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A Nerd
04-24-2010, 20:16
I don't know if this is the right place to post this but I though it might be interesting. I haven't bought Napoleon yet, but plan to soon so bear with me. I watch a youtube video where this guy is using a WWI mod for Napoleon (it's in the early stages and I didn't know Napoleon was moddable as such), it looks interesting and fun and perhaps WWI will be the next TW. Though it does seem to lack tactic and arty is quite powerful. Anyone seen this or have opinions?

https://www.youtube.com/user/twbattles#p/u/3/g3RJe6LzrWo

Hopefully I put the link in correctlly!

antisocialmunky
04-25-2010, 05:41
I've toyed around with the idea but I don't think the NTW AI is all that capable of doing trench warfare. You could do something with the fences or something...

A Nerd
04-25-2010, 14:57
You definately need some form of cover. I thought that with the range and accuracy of the artillary, most infantry and calvary would be widdled away before even reaching the enemy lines. Tactic seemed lacking, for they generally just stood idly by firing at one another. THough I loved the rate of fire and high casualty count. Calvary's only use seemed to be taking out arillary. I didn't notice much flanking in the videos. I hope it stays away from trench warfare, you know, keep it ahistorical in that sense. A nice implimentation in the future could perhaps be mine fields and MG nests. Perhaps placed during deployment of the defender. I dind't think that WWI would tweak my interest, but those videos were kind of compelling.

edit: I thought of this just now in regards to defenders deploying mine fileds and MG nests...perhaps the modders could develop a scout like unit that could survey the field during the battle to note the before mentioned. They would be made vulnerable such that infantry or calvary would deal with them rather effortlessly. Sort of in the vein of those units that could hide in open terrain in earlier TW versions. It might add in tactic as you move the rest of your army toward the enemy lines. Perhaps even these scout units could unrealisticly deal with mine fields or tamper with MG nests if gone unseen. Perhaps this is dumb, but it just came to mind presently.

The Stranger
04-26-2010, 14:32
awesome. where can u get the mod? too bad it seems a bit laggy.

A Nerd
04-26-2010, 23:57
I thought I saw a link to TWCenter on the youtube page for TWBattles. I'm not sure though.

The Stranger
04-27-2010, 10:38
yes i already found it... though im not playing it untill its updated with new skins and stuff. i tried one battle and it was a bit unfair. AI couldnt handle the rate of fire etc. i mean that airrifled hungarian unit that can hide everywhere. i forgot its name but that single unit singlehandedly ripped 6000 men apart. so im waiting for such units to be removed, new starting positions etc!

A Nerd
04-27-2010, 13:38
That sounds cool! I didn't know NTW could be modded as such. Hidden units should be smaller and less effective than the one you described in my opinion. How was tactic and how did you employ it? Is calvary worthless? 6000 men!? You must have fought a large battle! Hopefully they could do a campaing map too!

edit: Practice makes perfect!

The Stranger
04-28-2010, 11:30
well it obviously was an elite unit, so it had high accuracy and reload time. and since it can hide anywhere and even remain hidden while firing it could take out every unit without being shot back at. and every volly took out about 100 men that is 1/4 bullets hitting, in itself not so high, but since it takes only seconds to reload u can take out a unit within a minute. and i mean completely annihilate it to the last man. cannons are totally awesome, but i think the battery size needs to be limited and they need to be alot more expensive, because now u can just pick all cannons and 2 infantry and u can rip appart any army unless it has better and bigger cannon. so the need for infantry is obsolete. and i know that cannons were so lethal but infantry was still needed. and they never carried that many guns to the battle. so i'd say ok howitzers can go for 12 per battery, but no more than 2 batteries can be fielded. and fieldguns go around 2 or 4 per battery but are highly mobile and such. i think 400 men per unit is very nice. this means u can get 6000 men on a battlefield easy and this awesome.

cavalry is not entirely useless, but i cant charge infantry anymore, atleast not head on. it might do some flanking. but it is best used to rout cannon when the battle is almost over. i did one charge across the map when i had routed the enemy infantry and i still lost like 100 men out of my 200. it was like the charge of the light brigade :P


the mod is working on a campaign map with ww1 diplomacy and starting positions, so thats what im waiting for. they even have previews of ww1 cannon and even machine gun, a vicker. totally awesome!

