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Everything posted by Lowengrin
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If you'd like to start a new thread to discuss them. They're now at: http://members.shaw.ca/lowengrin/dcg_sas_wow19.rar
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Got them.
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Yes, unfortunately, back before mods I'd hardcoded them. You can specify military ship classes through the shipnames.dcg file. But you can't do it with merchant ships.
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Questions regarding CarsColumns in DCG.
Lowengrin replied to Moezilla's topic in DCG Public Discussion
DCG should recognize them (assuming they've been added to the appropriate data files) however they won't be given any special properties - like resupplying/repairing or converting to artillery units when they reach the front line. -
Created DCG Coop campaign but having some issues..
Lowengrin replied to tomoose's topic in DCG Public Discussion
1. Bradwell Bay Airfield may be going neutral because "Bay" is a restricted word. You may just want to shorten the airfield name to just Bradwell_Airfield. 2. Planes exploding on the ground are usually due to the X,Y coordinate for the airfield being too far from the spawn point (usually one end or the other of the airfield). Planes exploding in the air...they're spawning on top of each other. They shouldn't but if you have really large flights and are playing full settings with lots of squadrons, it chances go up. 3. The aircraft chosen for the first squadron depends on a few things. Which "mode" you're spawning the campaign in (off-line, on-line, auto or manual). If it's offline and auto-generated, then your choice of planes should be through the planes.xxx file linked to your campaign. If it's manual, you have to manually select the player squadron plane as it's hard-coded. To ensure it starts at the base you want, you need to put it at that base using the editor with take-off coordinates. Again, this doesn't work for all modes. -
Just email them to me and I'll host them.
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It is winnable. But if you've been stuck on it for a long time, it may mean Japanese ground forces are just too dug in and too numerous...resupply is too easy in DCG for the Japanese stuck on an island with no chances of reinforcements. You can try to move things along by setting the Maximum Troop Number (on the DCG Ground War Editor Panel) down to 100 or even 50 or 10. That should probably move things along.
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But it won't be for long. Thanks for all the donations over the years to keep the site running. From now on, I'll just post links to perpetual betas from here.
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Have fun!
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invasion from the sea requirements?
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
An invading force must have at least one of the following: "Tramp" "LCVP" "Tral" "MFP" "DaihatsuLC". Doesn't matter which or if they have more than one type. The type and naming of the locations isn't quite as strict as you've made it. It's fine to have: Angela_Beach (in the .rds file) Angela_Beachhead (.rds) Angela_Harbor (.srd) But you also should have a land location (.rds) nearby called "Angela". If the Americans are invading and Japanese defending, you'd have routes in the road file that go. [Angela to Angela_Beach] ... [Angela_Beach to Angela_Beachhead] ... -
invasion from the sea requirements?
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
Last question first. The game always assumes blue forces follow ALL routes from left to right and red forces always follow routes from right to left. So if a Japanese force is at Henderson_Airstrip it will travel to Lunga given this below. And an American unit will travel from Henderson_Airstrip to Edison_Ridge. [Henderson_Airstrip to Lunga] 640421.94 79833.45 120.00 0 2 3.055555582046509 640177.38 79811.77 120.00 0 2 3.055555582046509 640067.00 79763.43 120.00 0 2 3.055555582046509 640001.56 79810.50 120.00 0 2 3.055555582046509 639985.06 79912.30 120.00 0 2 3.055555582046509 639897.69 80014.75 120.00 0 2 3.055555582046509 639767.44 80111.33 120.00 0 2 3.055555582046509 639760.88 80246.88 120.00 0 2 3.055555582046509 639662.13 80263.28 120.00 0 2 3.055555582046509... [Edison_Ridge to Henderson_Airstrip] 639687.44 77490.87 120.00 0 2 3.055555582046509 639748.44 77593.12 120.00 0 2 3.055555582046509 639680.06 77668.02 120.00 0 2 3.055555582046509 639592.88 77784.52 120.00 0 2 3.055555582046509 639527.44 77891.80 120.00 0 2 3.055555582046509 639570.50 77986.18 120.00 0 2 3.055555582046509 639970.25 78096.73 120.00 0 2 3.055555582046509 640327.19 78311.13 120.00 0 2 3.055555582046509 640605.88 78483.30 120.00 0 2 3.055555582046509 640513.75 78587.02 120.00 0 2 3.055555582046509... -
How does DCG assign ground objects and the like?
Lowengrin replied to slippery_jim's topic in DCG Public Discussion
Static objects are either "red", "blue" and they'll spawn depending on which controls the location. Make sure you give all units the proper allegiance. Planes are special. They have their own rules. Planes must be either red or blue. The game will then spawn them only if their side controls the airfield. And then, they will only spawn them if there is a squadron located at the airfield. Finally, it will spawn a plane that matches one of the squadrons located at that field. They will not spawn if you have a non-airfield location closer to the spawn coordinates than the airfield location. Ships are also a bit special. They spawn based on who controls the nearest water location. Only "_Harbor" locations (and a few others) can be permanently controlled by a side. Things like "_Oceans" and "_Seas" are only controlled so long as a friendly non-static ship is present. -
Both sides can attack - the "attacking" side only defines which side controls the fewest locations (making set up faster). The "front" location is only used to add flavour text. Basically any location that contains units on both sides, acts as a "front" line location. Beachhead locations are required as a way for DCG to spawn units invading from the sea. It basically gives them a place to spawn at the beach. So the having the word "_Beachhead" as a location, is a trigger for DCG. Unfortunately, you can only have one objective per side. You'd have to decide which of the two (Momi or Babo) airfields is the hardest to take and use it.
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Yes, I've tested it with 4.13.
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You can install right over the previous version/beta.
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There should be a two letter code for all ships, but unfortunately the idea came late in the design and only applies to military ships. The oilers and tramps, etc, are all hardcoded into the code by their game name/id. Definitely something I should change...someday.
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Latest patch. Fixes US carrier issue and adds some new planes. http://members.shaw.ca/lowengrin/il2dcg348beta17.zip After uploading it, I noticed there are some problems with some Allied squadrons. Seems they're not all in the squadids.dcg file so they are appearing as German. If you come across one, just add it to the file. And report it here. Thanks!
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If I remember correctly, it changes at the beginning of December and the beginning of March.
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You're right, there's a bug in the assignment of USN fighters to carriers. And I'll see about the Re.2002. Thanks!
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Great...
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Hola Lo! Questions about DCG and new units with HSFX 7
Lowengrin replied to Widowmaker214's topic in DCG Public Discussion
Excellent. The ~X ~C ~A really don't have any meaning beyond the mission that's generated so don't worry about them. I really should write a little error check for blank spaces in the various route files. It's save some people a lot of grief. -
Usually the access violation errors occur when you have a read only folder/file that DCG is trying to write to.
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If I remember correctly, TCapture may require the TimeTable On command to be triggered first...but I'm not sure.
