Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

New Mod CS / DG meets PG3D

 
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 II] >> John Tiller's Campaign Series >> New Mod CS / DG meets PG3D Page: [1] 2 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
New Mod CS / DG meets PG3D - 3/15/2007 3:43:57 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Hallo
Here are screens from the new great 600 MB -Mod for WF v.1.05 or DG with many new features.
The way of the german first tank division (day by day Campaign from Fall Weiß / Fall Gelb / Fall Rot to Barbarossa)

Bulson 14th May 1940



Stonne 15th May 1940



Rethel 16th May 1940




_____________________________

Post #: 1
RE: New Mod CS / DG meets PG3D - 3/15/2007 3:45:30 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline


(in reply to Dumnorix)
Post #: 2
RE: New Mod CS / DG meets PG3D - 3/15/2007 4:00:08 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Or a view to a global Multiplayer Normandy - Scn:
Screens from an e-mail play:






(in reply to Dumnorix)
Post #: 3
RE: New Mod CS / DG meets PG3D - 3/15/2007 4:10:55 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
In the north of Stalingrad / Uranus Multiplayer


Cherbourg / Normandy -Scn


(in reply to Dumnorix)
Post #: 4
RE: New Mod CS / DG meets PG3D - 3/15/2007 4:26:04 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Screens from the Multiplayer-Scn Gazala

In this game 10 turns are one day:
1 = night turn (starshells)
2 = dawn turn
3 - 8 day turns
9 = dusk -turn
10 night turn (only in sommer scenarios)
Visi. is 5 = 5km (dry an clear)



< Message edited by Dumnorix -- 3/15/2007 4:38:35 PM >

(in reply to Dumnorix)
Post #: 5
RE: New Mod CS / DG meets PG3D - 3/15/2007 4:51:22 PM   
Boonierat


Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline
WOW now that's what I call modding!  these are Panzer General 3 graphics right? superb job you've done.

< Message edited by Boonierat -- 3/15/2007 4:56:59 PM >


_____________________________


(in reply to Dumnorix)
Post #: 6
RE: New Mod CS / DG meets PG3D - 3/15/2007 7:01:04 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Here are the new terrain version only for Northwest-Europe-Typ (Sommer and Dry). This is not all.


< Message edited by Dumnorix -- 3/15/2007 7:06:24 PM >

(in reply to Boonierat)
Post #: 7
RE: New Mod CS / DG meets PG3D - 3/15/2007 7:27:35 PM   
Boonierat


Posts: 539
Joined: 11/11/2003
From: The Boonies
Status: offline
Where can it be downloaded?

_____________________________


(in reply to Dumnorix)
Post #: 8
RE: New Mod CS / DG meets PG3D - 3/15/2007 7:49:44 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
And here the polish army - yes its a full funktionally armoured train "Danuta" I use the emty slot in the movement-script.

(in reply to Boonierat)
Post #: 9
RE: New Mod CS / DG meets PG3D - 3/16/2007 12:20:20 AM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
and here are the winter-terrain-typs for the East.

(in reply to Dumnorix)
Post #: 10
RE: New Mod CS / DG meets PG3D - 3/17/2007 10:23:17 PM   
z1812


Posts: 1796
Joined: 9/1/2004
Status: offline
Hi Dumnorix,

Excellent!! As Boonierat has asked. Where do we download it?

Regards John

(in reply to Dumnorix)
Post #: 11
RE: New Mod CS / DG meets PG3D - 3/18/2007 12:09:02 AM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
1942 - The 2nd Gebirgsjäger Division fight in the north of Caucasus. On the right side you can see a full funtionally tunnel (A street goes to this mountain and its full funtionally.) Infantry had an bonus to fight in this hex and can not destroyed by artillery.(RS) In the middle is an small russian city.

A Ju87G and the new animations.


I used this mountain grafik also in the ardennes, in italy, sicily and spain.

