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Re: GTPG Grand Campaign(requesting playtesters for v1.0)
Posted: Tue Apr 10, 2012 4:02 pm
by nikivdd
airbornemongo101 wrote:That is a truly awesome briefing,it definitely help with the story line and player immersion.
My thanks to Ceek and Nico for coming up with this great idea and doing the work.
Kudos gentlemen,,,kudos
It does, doesn't it?
Whatever GTPG v1.0 will be, is also SS-GTPG v1.0.
I believe we are very privileged to be part of an outstanding Panzer Corps community.
Re: Briefings
Posted: Tue Apr 10, 2012 5:49 pm
by Ballermann
nikivdd wrote:Until now the briefings were a weak factor in the campaign but this is going to change.
Thanks to Ceek, the briefings receive a substantial upscaling (and also the debriefings!). Tarrak is doing the german version.
Wonderfully, thats good news

Scenario 61: Gothic Line
Posted: Wed Apr 11, 2012 7:19 pm
by nikivdd
Scenario 61: Gothic Line
(this is only a part of the map)
First playtest rounds 1 and 2
http://www.youtube.com/watch?v=ZhctRZUTA4c
(the "HD" version should be available tomorrow or so)
The 3 parts of the Moscow43 scenario is available in "HD". It took me almost 2 hours to finish this mission.
http://www.youtube.com/user/Nikivdd1/videos
Re: GTPG Grand Campaign v0.1
Posted: Thu Apr 12, 2012 4:41 pm
by produit
I finished the Sevastopol map, and I think that it could be improved.
As soon as you crack the outer defenses, the rest of the map is a walkover. There are just 9 infantry units in the core of the city and most of the other city hexes, such as Dzhanshley, Yukharina, Omega or Kadykovka are empty. In the original PG game, that would not be a problem, as the AI will buy a lot of units filling all these city hexes. But in PC, it will not be the case. It would be really better if there would be artillery units and much more infantry in the center. I would perhaps add 2-3 tanks units around the city. Sevastopol needs to be hard to take. Forts could also be added, instead of strongpoints, which are easily destroyed.
To counter this increased opposition, the number of turns could also be increased.
Re: GTPG Grand Campaign v0.1
Posted: Thu Apr 12, 2012 6:00 pm
by nikivdd
produit wrote:I finished the Sevastopol map, and I think that it could be improved.
As soon as you crack the outer defenses, the rest of the map is a walkover. There are just 9 infantry units in the core of the city and most of the other city hexes, such as Dzhanshley, Yukharina, Omega or Kadykovka are empty. In the original PG game, that would not be a problem, as the AI will buy a lot of units filling all these city hexes. But in PC, it will not be the case. It would be really better if there would be artillery units and much more infantry in the center. I would perhaps add 2-3 tanks units around the city. Sevastopol needs to be hard to take. Forts could also be added, instead of strongpoints, which are easily destroyed.
To counter this increased opposition, the number of turns could also be increased.
Gladly
Thanks Produit.
Briefings in french
Posted: Thu Apr 12, 2012 6:09 pm
by nikivdd
Translated by Produit, the v1.0 will have briefings in french. Thank you very much!

Re: GTPG Grand Campaign v0.1
Posted: Sat Apr 14, 2012 7:12 am
by produit
Played through the Dieppe 1 scenario (I want to go through the liberation of the 6th army).
Nice scenario (DV 7/15). The second air wave came really early and was a pain. But killing the troops on the ground was easier... I did invest quite a lot of prestige however for upgrade and reinforcement.
An error, the debriefing of Dieppe 1 is the same as the one of Stalingrad.
Re: GTPG Grand Campaign v0.1
Posted: Sat Apr 14, 2012 7:42 am
by nikivdd
produit wrote:Played through the Dieppe 1 scenario (I want to go through the liberation of the 6th army).
Nice scenario (DV 7/15). The second air wave came really early and was a pain. But killing the troops on the ground was easier... I did invest quite a lot of prestige however for upgrade and reinforcement.
An error, the debriefing of Dieppe 1 is the same as the one of Stalingrad.
You did the right thing, keep focusing on those ground troops. The airunits reinforcement is an attempt to unbalance the player (a diversion). At least you got a StuGIV

