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Re: [MOD] Project X (worktitle)
Posted: Sun Dec 23, 2012 12:09 am
by naughtybalrog
Churchy & Niki,
I love this Mod!
The maps are well thought out and tough - plenty of variety... I appreciate your humbleness, but your maps are world-class.
Units are well placed and fun to beat. Finally, an excellent defense of Paris! And the Maginot line is a biyotch to neutralize...
Scenarios are unique and a celebration of design + diversity.
Bravo gentlemen! O God please keep making more scenarios and Mods
Re: [MOD] Project X (worktitle)
Posted: Sun Dec 23, 2012 3:31 pm
by churchlakecity
And this is only the vanilla-edition.....the main mod will be much mightier....will be a monster-mod.....and nearby all will be different to vanilla....an much,much,really much more units......but no more vanilla units,only custom units......
I wish all you people merry christmas and a happy new year.......New year,new possibilities...stay tough...
Re: [MOD] Project X (worktitle)
Posted: Sun Dec 23, 2012 3:44 pm
by churchlakecity
Some (proto-)Unit preview.....sorry about the sharpness....i made a little mistake by creating the screens...

Re: [MOD] Project X (worktitle)
Posted: Sun Dec 23, 2012 3:50 pm
by churchlakecity
Preview 2:
Re: [MOD] Project X (worktitle)
Posted: Sun Dec 23, 2012 3:52 pm
by churchlakecity
Preview 3: Sorry about the sharpness...normally they looks very better....

Re: [MOD] Project X (worktitle)
Posted: Sun Dec 23, 2012 3:53 pm
by churchlakecity
Preview 4:
Re: [MOD] Project X (worktitle)
Posted: Sun Dec 23, 2012 3:58 pm
by churchlakecity
You can watch all screens in full quality in this thread here:
http://www.designmodproject.de/forum/vi ... 71&start=0
Sorry,i dont know what happens with the sharpness....

Re: [MOD] Project X (worktitle)
Posted: Sun Dec 23, 2012 4:01 pm
by nikivdd
No problem they are very watchable, the units took a peek in your Kühlschrank

Re: [MOD] Project X (worktitle)
Posted: Sun Dec 23, 2012 4:12 pm
by churchlakecity
There's no place because of my Bacardi Rum.....
Re: [MOD] Project X (worktitle)
Posted: Mon Dec 24, 2012 11:17 am
by nikivdd
Promotion gift
A Fata Morgana in the desert
Fortress Tobruk (El Agheila 41 scenario)
Re: [MOD] Project X (worktitle)
Posted: Mon Dec 24, 2012 6:29 pm
by naughtybalrog
Tobruk looks to be a gas to conquer!

Re: [MOD] Project X (worktitle)
Posted: Tue Dec 25, 2012 11:07 am
by nikivdd
naughtybalrog wrote:Tobruk looks to be a gas to conquer!

The first version of El Agheila 41 proved too easy to take Tobruk, which is not the purpose of this scenario. Tobruk was taken in 1942, not 1941. The second version should be discouraging enough, not to waste resources on an objective which is not required for a DV/MV. The 6-es shown on the screenshot is part of the script, to trigger an action which disables Tobruk as a primary objective. Players will get their chance in 1942 to penetrate the defenses around Tobruk and to take the main prize itself.
After Fall Rot (France) the campaign splits threeways. The first branch of the campaign that is being developed goes via Spain to North Africa. Progress there is that all scenarios are done up to december 1941. And i started working on the 1942 scenarios (El Agheila 42, Gazala, Tobruk, ...). The other two branches after Fall Rot is first of all via Switzerland to Eastern Europe and the other branch gives you the opportunity to kick the British out of the war (in Europe). The latter, if succesful, opens an entire new campaign branch (which i even didn't attempt in GTPG) like for example the capture of Greece without the British and a somewhat different campaign in the USSR than the route via Switzerland.
Operation Crusader: my first test of the scenario
Re: [MOD] Project X (worktitle)
Posted: Thu Dec 27, 2012 1:49 am
by naughtybalrog
Re: [MOD] Project X (worktitle)
Posted: Thu Dec 27, 2012 8:02 am
by nikivdd
We've been testing different kinds of scenarios in the desert. Several are plain blitzkrieg (El Agheila 41, Halfaya Pass, Skorpion), cunning and dare (Brevity, Battleaxe) and survival of the tactical fittest (Crusader).
Re: [MOD] Project X (worktitle)
Posted: Fri Dec 28, 2012 1:08 am
by naughtybalrog
This Mod is teriffic! Best yet and that is saying something.
Am wondering just how large this will grow into... my dream is that it not end... hahaha

Re: [MOD] Project X (worktitle)
Posted: Fri Dec 28, 2012 12:36 pm
by nikivdd
Angriff Gazala 1942
Re: [MOD] Project X (worktitle)
Posted: Fri Dec 28, 2012 10:19 pm
by nikivdd
How to spend a couple of hours on a Friday.
That is a part from the 50x70 map.
Re: [MOD] Project X (worktitle)
Posted: Fri Dec 28, 2012 11:55 pm
by RobertCL
Hi,
1st couple of questions:
I used GME to install the campaign (MOD folder of the game) then the campaign appears twice in game, is this normal ?
Unfortunately GME tells me your mod is not compatible with REDUX Sound mod 1.11, is it done on purpose ?
Re: [MOD] Project X (worktitle)
Posted: Sat Dec 29, 2012 6:47 am
by nikivdd
RobertCL wrote:Hi,
1st couple of questions:
I used GME to install the campaign (MOD folder of the game) then the campaign appears twice in game, is this normal ?
Unfortunately GME tells me your mod is not compatible with REDUX Sound mod 1.11, is it done on purpose ?
The mod doesn't require to be loaded into GME, just to be extracted in /documents/games/panzer corps/mods and it uses vanilla stock only. You might need GME to run the sound mod.
Re: [MOD] Project X (worktitle)
Posted: Sat Dec 29, 2012 9:42 am
by RobertCL
Perfect!
Losing the Sound redux mod would have been a real tragedy!
I also thought it was in My documents\My games\Pz Corps\Mod instead of Pz Corps\Mod with GME.
I had chosen GME when I saw the content of your directories believing that such huge changes were for GME, usually campaigns in My documents have only scenario briefings.
Anyway problem solved, the game only appears once and the sound mod works.