Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Brand new No Peace In Our Time 1914 Grand campaign Mod!

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War I] >> Commander - The Great War >> Mods and Scenarios >> Brand new No Peace In Our Time 1914 Grand campaign Mod! Page: [1]
Login
Message << Older Topic   Newer Topic >>
Brand new No Peace In Our Time 1914 Grand campaign Mod! - 4/29/2016 11:16:23 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Ok folks, after a long break from the game, I'm back more refreshed than ever, and I have started to create an all new 1914 - 18 Grand Campaign a couple of weeks ago. Here is the first screen shot showing Austria declaring war on Serbia!

NB: Bulgaria will join the war, and you also will have full manual control of CONVOYS!

Artillery will use 3 Ammunition per attack.

Plus many more Historical Events, and more Tech to available to research.

More info with screen shots to follow soon watch this space!





Attachment (1)

< Message edited by kirk23 -- 5/7/2016 4:19:50 PM >


_____________________________

Make it so!
Post #: 1
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/29/2016 2:32:50 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
The scenario is called No peace in our time. Once its installed, it can be easily selected from the in game Campaign menu.




Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 2
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/29/2016 2:34:43 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Another new event is that the British Grand Fleet have moved to Scapa Flow.




Attachment (1)

< Message edited by kirk23 -- 4/29/2016 2:37:49 PM >


_____________________________

Make it so!

(in reply to kirk23)
Post #: 3
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/29/2016 5:12:25 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Manual control of convoys.

Plus special thank you to DanielHerr For helping me find out how to get the UNMOVED CONVOY message to appear in game.






Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 4
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/29/2016 10:11:48 PM   
Dennistoun


Posts: 233
Joined: 10/17/2007
From: Perth, Scotland.
Status: offline
Great stuff, Kirk!! Looking forward to it!!

(in reply to kirk23)
Post #: 5
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/29/2016 11:28:17 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Ah!!! A fellow bear HELLO HELLO!

_____________________________

Make it so!

(in reply to Dennistoun)
Post #: 6
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/30/2016 1:00:55 AM   
DonCzirr


Posts: 464
Joined: 10/3/2014
Status: offline

quote:

ORIGINAL: teddy

Great stuff, Kirk!! Looking forward to it!!



+ 1

Wonderful to see that creative folks are still breathing life into this game.

I'll be looking forward to this as well.

_____________________________

Man schlägt jemanden mit der Faust und nicht mit gespreizten Fingern !

https://www.facebook.com/profile.php?id=100032812112896

(in reply to Dennistoun)
Post #: 7
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/30/2016 9:04:33 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Thank you!

Another all new feature is the change I'm play testing for unit deployments!Land Unit Deployments can only be placed at Capital Cities 6 units maximum per Capital city, or near water for all Naval units.

Plus very important Convoy only provide PPs no Manpower bonus for Britain or France & Germany!

Historical Colonial Troop arrivals will, have to be Transported via sea. ( NO STAR TREK BEAM ME DOWNS ALLOWED) This is World War One and not science fiction.




Attachment (1)

< Message edited by kirk23 -- 4/30/2016 9:12:35 AM >


_____________________________

Make it so!

(in reply to DonCzirr)
Post #: 8
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/30/2016 9:21:43 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Germany starts the war with the Railroad gun. There has been a tech change to this, more revealed shortly.( This change along with the fact that early war Fighters have no effect on land units, Fighters early war are only good for Recon.




Attachment (1)

< Message edited by kirk23 -- 4/30/2016 9:24:22 AM >


_____________________________

Make it so!

(in reply to kirk23)
Post #: 9
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/30/2016 9:28:51 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Tech change to Railgun research!

Previously in game there was only the Super Railgun. Now there is research for 2 upgrades, you start the game with the Rail gun, then you research the Super Railgun, and then you research the Rolling Recoil.




Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 10
RE: Brand new 1914 - 18 Grand campaign Mod! - 4/30/2016 8:57:22 PM   
Dennistoun


Posts: 233
Joined: 10/17/2007
From: Perth, Scotland.
Status: offline
Hello! Hello! to you too!

(in reply to kirk23)
Post #: 11
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/1/2016 1:56:24 AM   
demyansk


Posts: 2840
Joined: 2/20/2008
Status: offline
Good job on keeping the game alive

(in reply to Dennistoun)
Post #: 12
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/2/2016 5:22:06 AM   
operating


Posts: 3158
Joined: 1/19/2013
Status: offline
Kirk,

Have not fired up your new campaign yet, got to hand it to ya, you are doing one bang up job!

All the best, Bob

(in reply to kirk23)
Post #: 13
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/3/2016 7:52:11 PM   
TheGreatRadish

 

Posts: 121
Joined: 1/21/2006
Status: offline

quote:

ORIGINAL: kirk23

Ah!!! A fellow bear HELLO HELLO!


Make that another! Hoping that the Hivs get a damn good thrashing in the final, until then I shall enjoy your great work!

(in reply to kirk23)
Post #: 14
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/7/2016 3:41:16 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Ok back to what is happening with the No Peace In Our Time scenario mod. I have added the Rotary Engine tech for Fighters, as Bombers now use Inline Engines.







