[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign - ED Forums
 


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Old 07-04-2018, 12:01 AM   #1
shdwp
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Default [ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign


It's a standalone (like Dynamic Campaign Engine) single player/coop dynamic campaign, in which you capture the land from the oppressor by conducting a series of various operations to weaken military base defenses and finally capture them, liberating the map bit by bit.

Features:
  • Most of the modules and maps are already supported
  • Both sides are playable, with appropriate aircraft for each other
  • Supports single player and co-op multiplayer!
  • Multiple aircraft with different roles participating in the fight (Escort+CAS+Ground attack units versus Interceptors+AA+Ground defenders)
  • A number of missions types including Strikes, CAS, Anti-AA, CAP, ship attack, interceptions, escort and troops transport, which will be conducted by both sides of the conflict
  • Carrier operations, both transport and attack helicopter operations, AWACS (251 MHz), tanker (140 MHz)
  • Economy system which will reward you with money for completing operations, which you could spend to buy new planes and vehicles
  • Progression in both quality and quantity - the deeper you go into enemy territory, the more advanced planes and ground units you will encounter, and in greater quantities
  • Large amount of customization options (also a modding guide in which you can fine tune the campaign)
  • Dynamic weather and time for every operation, visual frontlines that move closer to the base as you lower its defenses

Co-op multiplayer:

You'd need to perform some voodoo magic (https://github.com/shdwp/dcs_liberat...al#multiplayer) for DCS to correctly save the debriefing, but other than that it's working fine.

Manuals:

Installation: https://github.com/shdwp/dcs_liberation/wiki
Manual: https://github.com/shdwp/dcs_liberation/wiki/Manual (UI is a mess so you'd probably want to take a look at this)
Strike objectives reference images: https://imgur.com/a/vCSHa9f
Troubleshooting guide: https://github.com/shdwp/dcs_liberat...roubleshooting (check here, maybe issues that you have already has a workaround)
Modding tutorial: https://github.com/shdwp/dcs_liberat...dding-tutorial

Download:

https://github.com/shdwp/dcs_liberation/releases

Application requires Python 3.6 to be installed, so be sure to read the installation instructions!

Special thanks:

Peinthor Rene for his work on https://github.com/pydcs/dcs

Changelog:
  • 1.4 RC6, RC7, 1.4.1 - bugfixes
  • 1.4 RC4 - strike missions for all terrains; improved ground units spawning so it would avoid "bad" terrain; numerous other fixes and adjustments
  • 1.4 RC3 - bugfixes
  • 1.4 RC2 - helis start at FARP for frontline CAS; updated ground assets placement
  • 1.4 RC1 - strike operations; support for multirole aircraft; updated AA units selection; new UI by Khopa; number of bugfixes
  • 1.3.3 - option to force DCS over DCS.openbeta; AIM120 for hornet; fixes for some aircraft being not user flyable; other minor fixes
  • 1.3.2 - minor fixes and balance improvements for PG; brought F5E back, flogger for redfor AI
  • 1.3 - debug window; minor improvements and fixes
  • 1.3 RC1 - new airports for PG; ICLS and TACANs for carriers/tankers; cold start option; frequencies and channels in the briefing; minor balance updates
  • 1.2 - remapped PG (you now start from north at Lar); fixed triggers for enemy attack missions; minor fixes
  • 1.2 RC1 - updated front line ops; rebalance; fixed mp triggers; minor improvements and fixes
  • 1.13 - minor update in MP debrief parsing code
  • 1.13 RC1 - mission results are now calculated base on events, not on world state; fixed triggers for carrier operations; fixed naval operations spawning ships on land; tweaked smokes visuals (thanks _SkyShark_ from reddit); vehicles will not group in a tiny spot during base attacks; fixed AWACS changing its frequency after; first WP (will always be on 251 AM now) ;fixed inflight heli spawn speed and altitude
  • 1.12 - added su25; fixed issue with user directory not being on drive C:; fixed carrier ops
  • 1.10 - fixed unplayable F5E
  • 1.09 - hotfix for stuck debriefing bug
  • 1.08 - added support for both "DCS" and "DCS.openbeta" save folders

Last edited by shdwp; 10-22-2018 at 10:55 PM.
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Old 07-04-2018, 12:45 AM   #2
A Hamburgler
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This looks awesome are you using an external dialog to control things in game?
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MCGM - Massive Combat Game Mode A dynamic campaign for MP/SP
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Old 07-04-2018, 12:52 AM   #3
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This is not a mission in itself, but rather a standalone campaign that generate missions for DCS and tracks the results. This way I'm free of
any limitations that DCS scripting could impose.
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Old 07-04-2018, 12:54 AM   #4
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Very interesting I can’t wait to try it.
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MCGM - Massive Combat Game Mode A dynamic campaign for MP/SP
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Old 07-04-2018, 02:11 AM   #5
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Excellent ! Hoping for a multiplayer setup in the future with continuing campaign. Have to fill that DCampaign from BMS void in my soul
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Old 07-04-2018, 03:59 AM   #6
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This is awesome. Thanks man, will test out Russia for you and advise of any problems.
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Old 07-04-2018, 04:11 AM   #7
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First bit of feedback: Give Russian the option of using Su-25A.
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Old 07-04-2018, 11:24 AM   #8
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nvm
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Old 07-04-2018, 12:35 PM   #9
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Quote:
Originally Posted by riboyster View Post
First bit of feedback: Give Russian the option of using Su-25A.
Oops, forgot to add it. Will fix in next release.

Quote:
Originally Posted by Monkatraz View Post
Having tried a few missions, I have a few things to note:

Please give radio freqs for the various important (AWACS and your flight) units in the briefing. I know you can do it in the mission planner but you might forget on a big mission.

It might be cool if you can add a loadout system into the mission GUI, and give some sort of report about what type of ground units you might encounter. Would make ground pounders more interesting and involve the player more. This would also make it so that it's not annoying to start in the air as you already have the loadout you want.

You misspelled frontline in "Fontline CAS"

Other than those few things that come to the top of my head, this seems really smooth. You only have to do like one technical thing to get this system to work (save the debriefing) and that's it.
Thanks for the suggestion. Currently the whole briefing screen is lacking, but I guess I'll quickly add the default frequencies and bother with proper mission introductions later.

Load out selection is a good suggestion, I have a SEAD missions which would still spawn you with default CAS loadout.

About starting mid-air - you should normally start on the ground (so you'd have a chance to rearm), although if it happens that airport doesn't have enough parking slots, other groups will be spawned mid air. Currently this might happen for both player and AI aircraft, and some of the airports only have like 2 parking slots, which will put you mid-air in most of the operations anyway.
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Old 07-04-2018, 11:42 AM   #10
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You are welcome.

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