A Nerd
04-28-2010, 11:48
That does sound awesome indeed. I'd like to try it too, but I think I'd wait for the skins and campaign map. Is the mod hard to install? Can you still play vanilla NTW when it is installed? I did fear armies with an arty spam, for exactly the reasons you stated. I wonder if the campaign map (or even battles) will do anything with airplanes and tanks? I would assume the engine is incapable. Quite exciting! I didn't think I would like a WWI based game, but so far I like what I am seeing!

The Stranger
04-28-2010, 13:12
no surprisingly easy :P u unzip the downloaded packs and place them into the right map. that is all. no install etc. just unpack and place. also easy to remove. u just delete the packs. there are only 2 of them.

i cant wait for the vickers.

i just played another game though. and the ai cant really handle it. but even though that being said its not as if they dont resist. they do aim for your elite units and cannon. and if theyd change one thing in the mod i think the battles will become evenly matched. and quite challenging. ofcourse the deffending army is highly in advantage. so they should make the ai more prone to sit back and soften u up with arty. if they do attack however they should do so at double pace. because walking through the nomans land is just waiting to get blasted to bits by enemy artillery. however usually 2/3rd of the infantry does get through. that being said they break very fast because the arty already demoralise them. the attacking army will suffer 90% casualty rate and the defending around 33%.

they should also make the units more thinly spread and less cannons in the batteries and this mod will be awesome!!!

on the sidenote, i only have version 1 of the mod. so very few things have changed and its still crude.

A Nerd
04-28-2010, 13:31
That does sound quite interesting. I may have to buy NTW sooner than I had planned! No more shoe shopping binges on Ebay I guess! I think is is quite refreshing and realistic that the attacking army takes so many more casualties than does the defender. What is a vicker? MG's and the like will also add a nice dynamic to assaulting a defenders lines! I was also thinking, these lop-sided battles and high casualty rates might make the campaign play alittle more interesting. It would take more time to refill your armies, map movement would need to be thought about alittle more if an objective is targeted and due to casualties that will be sustained before reaching the objective, this will perhaps limit success if your casualties are too high that you can no longer take said objective. It will take some intelligent moves by both parties and make it so that you can't just rush your enemy in battle for those soldiers in it are necessary for taking a city, fort or strategic position on the map.

Cannons definetly need to be dumbed down alittle. Granted, they were deadly and relatively accurate (as far as I know), making them more expensive and perhaps making them more accurate at arty crews gain experience (ie. inexperience gun crews have poorer aim then more experienced ones). Expereince gained for arty crews should be more slowly acquired than say infantry and calvary for perhaps that arty crews are realatively safe and firing a field gun takes less effort considering the casualties that could be inflicted in one volly.

A crude mod at this point perhaps, but it still sounds fun and it can only get better! (hopefully)

The Stranger
05-01-2010, 10:51
i think the new version of the mod is up!

http://www.twcenter.net/forums/showthread.php?t=349267

A Nerd
05-01-2010, 13:35
Wonderful! Keep me undated as to the changes if you can!

Veho Nex
05-01-2010, 15:42
The second they add Campaign map trenches, kinda like building forts i guess, thats when I will buy NTW. It looks awesome though.

A Nerd
05-01-2010, 15:53
I'd love to the the unit skins and campaign map as well! I too think I am going to buy NTW when this mod evolves alittle more. I'm quite content with ETW for the timeframe.

The Stranger
05-01-2010, 17:48
the skins of the new unitskins look cool. the campaginmap seems unchanged except for some faction banners. the ai still cant handle the rate of fire though and that will be mayor problem. your cannon is way more effective at taking out theirs than vica versa and they aim for your elite trioops rather than your cannon. last game i suffered 1500 casualties vs 4500 killed. the casualties suffered were mostly due to cannon and because i attack headlong into melee.

i think the biggest problem for this mod is that the ai cant handle all the changes. they seem to use cannon reasonably effective. but they still form the line, while that is unneccesary, give the rate of fire, size of units and range etc. they also seem to be unable to effectively adapt to the new rate of fire and more problematicly the range of fire. which has been increased by almost 50% sometimes. so thats why they walk into your range and get destroyed before a single shot has been fired bt them.

i think the units should be spread more thin and cover should be more effective, rate of fire should be decreased a bit, because now it looks more like machine gun fire than anything else and also the accuracy has to be decreased. unit numbers i think would be better at 200 to 300. 400 is a bit of an overkill. I'd opt for 250 since that is infantry company size.

things that would be awesome to see are bunkers you can garrison. i guess if they would be able to make some new buildings and stuff, they might make bunkers. a city that has forts will also have trenches, a bit like verdun. that would be awesome. a army that is dugin, will also have trenches maybe... though a mobile war like the eastern front might also be awesome. portable machine guns and maybe flamethrowers!