< Message edited by Dumnorix -- 3/18/2007 2:03:32 AM >

(in reply to z1812)
Post #: 12
RE: New Mod CS / DG meets PG3D - 3/23/2007 4:47:38 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
New animations (runnings for 26 nations / 2 seperate fire-animations / explosion-animations)



The nations are:
01 UdSSR
02 Germany
03 Italy
04 Hungary
05 Finland
06 Slowakia
07 Poland
08 France
09 UK
10 USA
11 Netherland
12 Belgium
13 Yugoslavia
14 Norway
15 Greece
16 Vichy France
17 Commenwealth (Indiantroops)
18 Commenwealth (Australia / Canadian / South-Afrika)
19 Free France
20 Franko Spain
21 SS
22 Republik Spain
23 Japan
24 Germany (Paratroops runnings)
25 Germany (North Afrikan Troops with spezial unitcards and runnings)
26 Germany (Marineinfanterie runnings -black)

< Message edited by Dumnorix -- 3/26/2007 3:37:07 AM >

(in reply to Dumnorix)
Post #: 13
RE: New Mod CS / DG meets PG3D - 3/25/2007 10:42:55 PM   
Warhorse


Posts: 5712
Joined: 5/12/2000
From: Birdsboro, PA, USA
Status: offline
I don't think it is available.....

Mike


_____________________________

Mike Amos

Meine Ehre heißt Treue
www.cslegion.com

(in reply to Dumnorix)
Post #: 14
RE: New Mod CS / DG meets PG3D - 3/26/2007 3:33:20 AM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Naturally it is present, I stands at present only in negotiations with matrix Games, because of a publication. I would like reluctantly free of charge to deliver my hard work in addition, there the new features and before all the map material am innovative for an overall display of the WWII. H.Balck

(in reply to Warhorse)
Post #: 15
RE: New Mod CS / DG meets PG3D - 3/26/2007 3:59:19 AM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Screens from the Multiplayer scn. Normandy:
The east side north of Caen:(5th view)

The west side: Utah / Omaha - Carentan etc:(5th view)





All Multiplayer-Scn are with night-turns ! (in Normandy turn 1, 10, 11, 20, 21, 30, 31, etc are night turns.This is very good fpr defensive or offensive operations in the morning.


< Message edited by Dumnorix -- 3/26/2007 4:11:32 AM >

(in reply to Dumnorix)
Post #: 16
RE: New Mod CS / DG meets PG3D - 3/27/2007 2:53:46 AM   
AndyfromVA1

 

Posts: 34
Joined: 7/8/2006
Status: offline

quote:

ORIGINAL: Dumnorix

Naturally it is present, I stands at present only in negotiations with matrix Games, because of a publication. I would like reluctantly free of charge to deliver my hard work in addition, there the new features and before all the map material am innovative for an overall display of the WWII. H.Balck


I would pay a reasonable price for it.

(in reply to Dumnorix)
Post #: 17
RE: New Mod CS / DG meets PG3D - 3/28/2007 10:03:05 PM   
cas123

 

Posts: 1
Joined: 3/28/2007
Status: offline
Hello everybody, this is my first message in this forum. I want to let you know that I am testplaying the Normandy scenario of the CS meets PG3D game in a E-mail game with the creator of the game mod. We are on turn 40 now. The game runs smooth and looks great. Becausse of a different scale of the game in hexes and units the die-hard CS gamer have to get used to it for a moment, but after that you will get addicted. The eyecandy is wonderfull but most of all the game get much more in it. I have seen the future plans of this game(mod) and there is a lot to come!! The gamemod has the historic perfection of the HPS campaign series but looks so much better. From graphics to sounds and gameplay, everything is improved. I hope this game(mod) will get a own life inside or beside the incomming Matrixgames CS remake. The creator of the CS meets PG3D mod did a great job. I have hundreds of wargames but this is that "Once a 5 years game" you go to spent a part of your life on. FOLLOW this project!

Caspar

(in reply to Dumnorix)
Post #: 18
RE: New Mod CS / DG meets PG3D - 3/29/2007 1:32:56 AM   
Krec


Posts: 548
Joined: 3/9/2001
From: SF Bay Area
Status: offline
Got to love it.

