Men of War: Assault Squad 2

Men of War: Assault Squad 2

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Faction War Machine
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19.547 MB
16 Jun @ 12:49pm
8 Jul @ 1:11am
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Faction War Machine

In 2 collections by ͆N͆͆F͆͆O͆͆R͆
Modding utilites MOWAS 2
6 items
MODS BY NFOR
16 items
Description
Foreword

This project was truly challenging, and I’ve put a lot of effort and time into it. I’d be genuinely grateful if you could support my work—your likes and favorites aren’t just numbers to me, but a real motivation to keep going. Thank you for your attention!

Now, let’s begin...

Faction War Machine is a compact and fully standalone Windows utility developed in C++/WinAPI, specifically designed to greatly simplify the process of creating and configuring multiplayer factions in Men of War: Assault Squad 2. The program frees the user from the need to manually edit dozens of text scripts and configuration files: the entire cycle — from entering basic parameters to generating ready-to-use game files — takes place within its own graphical window.

The Faction War Machine interface is built around six logically separated tabs, each corresponding to a stage of mod preparation. First, in the Armies tab, you define a unique faction identifier and the path to the flag file — after entering the data, simply click “Confirm” to see the generated configuration block, which can be edited in the multiline box before final saving if necessary. Next, in the Preset Alliances tab, the created armies are grouped into alliances (for example, "Allies" or "Axis"), allowing you to define the team structure.

The third stage — the Soldiers tab — is where unit type templates are created: you specify the define parameters (Define name, CP points, cost) and link them to specific single units, after which the utility places the finished block into the file. The next tab, Squads, provides a wide range of tools for building complete squads: the user selects from dropdown lists the number of different types of fighters, sets the squad composition, its cost, call-in level, tags, cooldown, etc., and then with one click on “Save” adds the new squad to the general file.

The Icon tab is responsible for the visual component — here you simply specify the path to the .tga file or select the base path, and Faction War Machine automatically copies it to the required resource\interface\pages\multi folder, assigning the correct name to your faction’s flag. Finally, in the Localization tab, all localization keys from previous sections are automatically collected; you enter the translation (key/value), and the program saves the finished #dlg_mp.lng and desc.lng files into the modification\localization folder.

The application supports five interface and localization languages — Russian, English, Italian, German, and Simplified Chinese. Changing the language is very easy: in the first Armies tab, there is a ComboBox in the upper-right corner listing available locales; after selecting a new one, simply restart the program, and the entire interface along with templates will automatically load in the selected language. If you want to add support for another language, simply specify its tag in the setup.dat file (for example, fra for French), create a folder with the same name, and place the localization.lng file with your translations inside.

Working with Vehicles (version 1.2 and above)

This tab is designed for creating and configuring vehicles and support units of various factions. Classic define templates are supported — V (vehicles) and VS (support: artillery, machine guns, etc.), as well as hero and towed units, considering model features, crew, and access levels.

Selecting define
At the top, you select the define template. For standard V and VS, the name defines the vehicle model. For hero defines, the define name is a technical localization name, not a model. The define selection field can be hidden with a button at the bottom of the window.

Unit configuration
Select vehicles and units from the list; if the list is short — select a specific unit for editing.
In normal defines, only the number of units is indicated; for hero defines — the format is define:number.
V — vehicles with a fixed crew, VS — support specifying weaponry and crew.
Towed units are also configured via appropriate templates.

Parameters: name, reload time, tags, faction, personnel, level and access speed, cost.

Saving
Press "Assemble" to generate the preset, then "Save" to add the unit to the faction and create game files.

This tab provides flexible and convenient creation of vehicles and weapons considering all important parameters.


Upon first saving, the utility automatically creates the entire necessary folder structure — from modification\resource\set\multiplayer\armies and …\games to …\units, interface\pages\multi, and localization — and fills them with initial files and directories. The user does not need to worry about creating folders or entering paths manually: it is enough to complete the steps in the interface and copy the ready modification folder into their mod’s directory or into the game’s resource layer.