A Nerd
05-01-2010, 22:32
That sounds really cool! Does the AI function well on the campaign map or is it more NTW/ETW behavior? You know, camping in cities, little armies (weak and ineffective) milling about, and lack of any useful development, etc. I found, from observaton, that the battle maps need to be revamped to provide better infantry tactics to evoke a more enjoyable combat experience. Terrain cover, forests, bunkers, dare I say trenches and other static objects to reduce high casualties so quickly. This would probably involve the field units to do more than move, stand and shoot. Perhaps the current engine isn't campable of such things. I like your idea of spreading on infantry units somewhat, allowing for missed shots and less lethal artillary fire. Too bad the developers couldn't include misfires (due to weather perhaps) and arty shells that are 'duds'. Perhaps a misfire will cause one foot soldier to be inactive for the entire battle. I used to also like from the MTW days when artillary pieces would occasionally explode. Back to trenches, perhaps they could be used well if garrisoned for a fight then at the right moment give an 'over the top' order and move on the enemy. Machine guns and flamethrowers...tantilizing!

The Stranger
05-01-2010, 22:42
i havent yet played campaign cuz starting positions arent up yet, not starting armies. and i never played etw though in my ntw campaigns ive always faced alot of resistance, fought big stacks etc. and have been attacked alot, so much it started to annoy me.cuz i couldnt hold my frontline effectively with all the sabotage going on.

as for the machine guns, ive seen a texture for it, so i guess theyll be in somewhere in the future. flamethrowers probably will stay a fantasy :P but i think its cool for the variaty of units. now there are only 3 sorts infantry that can be recruited.

A Nerd
05-01-2010, 23:05
I like the limit of infantry types, brings back fond memories of STW. An agressive AI on the campain map might not be a bad thing, especiallly if he manages himself capably behind his lines. It is annoying however, when all the AI factions gang up on the player while leaving each other realatively alone. How is the calvary going? Any mentions of mechanized warfare like planes and tanks?

The Stranger
05-02-2010, 09:16
hehe ive just been told i should just tone done unit sizes :P i think thats a valid option.. though i might just manually change it to 250.

i dont think planes and tanks will be implemented, tanks maybe, planes i think definitly not.... but you never know. theyre talking about changing the stakes into barbed wire which is cool!

A Nerd
05-02-2010, 14:16
Keep me posted! It will probably be awhile until I try out this mod!

The Stranger
05-03-2010, 12:55
http://www.twcenter.net/forums/showthread.php?p=7260368#post7260368

check this post out!

open the hide and see some treats!

A Nerd
05-03-2010, 15:08
That looks amazing! Though I expected all the skins to be those generic green fatigues. I can't begin to imagine how tanks will be implemented, but apparently, we will see soon! Thanks for the link.

The Stranger
05-03-2010, 18:19
no french infantry wore blue, germans wore black. only americans, rus and brits wore green.

A Nerd
05-04-2010, 00:29
I also expected to see the Germans in those helmets that looked reminicent of the ones worn in WWII. The French helmets, the metal ones with two rib like things on the top, and the brits with the metal helmet that had a dome with the visor all the way around (same as Americans). But all the units I saw in the previews looked to have cloth hats. No problem though, I'm not well versed in uniforms of the time anyway.

The Stranger
05-07-2010, 16:37
they dont have a way to implement new models into the game. so as soon as they have a method to do so, you will see helmets, tanks, trenches, machineguns, barbed wire, etc!

A Nerd
05-07-2010, 19:57
I think the mod would be more interesting with the more modern looking infantry units. I didn't know there was a way to mod NTW and ETW as such. Hopefully there is because as of now the mod has quite a bit of appeal.

The Stranger
05-12-2010, 21:10
http://www.twcenter.net/forums/showthread.php?p=7323728#post7323728

take a look at this, the first version of flamethrowers!

A Nerd
05-13-2010, 17:53
That is really neat! I'm more into the MG's, but that is quite a nice touch.