Attachment (1)

_____________________________

Make it so!

(in reply to TheGreatRadish)
Post #: 15
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/7/2016 4:15:45 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Bomber Tech now have Internal bombs available for research late war.




Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 16
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/8/2016 12:13:10 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
All new Russian Dreadnought art work ( Gangut class )




Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 17
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/8/2016 4:54:40 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Admiral Sir John Jellicoe is in command of the Grand fleet, as soon as Britain joins the war, and he has a new Dreadnought to command as well, new art done for Iron Duke class this was the newest type of Dreadnought available to Britain in 1914.




Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 18
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/8/2016 5:40:34 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Here is a 1/200 scale model of the Viribus Unitis Austrian Dreadnought, I have re-scaled it to appear in game, this is the type of thing I want to acheive for all naval ships in the game.




Attachment (1)

_____________________________

Make it so!

(in reply to kirk23)
Post #: 19
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/9/2016 1:52:39 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Until further notice all work on this mod is on hold! I'm awaiting a reply from support, or anyone who has a good understanding of Lua scripts, that will allow me to force the AI to repair its ships, because without this option, there is no point in me trying to improve the game, as it will be a pointless exercise, for me personally I'm only interested in the Naval side of the game,the bottom line is if the AI won't repair its ships, then I will shelve the game until it will do. If I can't find an answer to this problem, all my involvement with the game will end, and I will be left with no alternative but to uninstall permanently. I'm bitterly disappointed by lack of tech support from the game designers, who appear to have ridden of into the sunset, never to be heard from again.

Have you seen the CTGW TECH SUPPORT : I think this is them last seen Riding of into the sunset!




Attachment (1)

< Message edited by kirk23 -- 5/9/2016 2:04:46 PM >


_____________________________

Make it so!

(in reply to kirk23)
Post #: 20
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/10/2016 10:20:57 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
As it looks very likely, that I will find it extremely difficult, to solve the problem as to why the AI does not repair its ships.

I will make available to all gamers within the next week, the Bulgarian failure to enter the war fix, along with the Manual control of convoys, these two things above all else matter most to the game players at the moment.

_____________________________

Make it so!

(in reply to kirk23)
Post #: 21
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/10/2016 7:55:19 PM   
Dennistoun


Posts: 233
Joined: 10/17/2007
From: Perth, Scotland.
Status: offline

quote:

ORIGINAL: kirk23

As it looks very likely, that I will find it extremely difficult, to solve the problem as to why the AI does not repair its ships.

I will make available to all gamers within the next week, the Bulgarian failure to enter the war fix, along with the Manual control of convoys, these two things above all else matter most to the game players at the moment.

Thanks Kirk! Thanks for trying! Shame no-one is around anymore to help you.

(in reply to kirk23)
Post #: 22
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/10/2016 10:46:40 PM   
operating


Posts: 3158
Joined: 1/19/2013
Status: offline
Quite honestly, I can live without the AI ship repair, after-all, the AI does spam units. What units will it likely to spam? Naval I'm not sure (?), however, the AI has a propensity to spam land units. In MP this is not a problem, it's a matter of choice for repairs. I'm seeing a situation: Where does the AI allocate PP during a turn? What percent of PP to where, or rather % of PP to what use?

(in reply to kirk23)
Post #: 23
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/16/2016 12:47:00 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
I'm back working on the mod, as I have been given info on how to trick the AI into repairing its navy.( A great many thanks too Robotron over at the Slitherine forum)


Here is a screen shot I took of some new art for late war German bombers, the 3D art still needs resized slightly, so I'm showing it as a demo at this stage, because its a work in progress. What do you think of Aircraft art displayed at this new angle?




Attachment (1)

< Message edited by kirk23 -- 5/16/2016 12:50:17 PM >


_____________________________

Make it so!

(in reply to operating)
Post #: 24
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/16/2016 8:38:08 PM   
Dennistoun


Posts: 233
Joined: 10/17/2007
From: Perth, Scotland.
Status: offline

quote:

ORIGINAL: kirk23

I'm back working on the mod, as I have been given info on how to trick the AI into repairing its navy.( A great many thanks too Robotron over at the Slitherine forum)


Here is a screen shot I took of some new art for late war German bombers, the 3D art still needs resized slightly, so I'm showing it as a demo at this stage, because its a work in progress. What do you think of Aircraft art displayed at this new angle?




Very nice Kirk!

(in reply to kirk23)
Post #: 25
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/24/2016 8:41:35 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
I have been play testing a work around for a long time problem for upgrading Artillery,in relation to gas use. I have made it so that gas is used by Railgun upgrade and not by standard artillery units, this change makes it easy,for players to make the decision wether to use gas when attacking.

_____________________________

Make it so!

(in reply to Dennistoun)
Post #: 26
RE: Brand new 1914 - 18 Grand campaign Mod! - 5/25/2016 11:53:22 PM   
operating


Posts: 3158
Joined: 1/19/2013
Status: offline
Kirk, What if there is no rail-lines close to where you would like to attack with gas?

(in reply to kirk23)
Post #: 27
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War I] >> Commander - The Great War >> Mods and Scenarios >> Brand new No Peace In Our Time 1914 Grand campaign Mod! Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.125