Upon first saving, Faction War Machine automatically creates the entire required folder structure:

modification/
├ localization/
│ ├ #dlg_mp.lng
│ └ desc.lng
└ resource/
├ set/
│ └ multiplayer/
│ ├ armies/
│ ├ games/
│ └ units/
└ interface/
└ pages/
└ multi/

and populates them with initial files. You do not need to manually create directories or enter paths in advance — just complete the steps in the interface and copy the contents of modification into your mod's directory (usually …\Steam\steamapps\common\Men of War Assault Squad 2\mods), then restart the game: the new factions, squads, and translations will immediately become available.

Additionally, a detailed documentation file is located in the program’s root folder next to the .exe, containing descriptions of all tabs, installation instructions, and usage examples — you can open it at any time to get step-by-step guidance.

Technical Details:
The size of standard input fields (not intended for export) is limited to 512 characters. The export buffer size for the "Alliances" tab is 2048 characters; for the "Soldiers" tab — 32,768 characters; for the "Squads" tab — 65,536 characters. The export buffer size for the "Localization" tab is unlimited.

Post-release Update (v1.1):
The program now features a user-friendly interface that allows for easy removal of unnecessary localization elements. Automatic cleanup of the related "Alliances" and "Squads" tabs has also been implemented — missing elements are automatically removed from these tabs, eliminating the need to do it manually. For a large number of elements, an instant search feature is provided to quickly find and remove the desired item without manually browsing through the list. Additionally, text parsers have been added to automatically sort the text in the export fields.

Help the developer
https://www.donationalerts.com/r/nfor
https://boosty.to/pm_mods

tg
https://t.me/balichkova_tocha_com
Popular Discussions View All (1)
3
30 Jun @ 6:58am
PINNED: Отзывы и предложения
͆N͆͆F͆͆O͆͆R͆
24 Comments
Cmocumavoe 9 Oct @ 6:40am 
Это заслуживает моих очков стим
͆N͆͆F͆͆O͆͆R͆  [author] 16 Sep @ 1:10pm 
Народ, буду реально благодарен за каждый лайк. До 5 звёзд осталось всего 20-40 оценок - дотянем, и это будет моя первая работа с такой высокой оценкой. Помогите добить красоту, а я в долгу не останусь - обязательно напишу ещё больше полезных программ !
͆N͆͆F͆͆O͆͆R͆  [author] 1 Sep @ 9:55am 
@IsaZara, у меня банально нет денег на покупку Гоха. точно не в обозримом будущем
IsaZara 30 Aug @ 2:01am 
Потрясающая работа, планируете ли аналогичную систему для CTA gates of hell?
Gabe Freeman 7 Aug @ 7:36pm 
Very interesting, can you create some new mechanic or improve the GEM editor ? It was a very fun tool that is even be considered an individual game ever, since it is so fun to create many battles in any maps available.
mks5 31 Jul @ 4:21pm 
god
Ok
͆N͆͆F͆͆O͆͆R͆  [author] 21 Jul @ 8:41am 
@💙💜Horny Noivern💜💙 я прогу чисто на ванилу настраивал ну в теории может быть я не тестировал
͆N͆͆F͆͆O͆͆R͆  [author] 21 Jul @ 8:40am 
@HorT ShoK , вообще идея здравая не поспорю ноо - для режимов используется столько файлов и конфигов что на разбор этого добра уйдет минимум месяц. я когда технику в прогу добавлял чуть не помер...
Попробую конечно ничего обещать не буду
HorT ShoK 16 Jul @ 4:48am 
Интересно есть ли какой то инструментарий, чтобы сделать кастомный режим, в мечтах всегда было, что то типо линии фронта, только в обе стороны (дорустим зеркальная карта) так сказать, что то типо база на базу.