[Axis Campaign] GTPG v1.18 FINAL (26/12/22)

A forum to discuss custom scenarios, campaigns and modding in general.

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nikivdd
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Re: GTPG GC v1.02 (26/06/12)

Post by nikivdd »

Cairo.

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naughtybalrog
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Re: GTPG GC v1.02 (26/06/12)

Post by naughtybalrog »

I'm so stoked to play v2.0

I dream about running into the Japanese somewhere in an India scenario... perhaps a skirmish... :wink:
nikivdd
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Re: GTPG GC v1.02 (26/06/12)

Post by nikivdd »

naughtybalrog wrote:I'm so stoked to play v2.0

I dream about running into the Japanese somewhere in an India scenario... perhaps a skirmish... :wink:
Yeah me too :lol:
No seriously, scripting and playtesting is not the same as playing the whole thing at ease :)
As always i seriously get my ass kicked during the first playtest. I just can't manage to keep my SdKfz 8 (halftrack with an 8.8mm AT gun) :(
There might be a demo before i leave on vacation.
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nikivdd
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Re: GTPG GC v1.05 (27/08/12)

Post by nikivdd »

GTPG v1.05 released!
- Bessarabia start date correction
- Minor changes to some late campaign scenarios
- Corrected an error in the campaign.pzdat (campaign tree)
- ALL briefings upscaled. It took Ceek many months, to write very interesting and narrative briefings. Thanks alot mate :)
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produit
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Re: GTPG GC v1.05 (27/08/12)

Post by produit »

Really interested by your new African scenarios.
Do you need help for testing ?
When do you plan release a version ?
nikivdd
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Re: GTPG GC v1.05 (27/08/12)

Post by nikivdd »

produit wrote:Really interested by your new African scenarios.
Do you need help for testing ?
When do you plan release a version ?
I'll send you a PM with the details ;)
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4kEY
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Re: GTPG GC v1.05 (27/08/12)

Post by 4kEY »

Just starting '45. Can I overwrite with the newest version, Nico ??
nikivdd
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Re: GTPG GC v1.05 (27/08/12)

Post by nikivdd »

4kEY wrote:Just starting '45. Can I overwrite with the newest version, Nico ??
Sure. Changes go in effect from the next scenario you play.
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nikivdd
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Re: GTPG GC v1.05 (27/08/12)

Post by nikivdd »

Image

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Two (capturable) units i made for a TBA extended efile (for AK) and "what if the germans were not needed in NA" campaign for Italy.
The CharB1 will be in the player's core from scene 2, the Mathilda II would be capturable later on. I got some more planned.
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nikivdd
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Re: GTPG GC v1.05 (27/08/12)

Post by nikivdd »

First scenario replaced by a little tutorial. You can now buy your core units at the deployment phase of scenario 2.

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and so forth until the last tutorial msg:

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airbornemongo101
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Re: GTPG GC v1.05 (27/08/12)

Post by airbornemongo101 »

Great idea Nico on the command veh thing. The command veh not only helps w/ player immersion,but adds an RPG aspect to the mod

I love the tutorial also,good idea

EXcellent,Excellent..........
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


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Chris10
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Re: GTPG GC v1.05 (27/08/12)

Post by Chris10 »

Yes...very well done with the Tut and with the reinforcement thingi too... :wink:
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Re: GTPG GC v1.05 (27/08/12)

Post by El_Condoro »

I notice the tutorial says the player cannot rename his command vehicle. I haven't tested it but the Editor help specifies that the modder's name for a unit is what the scripts use, so the player can change the unit name and not affect its ability to trigger scripts.
nikivdd
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Re: GTPG GC v1.05 (27/08/12)

Post by nikivdd »

El_Condoro wrote:I notice the tutorial says the player cannot rename his command vehicle. I haven't tested it but the Editor help specifies that the modder's name for a unit is what the scripts use, so the player can change the unit name and not affect its ability to trigger scripts.
You might be right, but it is better to advice not to rename. Just to avoid posts of triggers not working.
The tutorial idea came actually after Jelinobas suggested to change the first scenario to " a marching off to the front" instead of shooting at 1 str units, and let the players purchase their units in the second scenario.
Anyway, my scenario-making-engine starts to break down and i am glad i am going on vacation soon.
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Re: GTPG GC v1.05 (27/08/12)

Post by naughtybalrog »

Nico,
What effect are you designing if my command vehicle is destroyed?
nikivdd
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Re: GTPG GC v1.05 (27/08/12)

Post by nikivdd »

naughtybalrog wrote:Nico,
What effect are you designing if my command vehicle is destroyed?
You can still play but you no longer can trigger (certain) reinforcements, search depots for capturable equipment and even getting a DV in certain scenarios might be impossible.
Simply put, make sure you don't loose it. It starts off as a Pz I but soon you can start upgrading it to more "durable" equipment.
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Re: GTPG GC v1.05 (27/08/12)

Post by naughtybalrog »

I love the concept! Seems very realistic... was hoping for some inclusion of both command benefits and detriments should one lose such.
Thanks for the response Nico
nikivdd
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Re: GTPG GC v1.05 (27/08/12)

Post by nikivdd »

naughtybalrog wrote:I love the concept! Seems very realistic... was hoping for some inclusion of both command benefits and detriments should one lose such.
Thanks for the response Nico
Ideally would have been that any friendly unit next to it, would receive an attack bonus but this is not possible at this time. Perhaps a vanilla update will add more types of heroes.
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Chris10
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Re: GTPG GC v1.05 (27/08/12)

Post by Chris10 »

nikivdd wrote:
naughtybalrog wrote:I love the concept! Seems very realistic... was hoping for some inclusion of both command benefits and detriments should one lose such.
Thanks for the response Nico
Ideally would have been that any friendly unit next to it, would receive an attack bonus but this is not possible at this time. Perhaps a vanilla update will add more types of heroes.
The introduction of command units or HQs would change the whole game concept...
I doubt a little that with the current engine we will see such implementation as the next logical step would be poeple yelling for a
supply system (supply lines).
Maybe in a PzC II.... :)
nikivdd
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Re: GTPG GC v1.05 (27/08/12)

Post by nikivdd »

Yes you are right. And on the other hand it wouldn't be fair to have such an advantage while the AI doesn't.
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