.
The other version should be easier with the 2 new core units (Tiger I+StuGIV).
I did the Dieppe1 test in 9/15 turns, i think i am going to drop it to 12 turns.
I checked the debriefings, i must have corrected it in the meantime.
Re: GTPG Grand Campaign v0.1
Posted: Tue Apr 17, 2012 12:31 pm
by produit
Played the Moscow 43. Did not change a lot since the last version I played (SS-GTPG).
The TA152H is however a bit surprising, as this plane flew for the first time one year later (nov. 1944). The FW190D is already an advanced version of the aircraft, but a TA152 is perhaps a bit too much. I would replace it by a FW190.
I was also surprise by the possibility at the end of the map to go direct to Western Berlin. It means that you are sitting around for more than one year... A bit surprising.
Re: GTPG Grand Campaign v0.1
Posted: Tue Apr 17, 2012 1:29 pm
by nikivdd
produit wrote:Played the Moscow 43. Did not change a lot since the last version I played (SS-GTPG).
The TA152H is however a bit surprising, as this plane flew for the first time one year later (nov. 1944). The FW190D is already an advanced version of the aircraft, but a TA152 is perhaps a bit too much. I would replace it by a FW190.
I was also surprise by the possibility at the end of the map to go direct to Western Berlin. It means that you are sitting around for more than one year... A bit surprising.
I added the possibility to go to West Germany for people with a death wish
Don't take that option too serious.
Re: GTPG Grand Campaign v0.1
Posted: Tue Apr 17, 2012 5:22 pm
by produit
D-Day map. Really a though one. It was difficult to keep my air force alive.
I don't know if you put a bit too many 5 stars units, especially the Tempest/typhoon aircraft. What is a bit annoying is that the enemy can have more experienced units as the German (exp. cap at 460). I would also perhaps remove the VH on Le Havre. The AI got stuck with a lot of units around the city, even if I had to bring reinforcement to defend it. The problem is that the thrust against Caen was really limited.
A last point, Canadian troops are missing, and more infantry could be more interesting.
To summarize, I would perhaps reduce the quality of some units, but increase the number of Allies land units. It would let the feeling of waves after waves of enemy troops landing...
I am complaining a bit, but in the end I was able to kill all air and landed units after about 10 turns.
PS:
The port on location 39/2 is not correctly displayed.
Re: GTPG Grand Campaign v0.1
Posted: Tue Apr 17, 2012 8:16 pm
by nikivdd
produit wrote:D-Day map. Really a though one. It was difficult to keep my air force alive.
I don't know if you put a bit too many 5 stars units, especially the Tempest/typhoon aircraft. What is a bit annoying is that the enemy can have more experienced units as the German (exp. cap at 460). I would also perhaps remove the VH on Le Havre. The AI got stuck with a lot of units around the city, even if I had to bring reinforcement to defend it. The problem is that the thrust against Caen was really limited.
A last point, Canadian troops are missing, and more infantry could be more interesting.
To summarize, I would perhaps reduce the quality of some units, but increase the number of Allies land units. It would let the feeling of waves after waves of enemy troops landing...
I am complaining a bit, but in the end I was able to kill all air and landed units after about 10 turns.
PS:
The port on location 39/2 is not correctly displayed.
When i did the test i merely focused on the orders for achieving a DV. Even when things look grave, it is possible to achieve a DV. But as you point out, the scenario can use a few changes.
I will remove Le Havre as VH and place more allied infantry. I think by doing this the pressure will increase around Caen. (the AI has the tendency to move to the nearest VH, and should now ignore Le Havre)
I will also recheck the aircraft because 5 star units for D-Day is not what i had in mind.
Thanks Produit. I have put it on my to-do list for May.
Re: GTPG Grand Campaign v0.1
Posted: Wed Apr 18, 2012 4:34 pm
by Chris10
Iam looking forward to give this a play too once Iam thru with my own tiny little mod...I have donwloaded and installed it already but there is simply no time for everything...

Re: GTPG Grand Campaign v0.1
Posted: Wed Apr 18, 2012 5:36 pm
by nikivdd
chris10 wrote:Iam looking forward to give this a play too once Iam thru with my own tiny little mod...I have donwloaded and installed it already but there is simply no time for everything...

The v1.0 release might prove to be more interesting if you have no time for playing at this moment.
I'm also following your interesting thread with great anticipation.
Re: GTPG Grand Campaign v0.1
Posted: Thu Apr 19, 2012 7:13 pm
by Jemus
I wonder if I should start a new campaign with the 0.1 version or better wait a bit until the new one will be released... So how close are we to this date? Any suggestions? You do a really great job there!
Re: GTPG Grand Campaign v0.1
Posted: Thu Apr 19, 2012 7:27 pm
by nikivdd
Jemus wrote:I wonder if I should start a new campaign with the 0.1 version or better wait a bit until the new one will be released... So how close are we to this date? Any suggestions? You do a really great job there!
Hi Jemus, thank you for your interest.
I hope to finish the new version by the end of May. I still need to balance out 3 heavy scenario's (Königsberg, Seelow Heights and Gotterdammerung) and i might add a new scenario for 1945 or 46.
I will send you a pm later today.
Re: GTPG Grand Campaign v0.1
Posted: Fri Apr 20, 2012 10:51 pm
by produit
Finished the Gothic Line scenario. It is quite easy. I was able to clear the map from enemy units.
I had however a problem with the DV conditions. I had 12 units in the A hexes and only achieved a MV victory (having to wait for the end of the turns).
I even put a 13th unit and it results also in a MV.
Re: GTPG Grand Campaign v0.1
Posted: Sat Apr 21, 2012 7:22 am
by nikivdd
produit wrote:Finished the Gothic Line scenario. It is quite easy. I was able to clear the map from enemy units.
I had however a problem with the DV conditions. I had 12 units in the A hexes and only achieved a MV victory (having to wait for the end of the turns).
I even put a 13th unit and it results also in a MV.
The briefing was updated but forgot about the pzloc file. 20 units need to be on the A hexes.
Scenario 62: Balkans44
Posted: Mon Apr 30, 2012 4:53 pm
by nikivdd
Scenario 62: Balkans44
In this mission you have to escort and protect your fellow comrads withdrawing from Greece. Chased by the Allies from the south, attacked in the flank by the Bulgarians and Russians and plagued by Tito's partisans in Yugoslavia.
I think overall not too difficult as long you use your equipment in their intended roles. There are railroad tracks but too hazardous to use train transports

.
This is how it looks like at turn 6.
Re: GTPG Grand Campaign v0.1
Posted: Tue May 01, 2012 9:27 pm
by nikivdd
Scenario 63: Königsberg.
Some time ago there were a few people who volunteered to playtest. I left it as it is (for now) but for some it was easy, for some nearly impossible. Finally i did the test myself, and if you retreat your auxies from the north towards the city, use some of your units to breakout to the southwest and fortify the part south of the river, it is surely winnable.
Scenario 64: Breakout to Netherlands
This is a variant to the Cobra scenario, just here you deploy your troops in the south and must retreat to the north part of the map while the allies breakout of Normandy and the french resistance is more active than ever.
I think at this point, v1.0 is done for 80%.