Men of War: Assault Squad 2

Men of War: Assault Squad 2

Behind Enemy Lines
Tjdagger  [developer] 9 Jan, 2016 @ 9:06pm
Updates, Save Games and Desync Messages
When an update is made you may get a desync message when trying to play co-op or a save game may give you a warning about a previous version, and your save game fails.

Desync Co-op:
To fix this issue go to your mowas2 dir folder...
C:\Program Files (x86)\Steam\steamapps\common\Men of War Assault Squad 2\mods

Find the folder named "behind enemy lines". And Delete it.

Then, come back to "Behind Enemy Lines" workshop page and "Unsubscribe" and then "Subscribe" again.

Doing this forces an update of the downloaded workshop content tucked away in...
C:\Program Files (x86)\Steam\steamapps\workshop\content

When you open the game again (if you had "behind enemy line" mod activaterd), you will get a message effectively saying it cannot be loaded. Simply go to options mods and reactivate the mod which will copy the newly downloaded content into...
C:\Program Files (x86)\Steam\steamapps\common\Men of War Assault Squad 2\mods

All parties playing co-op should follow these steps to ensure everyone has the same version.
Last edited by Tjdagger; 11 Jan, 2016 @ 1:12am
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Showing 1-7 of 7 comments
Tjdagger  [developer] 9 Jan, 2016 @ 9:15pm 
Save Games:

When your mod has been updated, save games may fail.

This can be due to a save game looking for a specific unit or entity which no longer exists in the updated content.

It can also be caused by events in play that stem from, or rely on scripting elements that are deleted or changed in such a manner as to cause the cache to have a brain fart.

I appologise if lost progross leaves a bad odour in the air, but it is often unavoidable.
Last edited by Tjdagger; 9 Jan, 2016 @ 9:15pm
dax.asd 19 Jan, 2016 @ 1:35pm 
steam should introduce a mod review system, so i can give this mod a recommendation ^^

so I have now played 'bout 30 hours this mod only. and I need to say, that this mod do probably can make one addictive. so beware young folks, do not download this mod before exams, or you'll suck guaranteed ^^

So what does this mod right?
The Atmosphere is fantastic. In the beginning, you're really feal like on a stealth mission. You're afraid of loosing every single member of your small team. When you've sneaken through the enemies lines and finally destroy the alarm. Yeah. Its satisfying as hell. And when you've build up a huge army, consisting of heavy artillery and AT it is really cool to make your own defence and wait for the enemy to come. You protect the hill, you claimed as yours (you do not need, but it's just cool do make some kinda "provisoric HQ" with officiers, artillery, tank trapes, mines and wire - thanks to the developer, there are alway's some trucks passing by).

And when youre uberelite squad, you've raised from the beginning, blow up the last alarm, there is hell coming on you. From everywhere enemy is coming on you. If you was well prepared - sometimes no problem. The 88s handle it. If you're prepared bad, you're screwed. If your people are positioned bad, to far away from each other with no protection against armor, the battle will be over, before you can say "men of war: assault squad 2". Especcially the "tropical heat" can do fish food out of you in no time. And yeah. The most horrible thing, that can happen to you, is loosing you're favourit hero-squad.

When you've sucked and you're units are on the one hand spread over the map and on the other hand dead, then the stealth begun again. Sneaking behind tanks, sniping out some artillery, throwing daggers as it was you're first time again. capturing a tank and driving around in a horrible fear of loosing him (srsly. Once I just restarted over and over again, to just drive the damn japanese tank out of a clutch situation - and it even was'nt frustrating - just more 'bout planning and trying to avoid any accedental meetings with the enemy)-

So the Gameplay and Atmosphere are just really awesome. It also runs quite smoothy. Still I've some things to criticize (dont worry, it can still change!):

- the planes circling at the end are really a cool feature, but they just die seconds after being spawned, if the AI have some AAA's installed(or sometimes even without!), wich is really strange, when you have a whole field consisting of crushed planes and there are still planes coming.
- Also, they definetly bomb your own units just really really to often - even when there's no enemy around. I mean: when my base is in a open field and there are my own planes flying over me, wth should they destroy 4 of 6 rocket batteries, I've been fighting hard for and 2-3 of my AT-guns? This is ridicoulus.
- after a period of time there are 2 things you notice 'bout the artillery placement:
1st: it is really OP, when they are placed behind the maps border. An 88 in the white space or just a Flak, or even a whole tank, you cant even see is shooting at you and you dont even know where to answer. You dont know, whether the enemy can see you or not, which is an important gameplay element.
2nd: the enemy cant see you at all, dont know where you are, but still pose his artillery/AT/flak gun 'bout 20-30m before your ambush, which is ridiculus too. You plan a awesome ambush with your little AT gun of 30mm and a little squad and your enemy park there with his bis ass haubitz 20 meter before and drives forward. You shoot the weak old truck, but the heavy haubitz just shoot a few shots at your position and it's over. This is quite nerfing.