The Sultan
06-04-2010, 07:20
[Aside] It's entirely speculatory in nature but I wouldn't be in the least bit surprised if the next major installment of the TW series was... "The Great War" and if i was CA then I would be timing it's release for 2014 to coincide with the 100th anniversary - plus of course it gives them 4 years to er... *coughs* iron out the bugs. Most of the mechanics are already there with the notable exception of Aircraft - although I did notice a little balloon floating around when I was hammering Boney again last night.

A Nerd
06-04-2010, 13:53
Perhaps WWI in time. They are doing Shogun 2 next.

ELITEofWARMANGINGERYBREADMEN88
06-04-2010, 19:49
I still can't imagine how they would do the battles in this game then.

Sir Kerwick
06-08-2010, 20:06
very cool!

A Nerd
06-08-2010, 22:31
very cool!

Greetings good sir! I haven't tried this mod myself for I haven't tried NTW yet, but perhaps you have or will?

Lucius Verenus
07-03-2010, 14:59
All credit to the modders for trying, but anyone with detailed knowledge of Verdun, Fromelles, Somme, Passchendaele (to name just some major actions) will know that they simply are beyond the scope of any TW engine - probably beyond anything given the current technology and AI capabilities - you simply dont have the large enough scale for the huge numbers of artillery/ machines guns and leave enough slots for the huge infantry units required. Add that to the fact the when the attacker gets into the defenders positions they are usually reduced to 10% or less - and the trench fighting itself devolved into scratch groups of survivors of many units having a 'bombing' fight with similar units of defenders .... almost two totally different battle models.. as for the craters, seas of mud, acres of barbed wire etc etc - crazy (as the war itself was)

Lucius

Jasper The Builder
07-03-2010, 23:46
Damn shame TW have picked shogan instead of a 19th/20th century total war game

Audacia
07-06-2010, 13:59
Hey guys

The Great War mod team is still working on this mod every day, and every day we accomplish something new. Remember, this mod is still very much in beta stage, so expect a lot more, including MG's, tanks, and more WWI-esque type combat. Stop in at TWC for an update once in a while, you'd be surprised how many things can change in a day! And we will also be getting our own Great War forum on TWC soon.

Just a bit of a heads up if you guys havn't heard, TGW is now compatible with the latest NTW patch, allowing guerilla units such as snipers to be deployed outside the deployment zone. Also, our team, specifically a fellow named King Sama has found a way to implement puckle guns from ETW into NTW, which could be the beginings of those beloved machine guns. Along with the puckle guns, we have found a way to implement elephants into NTW as well, which we can possibly reskin and create tanks. We have already found a way to give the elephant rider a musket, so hopefully there can be some headway into making some sort of turret! :laugh4:

As you've already read in this thread, our team leader did a fantastic job in making the AI made for NTW into an AI that acts much more closely to the Great Powers of WWI. Battles are superb, and already have a sense of WWI-esque combat if you ask me, especially the artillery :dizzy2:
As of now, we are still trying to improve the Naval aspect of our mod, so that we can create more WWI-era warships, but this has proved to be very difficult. However, all naval warships are reskinned with iron plating and their stats are equivilant to those of the ships one would see in The Great War.

Last but not least, TGW team is waiting for a model converter, so that MG's, helmets, tanks, or anything else can be implemented into this mod. Hopefully this will arrive shortly, and The Great War Mod will have achieved a revolutionary feat in the world of modifications :laugh4:

A Nerd
07-06-2010, 15:44
That sounds great! I watched some early battles on a youtube page and was quite impressed! I look forward to future progress!

Audacia
07-06-2010, 18:09
That sounds great! I watched some early battles on a youtube page and was quite impressed! I look forward to future progress!

Yes, the battles you watched are quite old, and many changes have been made since them. In fact, in one of them I believe the flags weren't even updated to WWI era yet lol

But still they do give a small hint of what gameplay will be like, the strategy is completely different to win a battle, it truly puts me to the test. Especially with artillery that can blow any attack to pieces.

Also with the campaign gameplay, you may or may not know that the economy has been re-done, in order to allow the human player and the AI to sustain a front line, meaning cheaper recruitment costs and unit upkeep, so ideally any nation can sustain a front just like in WWI without going completely bankrupt

BTW, even when TWC gets back up I'd be glad to keep you guys updated on the mod as a member of the team ;)

A Nerd
07-07-2010, 01:40
BTW, even when TWC gets back up I'd be glad to keep you guys updated on the mod as a member of the team ;)

Sure, I'm always up to hear about how the mod is coming along. I didn't even realize that NTW could be modded as it is in this WWI mod!

