a tank (or other moving column) retreats. The other side just has to have overwhelming superiority for it to happen (like 5 to 1 odds based on the types of tanks present and the number of ground troops on each side).
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Looking for carrier takeoff failure hint
Lowengrin replied to Fhechene's topic in DCG Public Discussion
Are you using wind? I haven't seen too many issues with Avengers off fleet carriers (escort carriers, yes) in good weather. In storms, almost every takeoff will have planes crashing no matter what type they are. -
If you use Replace DGen Mode, the stock campaigns actually create DCG campaigns. Just start the campaign as you would a stock one and let it generate the first mission. On the mission screen, it should look a bit different given it's a DCG mission and not a DGen mission. If that doesn't work, post again and hopefully we can figure it out.
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I ran a couple missions using the Normandy '44 scenario. I saw one C-47 with a glider in one and two C-47s drop paratroopers in another. So I don't understand why you're not getting any.
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Also, what's with... [215Squadrontc00] Planes 0 It shouldn't even spawn with zero planes. Okay, I'll do some testing see if I have the same issue.
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There is nohing of significance to report...
Lowengrin replied to Fhechene's topic in DCG Bug Reports
My advice is if you want to tweak something in DCG, do it after you end the mission but before you leave the debrief screen. Any time you open it during a mission, you'll screw up the sync. Just thinking out loud, I could modify DCG so that syncing is always optional/manual when the program is opened by the player. So the player can decide whether to sync the mission results or not. Or it only syncs when debriefing is required (by either the game or in the case of manual mission generation, at that time). I wonder....? -
There is nohing of significance to report...
Lowengrin replied to Fhechene's topic in DCG Bug Reports
Did you pause playing during the mission and run DCG? If you do this, the date/time stamp will sync with the log and when the mission is complete, DCG will assume that the log has already been processed. It's a bug (or maybe a feature...). -
I've found more than a few planes missing payloads in the allpayloads.dcg file (which came much later). It's possible that if the default payload gets over-written in the payloads.dcg file, there's no way to put it back because it's not in the allpayloads....
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So I just looked at the code. The C-47 will only operate as a glider tug in 1944 or later. Before that date it will only use paratroopers and only if at a "_Dropzone" location. The LI-2 will only operate as a glider tug in 1943 or later. Before that date it will only use paratroopers and only if at a "_Dropzone" location. Otherwise I see no problems. Other than those restrictions, the code is the same for the Allieds as the Germans.
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Weird that it's broken but, yes, I can fix it.
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If it works properly, the second will override the first from it's date forward.
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Latest beta has some improvements to transports (trains and ships) and some cosmetic changes to the GUI. Added a new command. Example: 19410702 PriorityLandingSite Allied = Odessa Ships and trains will always drop any unit their carrying at the named locale from that date forward. (Max of one per side.)
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The Poles and New Zealanders are defined by DCG. Their just still embedded in the DCG exe. I never created the option for them to be modded. RCAF? Why would anyone care about them?
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No. Only the ones I've identified above will work. So, in your original example, you could create a de_names.dat file full of Vietnamese names, modify the [DE] section in the cities file with Vietnamese city names. Additionally, you could modify the messages.dcg file to replace "German" with "Vietnamese". But you can't add new nationalities. Those are hard-coded in DCG.
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Initially all of the nations had their names embedded in the exe, however, over the years a few have been opened up so players can create their own player lists in a text file. To work, just create a file called XX_names.dat where "XX" is the nation ID from the game. For example, German is "de" and Russian is "ru". Then in the file just drop first and last names in a list. For example: Albert Einstein Jerry Seinfeld Peter Rabbit It doesn't matter what first name you attach to a last name as DCG will just randomly select a first name and a second name and join them, but you'll probably need a minimum of 50 to avoid DCG getting in a loop trying to find a unique name for everyone. The current nationalities you can use are: DE, RU, RO, IT, FR, US, DU. You can also edit the "cities.dat" file so that the pilots' city of birth matches.
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Reading of Ships ini and all ini for maps
Lowengrin replied to Sharkzz's topic in DCG Feature Requests
Interesting thought, but it'd require more time than the next build to implement as the next build is pretty much ready right now. In all seriousness, it'd all take me some extra time to get familiar with one or two of the mods out there to see the file formats before I could even begin to do that. -
Hi Sharkzz, The issue with DCG not working with 4.14m was solved with the 4.14.1 hotfix. See Sita's post here: And unlike Asura's modified DGEN, you don't have to modify the conf file. DCG replacing DGEN behaves as it always did.
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Which side is listed as controlling it (on the Ground war panel)? And how close is it to the front? If it's too close, it won't be available.
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You need to add the static runway to the Berlin.mis file in the Master folder near the location that you set it in the roads file. Then it should work (when you generate the campaign from the start). If you add it to a mission that you are already playing, you need to put it in the stationary.dcg file in the campaign folder.
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Why would you need a specific landing waypoint for a static object that's different from the one automatically generated by DCG? For example, in the Normandy'44 campaign, if you use the "English Base" option, it has a Ship$RwyTransp runway called "English_Airstrip". The planes will land on it as per normal. I just generated this example: [B_8AF_100BG_349BS00] Planes 4 Skill0 0 Skill1 1 Skill2 1 Skill3 0 NoseArt0 Victory.bmp NoseArt1 Boxer_Roo.bmp NoseArt2 Special_Delivery.bmp NoseArt3 Queen_Of_Hearts.bmp pilot0 us_14.bmp pilot1 us_11.bmp pilot2 us_02.bmp pilot3 us_04.bmp Class air.B_25J1 Fuel 100 weapons 6x500lbs [B_8AF_100BG_349BS00_Way] TAKEOFF 71575.98 98167.24 0 0 666_Static 0 &0 F7 NORMFLY 73514.00 96386.00 2500.0 370.00 &0 F7 NORMFLY 67654.00 102404.00 2500.0 370.00 &0 F7 NORMFLY 71696.00 98918.00 2500.0 370.00 &0 F7 NORMFLY 83538.00 87633.00 1500.0 370.00 &0 F7 NORMFLY 87169.00 78267.00 1500.0 370.00 &0 F7 NORMFLY 83000.00 61101.00 1000.0 370.00 &0 F7 GATTACK 75500.00 61100.00 500.0 370.00 22_Chief 1 &0 F7 NORMFLY 69119.00 75266.00 1500.0 370.00 &0 F7 NORMFLY 70537.00 81633.00 1500.0 370.00 &0 F7 NORMFLY 74956.00 93800.00 1500.0 370.00 &0 F7 LANDING 71575.98 98167.24 0 0 666_Static 0 &0 F7
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You got it!