We as wargammers know what we like from a wargame.  for some reason alot of designers are either good at the nuts and bolts or good at the presentation.  But not since SPwaw have we got a game that was good at both.  I cant stand the graphics of tillers games.  my kid can draw better then that .  The CS  had prtty good graphics but the game play was a liitle iffy.  Please ..Develop a game that plays great and looks great .   To this very day i am a die hard SPWAW player ,    why..........because the game has all the ww2 units,  looks good,  is easy to play and to learn,  has online email and campainge play.    you get to buy yor force ,  basically the game has it all.   i wish to god somebody would take SPWAW to the next level ,  and i dont mean with 3d crap and fancy maps.   just perfect it.  we  as players know what the games flaws are and they are few,  it just needs a face lift and some neat tweaks.   so ty mr. modder for a great effort and i hope this game cancome to life and give all us die hards years of pleasure. 

_____________________________

"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." Patton


(in reply to cas123)
Post #: 19
RE: New Mod CS / DG meets PG3D - 3/29/2007 3:04:33 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Thanks wargamer for your hope and critic.

destroyer - cruiser - battleship - submarine

A battleship in the winter - water- grafik -fire animation.
To your reward there is a first impression of new unit animations - here the maritime variants,

H.Balck

< Message edited by Dumnorix -- 3/29/2007 3:10:56 PM >

(in reply to Krec)
Post #: 20
RE: New Mod CS / DG meets PG3D - 3/29/2007 3:44:20 PM   
z1812


Posts: 1796
Joined: 9/1/2004
Status: offline
Hi Dumnorix,

Excellent work. The graphics and animations look great.

Regards John

(in reply to Dumnorix)
Post #: 21
RE: New Mod CS / DG meets PG3D - 3/29/2007 5:16:31 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
New ground animations for runnings and flags.


< Message edited by Dumnorix -- 3/29/2007 6:40:05 PM >

(in reply to z1812)
Post #: 22
RE: New Mod CS / DG meets PG3D - 3/29/2007 6:56:19 PM   
kafka

 

Posts: 159
Joined: 6/11/2004
Status: offline
excellent work, didn't know that CS is so moddable, though graphics are not so important to me as gameplay

in the first post you wrote that there is a day-by-day campaign, does it cover the entire conflict in the east? What has changed in the campaign gameplay - this is much more important to me

thanks

(in reply to Dumnorix)
Post #: 23
RE: New Mod CS / DG meets PG3D - 3/29/2007 7:25:58 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Animated Briefings in linked Campaigns.

or with original film-documents:

Example 13rd may 1940 "Fall Gelb"-Campaigne:
The XIX.AK threw to 12.5.40 in the sharp Fighting the enemy nearly everywhere on the Maas. To the Maas is to be counted on strong defense. The emphasis of the battle in the west is appropriate to 13.5.40 at the group of Kleist. Their goal is forcing the Maas transition between Montherme and Sedan. For this nearly the whole German aerial engagement federations are used. They are smashed in the rolling eight-hour employment the French Maas defense. The corps forces the transition between Bar and Bazeilles. Attack: 1. Right: 2.PzDiv between Canal of the Ardennes and Maas sharpens, 2nd center: Strengthened one 1.PzDiv between Maas sharpens and Torcy, 3. left: 10.PzDiv between Sedan and Bazeilles. Their PzDiv with subordinated InfRgt GD advanced after the cleaning of the Maasbulge first up to the road Bellevue Torcy. Then the division continues the attack on the heights of the Bois de la Marfee and breaks through afterwards to line Chehery - Chaumont. Art.Kdr.101 prepares transition over the Maas with fogging and supports the attack of the Div. in accordance with firing chart.
gez: General Guderian (Kommandeur XIX.Panzerkorps)