King Sama
07-08-2010, 01:12
Hi, I'm on the mod team for the GW mod you are talking about. Audacia gave a pretty good description.

I believe that another member will be trying to convert the elephant models into tanks using the ETW converter, which theoretically should be possible and if it works out we should have tanks sooner than we expected! Also, there was an idea to recreate barbed wire using the stakes we have ingame already.

I think we should contact Mitch and set up a seperate thread here for updates and such. Maybe you could head it Audacia, you seem to have the most experience here.

And to those of you with your doubts, the mod really has done a lot, and has the potential to become a truly incredible mod.

PS. Some crazy smilies you guys got over here :dizzy2:

Audacia
07-08-2010, 01:16
Hi, I'm on the mod team for the GW mod you are talking about. Audacia gave a pretty good description.

I believe that another member will be trying to convert the elephant models into tanks using the ETW converter, which theoretically should be possible and if it works out we should have tanks sooner than we expected! Also, there was an idea to recreate barbed wire using the stakes we have ingame already.

I think we should contact Mitch and set up a seperate thread here for updates and such. Maybe you could head it Audacia, you seem to have the most experience here.

And to those of you with your doubts, the mod really has done a lot, and has the potential to become a truly incredible mod.

PS. Some crazy smilies you guys got over here :dizzy2:

Of course I'd be up for that :laugh4:

Lucius Verenus
07-08-2010, 03:04
I believe that another member will be trying to convert the elephant models into tanks using the ETW converter, which theoretically should be possible and if it works out we should have tanks sooner than we expected! Also, there was an idea to recreate barbed wire using the stakes we have ingame already.

There are two things I was wondering about here, first you would need to be able to plant a lot of reskinned chevaux to replicate barbed wire fields, how can you do this and still get the 'trenches'. The second issue is - assuming a nice zone of barbed wire - aren't the elephants/tanks going to have problems with that ? (also the 'barbed wire' would need to be destructible by artillery fire)

I think this could be the most difficult mod possible to do, all credit for giving it a go :dizzy2:

Audacia
07-08-2010, 03:35
I'll admit I'm not the tech guy when it comes to reskins and models, but I can give you this much consolence, that The Great War team has been working, and works, constantly to create new ideas and solutions.

Our main concerns as of now are, not in any particular order here: (Great War guys feel free to correct me where I'm wrong, I'm not sure if I can speak for the team)
1) implementing the MG's through puckleguns, we have a few breakthroughs there like rate of fire and reloading times
2) solving any bug/issues that still seem to appear with version 4.1
3) the tanks I guess, like I said I don't know if I can speak for the team quite yet
4) and bulking up minor nation's with unique units, naval stats, and creating models for other unique WWI units

Lucius Verenus
07-08-2010, 05:28
Hmm - double posted - sorry

King Sama
07-08-2010, 18:11
There are two things I was wondering about here, first you would need to be able to plant a lot of reskinned chevaux to replicate barbed wire fields, how can you do this and still get the 'trenches'. The second issue is - assuming a nice zone of barbed wire - aren't the elephants/tanks going to have problems with that ? (also the 'barbed wire' would need to be destructible by artillery fire)

I think this could be the most difficult mod possible to do, all credit for giving it a go :dizzy2:
Firstly, we'd need a converter before we do the barbed wire because it needs a new model not just a retexture imo. And I meant the stakes that can be deployed mid-battle, it might not be so accurate but then neither are soldiers carrying around a large stake mid-battle in vanilla. As for elephants, i'm not sure whether they are harmed by stakes, so thats something I have to check. I'm also pretty sure stakes are destructible.

It is a very difficult undertaking especially since we lost our original team leader for unkown reasons, but then again a lot has been done in only 3-4 months of development time.

As for priorities, here's some more:
5)making the starting positions more historical
6) creating new factions from old ones, such as Serbia

And I don't know how far in the future but we are also planning to remake the minor campaigns. I've started on making the peninsula campaign into the Spanish Civil War of 1936, but that will take a while. Also, another member came up with an interesting idea for sub machine guns, so that may come sooner than expected.

