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Re: GTPG GC v1.0 (13/06/12)

Posted: Tue Jun 19, 2012 8:53 am
by Andrea69
2.0 seems pretty amazing so far...

Do you plan to update also the maps using awesome Massi's work?

Re: GTPG GC v1.0 (13/06/12)

Posted: Tue Jun 19, 2012 10:45 am
by nikivdd
Andrea69 wrote:2.0 seems pretty amazing so far...

Do you plan to update also the maps using awesome Massi's work?
Considering the amount of time it takes me to rescript, expand the database and campaign, for now there is no time left to "Massify" the maps which is also very time consuming.
I might consider doing an update with Massi's mod afterwards, if time allows.

Re: GTPG GC v1.0 (13/06/12)

Posted: Tue Jun 19, 2012 11:52 am
by MartyWard
The Command vehicle is a very cool idea. Great work!

Re: GTPG GC v1.0 (13/06/12)

Posted: Tue Jun 19, 2012 7:38 pm
by nikivdd
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Heer Units...might be a couple more ;).

Re: GTPG GC v1.0 (13/06/12)

Posted: Wed Jun 20, 2012 1:27 am
by Andrea69
Great stuff, can't wait... :-)

Re: GTPG GC v1.0 (13/06/12)

Posted: Wed Jun 20, 2012 8:39 pm
by nikivdd
SE bonus units. On request: Capturable armour will also be available as a SE unit for some time. The list is not yet complete, some more capturable armour SE units will be added.

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Present list of capturable units:

PL 10,5 cm artillery, TKS, 7TP
UK : Mathilda II, Hotchkiss H39
F: Vanilla capturable units
USSR: Vanilla capturable units, T-28
(this list is not yet complete)

Re: GTPG GC v1.0 (13/06/12)

Posted: Fri Jun 22, 2012 7:55 am
by nikivdd
Puma's units will be used in the mod in their unaltered state. He doesn't want them to be reskinned, and i respect his wishes.

Re: GTPG GC v1.0 (13/06/12)

Posted: Sat Jun 23, 2012 6:24 am
by nikivdd
GTPG v2.0 : the continuation of GTPG v1.0 and SS-GTPG v1.0 . It also saves me a lot of work than if i would make two seperate versions.
Building a new e-file...

GTPG v2.0 Unit progress:

Player (purchasable):

Heer: 80%
Elite (SS): 60% (with thanks to Airbornemongo)
Bonus: 80% (SS-Panzers/SS-Panzerjägers/SS-Recons/SS-Infantry/SS Capturable units)
Hrvatska: 100%
Wiking: 100%
Azul: 100%
Frikorps: 100%

Player(Axis Minor upgradables/auxiliaries):

Slovakia: 100%
Italy: 90%
Rumania: 100%

Player(auxiliaries):
Bulgaria: 100%
Finland: 0%
Japan: 90%

Player (extra):
Capturable units: 70%

Opponents:

Polen: 100%
Belgium: 100%
Holland: 100%
Norway: 100%
Russia (Vanilla+ Red Fury Units): 100%
Russia Guards Panzer/Mechanised Artillery: 0%
France: 100%
UK: 90%
USA: 90%

As in the good SS-GTPG tradition there will be a purchasable Elite (SS) unit for every Heer unit, better stats but (much)more expensive. The bonus units will be Elite units as well (freebies as it were) but not all categories as in SS-GTPG.
Some custom units have been added like Wiking and Azul. Upgrading from Wiking to Wiking unit will be much less expensive than from Wiking to Heer for example. Comparable with the vanilla game when you update a PzIII to a PzIV.
There will also be a whole bunch of custom (unaltered) units from other modders.

GTPG had a minor update, if you have no intention to play England40, than there is no need to do the update.

Re: GTPG GC v1.01 (21/06/12)

Posted: Sat Jun 23, 2012 8:11 am
by nikivdd
Scenario 2: Westerplatte

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[AXIS]

Total units: 26
Core units: 22
Aux units: 4 (cost=1007)

[ALLIES]

Total units: 45 (cost=5903)
Core units: 45 (cost=5903)
Aux units: 0 (cost=0)

DV: Capture all primary objectives with 2 turns remaining, protect the Fallshirmjäger MV: Capture all primary objectives
Reinforcements: yes
Capturable unit(s): yes (artillery)

Note: the Heer units didn't receive their new camo yet.

Re: GTPG GC v1.01 (21/06/12)

Posted: Sun Jun 24, 2012 1:36 pm
by produit
After a pause, finished the East Coast scenario.
The enemy airforce is pretty nasty, especially the 15 strength B29, able to sink a battleship in one turn.
As soon as the troop are ashore, winning is pretty easy. DV at turn 12.