in german:
Das XIX.AK hat am 12.5.40 im scharfen Zupacken den Feind fast
überall auf die Maas geworfen. An der Maas ist mit starker Verteidigung
zu rechnen. Der Schwerpunkt der Schlacht im Westen liegt am 13.5.40
bei der Gruppe von Kleist. Ihr Ziel ist das Erzwingen des Maas-Übergangs
zwischen Montherme und Sedan. Hierzu werden fast die ganzen deutschen
Luftkampfverbände eingesetzt. Sie werden im rollenden achtstündigen
Einsatz die französische Maas-Verteidigung zerschlagen. Das Korps erzwingt
zwischen Bar-Mündung und Bazeilles den Übergang. Es greifen an:
1. Rechts: 2.PzDiv zwischen Canal des Ardennes und Maas-schleife,
2. Mitte: Verstärkte 1.PzDiv zwischen Maas-schleife und Torcy,
3. Links: 10.PzDiv zwischen Sedan und Bazeilles. Ihre PzDiv mit
unterstelltem InfRgt GD stößt nach der Säuberung des Maasbogens
zunächst bis zur Strasse Bellevue-Torcy vor. Sodann setzt die
Division den Angriff auf die Höhen des Bois de la Marfee fort und
stößt anschließend bis Linie Chehery - Chaumont durch. Art.Kdr.101
bereitet Übergang über die Maas mit Einnebelung vor und unterstützt
den Angriff der Div. gemäß Feuerplan.
gez: General Guderian (Kommandeur XIX.Panzerkorps)



< Message edited by Dumnorix -- 3/31/2007 6:23:07 AM >

(in reply to kafka)
Post #: 24
RE: New Mod CS / DG meets PG3D - 3/30/2007 2:28:50 AM   
Warhorse


Posts: 5712
Joined: 5/12/2000
From: Birdsboro, PA, USA
Status: offline
Very, very nice!!!

Mike


_____________________________

Mike Amos

Meine Ehre heißt Treue
www.cslegion.com

(in reply to Dumnorix)
Post #: 25
RE: New Mod CS / DG meets PG3D - 3/30/2007 7:23:52 AM   
TAIL GUNNER

 

Posts: 1152
Joined: 4/27/2005
From: Los Osos, CA
Status: offline
Looks good, (ok, the moving lips is pure cheese)


But what do the on-map units in this mod represent? Battalions?

Keep up the good work...

(in reply to Warhorse)
Post #: 26
RE: New Mod CS / DG meets PG3D - 3/30/2007 1:50:35 PM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
Status: offline
Nice job!

_____________________________


(in reply to TAIL GUNNER)
Post #: 27
RE: New Mod CS / DG meets PG3D - 3/31/2007 6:49:05 AM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
New unitcards with original filmmaterial:


Re Juggalo: The units represent Battlions - with 20-80 vehicles or 200 to 800 menpower.

(in reply to Marc von Martial)
Post #: 28
RE: New Mod CS / DG meets PG3D - 3/31/2007 4:51:26 PM   
Willy Bitrich

 

Posts: 1
Joined: 3/31/2007
Status: offline
HI, I also play the mod of Dumnorix via E-mail aginst him. I just cann tell you, that this game is really, really good. I only play the Beta-version and it definitly rocks! What I esspecialy like, is the strategic deepness of the game. The huge maps you are playin give you a lot of stategic options that you never ever had in other stategy games. The tactical battles are also great.
Dumorix also cares a lot about historical correctness what is extremly important to me!
To make it short: If you like strategy games with historial backround, you will fall in love with this game!

(in reply to Dumnorix)
Post #: 29
RE: New Mod CS / DG meets PG3D - 3/31/2007 6:13:01 PM   
kafka

 

Posts: 159
Joined: 6/11/2004
Status: offline
hi Willy Bitrich

can you tell a little more about the the changes in the campaign mode and give some details on the strategic depth?

thanks

(in reply to Willy Bitrich)
Post #: 30
Page:   [1] 2 3   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> John Tiller's Campaign Series >> New Mod CS / DG meets PG3D Page: [1] 2 3   next >   >>
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

0.674