Audacia
07-08-2010, 21:25
About the team leader thing, I was never even around to see Thor in action, but I can say with assurance that Mitch has done an excellent job leading the team and organizing/creating new ideas. BTW to those of you at the org, Mitch was the co-creator of the mod, he is now the team leader, and although I cannot compare him to Thor because I never personally knew him, I think Mitch has been and will be a superb leader for this fantastic mod

Audacia
07-10-2010, 15:58
Here's what's due for our next release, this was posted by our team leader the day TWC went back up

The Game Plan

Ok, so we haven't had an update in a long while, due in part because of TWC downtime, we needed some feedback, and I'v been playing a whole load of multiplayer..

But we do have quite a few plans for the next update 4.2.


So far, this is what I know will be coming. Probably we will gather a whole load more when we're completely back on our feet.
We have some lovely Naval updates from Aanker, Iv actualy played with these and they're looking good so far. He also plans to do even more, such as new ship classes. etc
We FINALLY, have the names of the flamethrowers and ALL OF THE SHIPS fixed.
Josst has lead me to believe we will have an extremely nice AI update coming, featuring things such as the AI recruiting less flamethrowers/Snipers and more arty, infantry, like it should.
BUGS, obviously many bugs will be fixed, needless to say they where numerous and we are cutting them down.
Startpos V2, see below for more details.
The fan made units such as the extra Germans, and the Canadians, will have their not so WW1 like uniforms made more WW1-ish. (No more red uniform for Canadians.)
Expect more units. Just a few examples, France will be getting a better navy more specific special classes, more nations will have the special units that can be used such as the German Infiltrator battalion.
Moral, due to the old napoleon ways, losing 50 men in a 100 man unit, has the same effect as losing 50 men in our massive 400 man units.. This will be changed as to achieve the effect that your guys now don't run away so quickly !
New General portraits, no more 18th Century Gen's leading your armies.
More that I'v most likely forgotten.

StartPos V2
Firstly Version 2 will contain all of the nations that where missing in V1, we'll now have brand new nations such as the long awaited Serbia, Netherlands, Romania, Norway and more. Due to the feedback we've gained one major goal of V2 was to make Germany that bit harder, a few things have been adjusted and they should now hopefuly act like the France in vanilla.
There where quite a few alliance and friendship problems inherent in V1 (Germany really liking Italy for example.), these will be fixed and should hopefuly eliviate some of the problems faced with alliances.
Whats more to combine the making Germany stronger, and improved alliances, nations such as the Ottoman Empire will now be allied with Germany.
A few bugs/problems that came about in startpos, such as France had control over one of Germany's barracks, these bugs are now fixed.
Many buildings in V1 were vastly dispraportionate to what should have been had and what was needed to have a functioning AI, such as Germany has no military ports, Britain has developed cities, this has now been spread to the other nations to give much more fairness, and hopefuly get Germany on the right track.
Myself and the Great War team, and a few good friends, have all been playing a lot of MP campaigns, because of this, the startpos will now be tweaked so its fair for everyone and a few improvements here and their. Oh and expect the multiplayer startpos, that I'v given to a few people already, to come in the next update

antisocialmunky
07-13-2010, 13:39
How likely is it that you will even get a model converter? I haven't heard anything from CA about that.

Audacia
07-15-2010, 16:36
When we do get a model converter it will not come from CA, but instead our team leader has hired a computer programmer (I believe) who will assist us in using the tool, or something along those lines.
But we will get the model converter, sooner or later

Also another update MG's and SMG's have been successfully implemented and will appear in our next release, that's right, SMG's too!!

And you might like these, some ship models


https://i422.photobucket.com/albums/pp308/zach72095/The%20Great%20War%20Sigs/shipmodel2.jpg



https://i422.photobucket.com/albums/pp308/zach72095/The%20Great%20War%20Sigs/shipmodel.jpg


AND one more thing, check out www.thegreatwarmod.com if in case this site or TWC goes down, courtesy of pvtgunny it has a forum and everything.
Thanks for supporting TGW mod!

antisocialmunky
07-16-2010, 12:16
I hope he is getting paid well. I would be a pain to reverse engineer a format.

Audacia
07-18-2010, 22:10
Yes it might cost us hundreds of dollars don't worry :laugh4:

Audacia
07-20-2010, 17:56
Ok boys and girls here's another update for you all, The Great War Mod Version 4.2 should be released sometime before the weekend, for those of you interested in downloading the mod just go to http://www.twcenter.net/forums/showthread.php?t=349267, scroll down and click DOWNLOAD!