My finest hope is, that there will be a game variant with an popcap of 5-15 ppl and far less enemies, less heavier patrols, no flaks, far less patrols crossing the map and a more tolerant border, before the alarm rings, because it's strange, when it is like "omg. I just spotted one guy in our base, lets call for a reinforcement of 1000 soldiers and a nuclear attack". Also the amount of AT-Guns, youve collected at the end of the game is strange too: I mean. Last game (yeah, it was really awesome!) i had 7 Nebelwerfers, 2 105mm Haubitz, 'bout 10 PAK36, 4 Pak of 50mm, 2 Pak 40 with 75mm and 6 flaks of 20mm and 2 88s. I mean. Even in Russia the Partisans weren't so wealthy...

over all, I highly recomend this mod to everyone, who likes stealth, ambushs, sniping but also close games (only the game, where I was just the richest partisan of the whole world it really was'nt close). To everyone, who liked to watch any partisan or stealthy film and who just want to have that feeling of being not on the front, but BEHIND ENEMY LINES :tgrin:
dax.asd 19 Jan, 2016 @ 1:36pm 
sry. the front page didnt alowed more than 1000 :chains:
Tjdagger  [developer] 19 Jan, 2016 @ 3:03pm 
Hi dax.asd #♥♥♥♥♥♥♥♥♥♥♥,
Sounds like your having an absolute blast.

Thanks for your honest critique. I share some of the same concerns.

Ultimately the planes at the end, serve as a distraction for the enemy... to keep them from rolling straight over the top of you. The fact that they will occasionally target some of your emplacement guns is just sh!t... I know. Why they do it is unclear, the script definitely attempts to rule out the possibility. So I will need to re-address this and see if I can get to the bottom of it.

Guns outside the map... unfortunately the game does make some descissions on it's own. Because everything spawns off the map and makes it's way onto the playable area, what will sometimes happen is that a gun will go into attack mode if enemy(the player) are close by. This can ovewride the command to link up, or simple make it unlink to take aim. There may be some room to move to prevent some of these... but not all.

Ambushes, use a HE round on trucks... or infanty fire to take out crew. As for enemy towed emplacement pieces, again HE, grenade or shoot the crew. I've scripted the trucks to drop emplacements 25m within a detected enemy. Enemy may not necessarily have spotted you, but may still have an awareness of your presence. They will also detatch if the truck crew or emplacement crew if they see you from further away.

This provided the best compromise for the sake of gameplay. Because everything is governed by timers and events, the 25m srcipt prevents a situation that occasionally had pak guns being unhitched (hooked on a wreck for eg. ) and then walking for a short time towards you, making them stupidly vulnerable.

Ultimately I make missions to play co-op with my family and friends. And remember it's a concept. Eveything has a random element to it. I think you'll agree the mission tends to take on a life of it's own and plays and reacts diffently each time depending on how you play making it a bit unpredictable. Which is exactly what I was going for.

I like concepts, they are kinda my thing. The best thing about concepts is that they can be combined and redefined for future missions.

Thanks again for your feedback,
Cheers

dax.asd 20 Jan, 2016 @ 7:27am 
could you script the guns, so they, if there is no enemy nearby to be seen, are able to be brought out of the map like a usual/truck patrol? If so, the guns, standing on the maps border would just move some meters and disapear on the border.

I already learned how to use the HE rounds. The problem is - once you ambush somewhere near the border, the enemy "think", there is someone and then drop nearly all of his spawned artillery and AT. Which can leads to 'bout 5 AT guns at that small space. And if you destroy them, the next spawned truck is spawned at the cloud and even stay there. And if it's a tank or anything like that, you cant even destroy it (you even dont notice, there is someone), while he can.

So what my propose is, to make some kinda global boolean variable, which is set to be true after a period of silence on the map, so "the just standign around" artillery begins to move towards the border and escape like a truck or patrol do. Also there is a need of "TimeOut" variable, which leads to a forget ability. To forget to be "aware" at this point and stop dropping the gun at this spot.


so as a concept, maybe one day, I can hope for a map with my proposed mod variant (i mean the little sqad), right? :tgrin:


Edit: Funny thing. I've only noticed now, one can destroy the speaker. Was blowin up the base unit all the time ^^
Last edited by dax.asd; 20 Jan, 2016 @ 7:31am
Tjdagger  [developer] 20 Jan, 2016 @ 9:21am 
hmmm, If I tweak an existing zone, I could loop a check on a timer that could look periodically to see if any unlinked towed emplacement weapons are both outside of said zone and a set distance from player.

This would play like... if a pak gun parks on the outside of the map and you move away from it, a set distance, it would simply delete/despawn it.

A pak gun within said zone would never move away though. Emplacement weapons do not behave the same way as vehicles in relations to waypoint paths. A vehicle will allways return to a waypoint path even after and engagement with enemy. Emplacement wqeapons will not, once they enter unpak mode. Besides the pak guns are never ordered to follow any paths anyway, they simple spawn and attach to the nearest vehicle... which just happend to spawn a second earlier.

The reason the guns tend to pile up and appear to be dropped at the same spot is because the emplacements will unlink from a vehicle as soon as they touch another emplacement gun. So it isn't a "forget" issue, it is a congestion issue. Removing emplacements as described above should fix the issue... unless you continue to stay by the edge of the map.

quote:" so as a concept, maybe one day, I can hope for a map with my proposed mod variant (i mean the little sqad), right?"

I have another concept up my sleave that is based on small squad engagements.

Oh, and 3 sniper shots will disable a speaker.
Last edited by Tjdagger; 20 Jan, 2016 @ 9:22am
dax.asd 21 Jan, 2016 @ 2:11am 
sounds logic :chains:
I whish you good luck with that.
Let's see, what changes with the next patch :tgrin:
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