What is strange, is that during the 3-4 first turns, you have to plan everything really carefully. Afterwards (after you are ashore, with enemy air-force shoot down and enemy navy sunk), the rest is perhaps too easy.

I would perhaps reduce the first enemy air wave, as it can be really tough if you don't have a huge airforce (24 aircrafts for me, mostly fighters).
I would perhaps also add a second wave after 4-5 turns, and more ground units on the south of the map.

Re: GTPG GC v1.01 (21/06/12)

Posted: Sun Jun 24, 2012 3:55 pm
by nikivdd
produit wrote:After a pause, finished the East Coast scenario.
The enemy airforce is pretty nasty, especially the 15 strength B29, able to sink a battleship in one turn.
As soon as the troop are ashore, winning is pretty easy. DV at turn 12.

What is strange, is that during the 3-4 first turns, you have to plan everything really carefully. Afterwards (after you are ashore, with enemy air-force shoot down and enemy navy sunk), the rest is perhaps too easy.

I would perhaps reduce the first enemy air wave, as it can be really tough if you don't have a huge airforce (24 aircrafts for me, mostly fighters).
I would perhaps also add a second wave after 4-5 turns, and more ground units on the south of the map.
Thanks for feedback :). I think we must be kind of uberplayers lol because some really have a sweat at easier levels.

Re: GTPG GC v1.01 (21/06/12)

Posted: Sun Jun 24, 2012 4:41 pm
by produit
Understand me well, I don't want it more difficult, but a more spread difficulty between the turns...

Re: GTPG GC v1.01 (21/06/12)

Posted: Sun Jun 24, 2012 4:50 pm
by nikivdd
produit wrote:Understand me well, I don't want it more difficult, but a more spread difficulty between the turns...
Yes i did ;). I have it loaded in the editor :).

Re: GTPG GC v1.01 (21/06/12)

Posted: Sun Jun 24, 2012 6:12 pm
by produit
Finished USA mid.

At first, I thought that there was not a huge difference with the original map, excepting the 25 strength B29... But looking to the original scenario, you really buffed up the opposition. It remains however a walk over. DV at turn 10. With a 5 stars +1 movement Maus, even Patton is easy to kill. Perhaps my core becomes too good...
Second air wave was pretty nasty with 15 str A26..., perhaps add some fighters...

Re: GTPG GC v1.01 (21/06/12)

Posted: Sun Jun 24, 2012 6:56 pm
by nikivdd
Image
Image

Panzers for v2.0.
With the assistance of the Sprayshop :)

Re: GTPG GC v1.01 (21/06/12)

Posted: Sun Jun 24, 2012 9:05 pm
by produit
Finished San Francisco. It is really a hard nut to crack. Really interesting map... I would change nothing...
DV 15/30.

Re: GTPG GC v1.01 (21/06/12)

Posted: Mon Jun 25, 2012 7:06 am
by nikivdd
produit wrote:Finished San Francisco. It is really a hard nut to crack. Really interesting map... I would change nothing...
DV 15/30.
Thanks Produit. I added few fighters in the previous mission.

Re: GTPG GC v1.01 (21/06/12)

Posted: Mon Jun 25, 2012 7:13 am
by nikivdd
GTPG v2.0 Scenario 3: Gdynia

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[AXIS]

Total units: 30
Core units: 20
Aux units: 10 (cost=11284)

[ALLIES]

Total units: 32 (cost=7671)
Core units: 32 (cost=7671)
Aux units: 0 (cost=0)

DV: Capture all primary objectives with 4 turns remaining, MV: Capture all primary objectives
Reinforcements: yes
Capturable units: no

If anyone is interested to be a "dedicated" testplayer, send pm or leave a msg in the thread. The scenario's of the "Polenfeldzug" are ready for betatesting.

Re: GTPG GC v1.01 (21/06/12) Want to betatest v2.0?

Posted: Mon Jun 25, 2012 2:02 pm
by nikivdd
I'm also expanding the capturable units database :)
I like the ones offered in the vanilla game but a couple more never hurts.

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I think the sprayshop program will soon catch fire :mrgreen:

Re: GTPG GC v1.02 (26/06/12) Want to betatest v2.0?

Posted: Tue Jun 26, 2012 3:16 pm
by nikivdd
v1.02 update.
Changes suggested by Produit in USA-East and Mid scenario's. Added air deployment zones in Gotterdammerung scenario on both fronts.