Also, to keep everyone interested, here's what our Naval update 1.5 (included in 4.2) will look like

Originally posted by Aanker (TGW Mod Team)


Naval Stats Update 1.5 is almost done! Here are some of the changes:

- wind should no longer have any effect on ships
- speeds have been reworked according to data based on Jane's
- armour has been reworked; previously, the armour values seen on the unit data cards were irrelevant.
- every nation can now also build Pre-Dreadnaught battleships. These are heavily armoured, cheaper than (Dreadnaught) battleships and have comparatively short build-time, but slow, short-ranged, inaccurate and outgunned by any modern ship.
- destroyers have been given "torpedoes". These are high-damage, short-ranged weapons that can be used against battleships. Beware, though, that getting into torpedo range can be a problem. This weapon was added to make the destroyer more meaningful, since there are (as of yet) no torpedo boats or submarines.
- three new ships have been given to France: the Courbet class (BB), Bretagne class (BB) and the Charlemagne class (Pre-Dread).

Changes to be made:
- transport ships will be added. Only meant to transport troops: they are very cheap and built very fast. Long campaign movent range will make them a valuable asset to the British during the early campaign game. Do not try to engage anything with them, though, since all they carry are very light guns

And a few wonderfully drawn loading screens by Aanker as well


https://i422.photobucket.com/albums/pp308/zach72095/The%20Great%20War%20Sigs/LifeontheWesternFrontI.jpg



https://i422.photobucket.com/albums/pp308/zach72095/The%20Great%20War%20Sigs/TheSkiesAreClear.jpg


Please do rep this old fellow if you are a member at TWC, and continue to rep TGW team!!

And remember.....

https://i422.photobucket.com/albums/pp308/zach72095/The%20Great%20War%20Sigs/IWANTYOUFORTGW.jpg

Audacia
07-26-2010, 01:59
Alright here we go, lots to tell you and I do hope for a response! There is so much here right now and even more to come on the horizon!

First off, The Great War Modification for NTW Version 4.2 has finally been released! Go to http://www.twcenter.net/forums/showthread.php?t=374691 to download it. Follow the download instruction on the bottom of the page.

You all know what 4.2 consists of from my previous posts, so no need to explain here.

Secondly, The Great War mod finally has a forum on TW Center!! So go to http://www.twcenter.net/forums/forumdisplay.php?f=1608 in order to rep the team, post new ideas, and ask for technical help. This was definitely a huge step for TGW team. :laugh4:

And most importantly, a model converter has finally, finally come out!! So expect helmets, realistic weaponry, trenches, and much more to come in version 4.3!! Tanks are being developed as we speak, so if not in the next release, expect them soon enough. TGW team thanks you all for your support, and we hope you continue to post here and on TWC to voice your support for this exceptional mod :balloon2:

antisocialmunky
07-28-2010, 05:12
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT.

Audacia
08-04-2010, 18:01
A new video I made for the Great War


https://www.youtube.com/watch?v=cxj5iuiE9h4

A Nerd
08-04-2010, 19:02
Terrific video!

The Stranger
08-05-2010, 15:45
the video has been removed, its good though that the mod is advancing so quickly!

Audacia
08-05-2010, 19:37
Sorry guys, I took it down to edit some stuff, its back up now! Better transitions, I fixed the US flag to the 48 star one, and I put some propaganda posters in

Shigemasa Oyamada
08-14-2010, 19:18
I wish I had all the technical knowledge for making mods, as I have alot of ideas for things (I even have thoughts on how a WWII Total War game would work, but it'd probably be too massive for todays computers). Great job on the Mod, and I hope to try it myself. History is something that I love learning about, so promise me your mod will be historically accurate:yes:.

Audacia
08-22-2010, 00:11
I wish I had all the technical knowledge for making mods, as I have alot of ideas for things (I even have thoughts on how a WWII Total War game would work, but it'd probably be too massive for todays computers). Great job on the Mod, and I hope to try it myself. History is something that I love learning about, so promise me your mod will be historically accurate:yes:.

We do our best with historical accuracy, but there is constant debate between historical accuracy and gameplay, so we try our best to find a balance between the two, the best of both worlds

kala baccha
09-07-2010, 11:15
you will see helmets,Hopefully there is because as of now the mod has quite a bit of appeal.

kala baccha
09-07-2010, 11:24
you will see helmets,Hopefully there is because as of now the mod has quite a bit of appeal.




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