Editing Ongoing Dynamic Campaigns

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TheGrayMouser
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Joined: Sun Jul 12, 2009 5:25 pm

Editing Ongoing Dynamic Campaigns

Post by TheGrayMouser »

With vs 2 out I am now remembering all the fun I had with this game years ago when I used to edit the hell out of it.

Anyways , not sure if players are aware but one can edit ongoing DCG's in progress. There used to be a fan site that provided a lot mor detail but heres the gist:

ist why would you want to edit? Well, the DCG are great but often the random map generated is less then stellar and or has odd features, like cities in the middle of nowhere, roads that slide around and loop back on themselves. Also, the op force is generally the same every time.
Its also fun to add allied nations as well ;)

So to edit:
launch a DCG , start the ist battle (ie get to the point where the map loads) Save and close
Find the campaign file , it will be XXX.cpn

1) right click and re-name to xxx.scn (xxx is whatever you named it)

2) Now load the file xxx.MAP into the map editor. Here you can change almost everything about the map.
**DO NOT change the map SIZE , everything else should be ok

3) Now load the XXX.org into the org editor Here you can add additional forces as you desire
* I do not know and would advise not to tamper with you core force when you do this but its been a long time since I tinkered around and I cant recall if there are any ramifications...

4) now load up the xxx.scn into the actual scenario editor
here you can place units wherever you want, change visibility , victory hexes, length of scenario etc
***DO not mess with the dates in the scenario header, I wouldn't change anything global either like the region the battle is fought in

(4a) if you have a comrade whose willing to do so, email him the file so he can set up the opforce for you, set ambushes etc :)

5) change the file name back to xxx.cpn and play

there are at least 3 other files the DCG generates, I have no idea what they do...

Sorry if this is posted somewhere else or if this is well known
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Warhorse
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RE: Editing Ongoing Dynamic Campaigns

Post by Warhorse »

Yep, used to do this all the time!! Also modify the campaignoob's to include historical units, and regulate what the AI pick is!
Mike Amos

Meine Ehre heißt Treue
www.cslegion.com
TheGrayMouser
Posts: 315
Joined: Sun Jul 12, 2009 5:25 pm

RE: Editing Ongoing Dynamic Campaigns

Post by TheGrayMouser »

I used to create regimental size Kampfgruppes and stick em in the Corp/Campaign OOB's to get more interesting core units to command. Worked pretty well for the shorter DCG's, however I never even attempted to do one for the BIG DCG in East front ie 40-45. WAY too many changes of equipment with an exponential chance to make a small booboo...

Its too bad some of the coding for the different types of formations wasn't incorporated into the DCG launch, ie your limited to formations coded as infantry or armor. Would be kind of fun ( and challenging) to play with a Cossack Division vs Panzers of a Polish cavalry brigade without having to edit a bunch of tesxt files

I just discovered the excellent help document for creating your own DCG too. Man, how I wish that was available years ago when I was playing the original Talonsoft versions!
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Warhorse
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RE: Editing Ongoing Dynamic Campaigns

Post by Warhorse »

Yeah, that document has been VERY helpful over the years! I'm a real big DCG fan, haven't done any in awhile, being so busy modding and project work right now and all, but they are great!
Mike Amos

Meine Ehre heißt Treue
www.cslegion.com
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