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Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Thu Dec 27, 2012 10:04 am
by RobertCL
OK Nik!
Version v1.06 is finished, except there might be a future update to correct the typo's. There are the scene0X names, an old remnant of v0.1.
The newest version v2.0 (part one) is done until Moscow 43
My mistake, I thought V 1.06 was more complete than v 2.0 because had more scenarios whereas technically v 2.0 is the latest one even if scenarios 43-45 must still be completed (Part 2).
I should have taken this one, had I known!
Version v1.06 is finished, except there might be a future update to correct the typo's. There are the scene0X names, an old remnant of v0.1.
Do we have in v 2.0 the same typos mistakes ?
Why is v 1.06 still there ? Because there are still more scenarios ?
With the official patch 1.11 there is no reason to keep old versions of GTPG, only the last version 2.0 should be available (at least when Part 2 will be completed), am I wrong ?
I also took time to read the first 20 pages of this thread on the forum (it took a few hours!), nice to see there is a SS version combining your GTGP (I guess when v 2.0 of GTPG will be over the SS version with a different e-file will follow).
Glad to see there is the reinforcement idea (occupying hex marked with "A" during one full turn allows apparition of units placed on hexes marked with "S").
I saw this GTPG project occupied you the whole years 2011 and 2012, it is huge!
Congrats again!
I also understand why some maps have no names (even in v 2.0 i guess). People are free to help you (cities in Dunkirk scenario wre not hard to find on the Belgian and French coast, I say this because I live in Belgium...)
I also realized the importance to read the flowcharts before, chosing Narvik instead of Norway prevented me to play Sweden...
Project X takes me further than before, and i am going to try a few things, which i didn't even attempt in GTPG. For example there will be a different campaign path if you manage to take Britain in 1940. Further unhistorical paths if you win at El Alamein, Stalingrad...
So Project X is basically the same campaign with more what if scenarios and technical improvements... But why such a strange name "Project X", is it a James Bond campaign ?

Maybe there is no definitive name until the completion of the campaign...
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Thu Dec 27, 2012 11:04 am
by nikivdd
RobertCL wrote:OK Nik!
Version v1.06 is finished, except there might be a future update to correct the typo's. There are the scene0X names, an old remnant of v0.1.
The newest version v2.0 (part one) is done until Moscow 43
My mistake, I thought V 1.06 was more complete than v 2.0 because had more scenarios whereas technically v 2.0 is the latest one even if scenarios 43-45 must still be completed (Part 2).
I should have taken this one, had I known!
Version v1.06 is finished, except there might be a future update to correct the typo's. There are the scene0X names, an old remnant of v0.1.
Do we have in v 2.0 the same typos mistakes ?
Why is v 1.06 still there ? Because there are still more scenarios ?
With the official patch 1.11 there is no reason to keep old versions of GTPG, only the last version 2.0 should be available (at least when Part 2 will be completed), am I wrong ?
I also took time to read the first 20 pages of this thread on the forum (it took a few hours!), nice to see there is a SS version combining your GTGP (I guess when v 2.0 of GTPG will be over the SS version with a different e-file will follow).
Glad to see there is the reinforcement idea (occupying hex marked with "A" during one full turn allows apparition of units placed on hexes marked with "S").
I saw this GTPG project occupied you the whole years 2011 and 2012, it is huge!
Congrats again!
I also understand why some maps have no names (even in v 2.0 i guess). People are free to help you (cities in Dunkirk scenario wre not hard to find on the Belgian and French coast, I say this because I live in Belgium...)
I also realized the importance to read the flowcharts before, chosing Narvik instead of Norway prevented me to play Sweden...
Project X takes me further than before, and i am going to try a few things, which i didn't even attempt in GTPG. For example there will be a different campaign path if you manage to take Britain in 1940. Further unhistorical paths if you win at El Alamein, Stalingrad...
So Project X is basically the same campaign with more what if scenarios and technical improvements... But why such a strange name "Project X", is it a James Bond campaign ?

Maybe there is no definitive name until the completion of the campaign...
- v1.06 is complete and will not be removed at this time because it is still downloaded a lot, uses the vanilla efile and compatible with for example the total unit mod of Airbornemongo. I bothered to update this mod to PC v1.11.
- v2.0 is more or less half done. This version will have more maps in the end. It uses a custom selfbuild efile (Heer and SS units (thanks to Airbornemongo), Wiking units, more capturable units,bonus units and more) and thus requires GME to run.
Every package include some important files, as the flowcharts for instance, but i understand that might be easily overlooked. And yes, i am busy with GTPG since oktober-november 2011 and haven't regretted a single minute of it...the AI is another matter
- Seems we are both from Belgium then...
- Project X will be more than GTPG. We had to come up with a "worktitle" until we agree on a definitive name. Only very few maps are from GTPG and Roma Victor!, the majority is newly done. I also decided not to use maps from any DLC and official Afrika Korps. Don't want to tell how many hours i already spend on the first 20 scenarios

Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Wed Jan 16, 2013 5:36 am
by Obadiah333
I downloaded version 2. I first removed v2 demo and v106. When I start the game, I get the opening message, but when I continue on, I get a black screen. There is no map. The hud is still there with all the buttons. The only buttons that work are the weather buttons. They will display what the weather is and what it is forecast to be. None of the other buttons work, even the menu button. The only way out of it is to control alt delete to the task manager and manually shut down the program. Any help?
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Wed Jan 16, 2013 8:14 pm
by nikivdd
Obadiah333 wrote:I downloaded version 2. I first removed v2 demo and v106. When I start the game, I get the opening message, but when I continue on, I get a black screen. There is no map. The hud is still there with all the buttons. The only buttons that work are the weather buttons. They will display what the weather is and what it is forecast to be. None of the other buttons work, even the menu button. The only way out of it is to control alt delete to the task manager and manually shut down the program. Any help?
Make sure v2 is unpacked in \documents\mygames\panzer corps\Mods and your GME Mod folder and loaded into GME
Another option, for this issue has been reported before, reinstall the panzer corps v1.11 patch (only the patch!)
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 02, 2013 11:28 am
by hs1611
Hello.
Finally finished all available official content and decided to start trying the MODS.
Of course I've been using the "Real Sound Mod Redux" and the "Historical Flag and Insignia Mod".
No GME. Simply replaced the original files.
I read through all 40 pages, downloaded v1.06 and have only a quick question before I start playing.
For v1.06 what is the maximum number of deployable core units, not counting SE units of course?
I found the answer for v2 but not for v1.06.
Thanks!!
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 02, 2013 11:43 am
by nikivdd
hs1611 wrote:Hello.
Finally finished all available official content and decided to start trying the MODS.
Of course I've been using the "Real Sound Mod Redux" and the "Historical Flag and Insignia Mod".
No GME. Simply replaced the original files.
I read through all 40 pages, downloaded v1.06 and have only a quick question before I start playing.
For v1.06 what is the maximum number of deployable core units, not counting SE units of course?
I found the answer for v2 but not for v1.06.
Thanks!!
Hello,
That should be about 55-60 core units and 7 SE units.
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 02, 2013 11:50 am
by hs1611
Eh!! Extremely quick reply!!!
Thank you very very very much sir.
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 02, 2013 12:05 pm
by nikivdd
hs1611 wrote:Eh!! Extremely quick reply!!!
Thank you very very very much sir.
You're welcome. I have always several windows open when making the new stuff, that explains the quick reply

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Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Tue Feb 05, 2013 11:11 am
by hs1611
I just started playing v1.06. So far played the first 3 scenarios, up to and including Westerplatte.
They are quite enjoyable. Challenging but not impossible. I haven't seen the big waves of (stupid) enemy units, as in the DLC's, yet. Nor have they been necessary to keep thing interesting.
The enemy appears to be pretty well scripted, considering the IA limitations.
The only "complaint", no complaint from me but you'll probably get it from the "historically/geographically correct before fun" crowd, is that not all cities/rivers have names.
As I said it is not important for me, but may be for some people. Well, they can always supply you with the correct names to use in future versions.
Quick question: what difficulty is this campaign balanced for?
Thanks for all your work!!
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Tue Feb 05, 2013 5:13 pm
by nikivdd
hs1611 wrote:I just started playing v1.06. So far played the first 3 scenarios, up to and including Westerplatte.
They are quite enjoyable. Challenging but not impossible. I haven't seen the big waves of (stupid) enemy units, as in the DLC's, yet. Nor have they been necessary to keep thing interesting.
The enemy appears to be pretty well scripted, considering the IA limitations.
The only "complaint", no complaint from me but you'll probably get it from the "historically/geographically correct before fun" crowd, is that not all cities/rivers have names.
As I said it is not important for me, but may be for some people. Well, they can always supply you with the correct names to use in future versions.
Quick question: what difficulty is this campaign balanced for?
Thanks for all your work!!
For this version of the mod, I give priority to scenario bugs, not strings (names) and in fact i came to a point, i simply ignore it. Nitpicking is one thing, offering assistance and/or a solution is another.
I tested all scenarios on colonel difficulty as i always do with everything i make.
Thanks for the feedback and input. Much appreciated

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Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Wed Feb 06, 2013 11:08 am
by hs1611
Just to be completely clear, I was not complaining. I think "fun" should come before "correctness" (don't know if that is even a word).
The only occasion when I need to have a city identified is when it is part of the objectives. Otherwise I couldn't care less.
If I was really unhappy about that, well then... I guess I could look it up and give you the actual names. It shouldn't be that hard, just very, very time consuming.
Time that I don't want to spend and that, in my humble opinion, you should not waste either. Your time, sir, is much better spent designing scenarios for "me" to play.
Ok, ok, you can take time out to play every once in a while...
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Wed Feb 06, 2013 11:36 am
by nikivdd
hs1611 wrote:Just to be completely clear, I was not complaining. I think "fun" should come before "correctness" (don't know if that is even a word).
The only occasion when I need to have a city identified is when it is part of the objectives. Otherwise I couldn't care less.
If I was really unhappy about that, well then... I guess I could look it up and give you the actual names. It shouldn't be that hard, just very, very time consuming.
Time that I don't want to spend and that, in my humble opinion, you should not waste either. Your time, sir, is much better spent designing scenarios for "me" to play.
Ok, ok, you can take time out to play every once in a while...
I take the necessary time to name cities and rivers properly in the scenarios that came after GTPG v1.x. It is easier to do that immediately with newly made maps (from google earth for example) than with the converted maps from the original Panzer General.
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 09, 2013 12:48 pm
by hs1611
Hello again.
Found a small error on v1.06.
On the Belgium scenario briefing it says to destroy Eben-Emael north of Namur when it is actually north of Liege.
As it is a certainty that the Germans knew where Eben-Emael was I figured it is probably a mistake and not an attempt to misdirect the player.
It's not really important, since the "correct" crowd should know where Eben-Emael is and the others, like me, will eventually find out, since both cities are part of the scenario objectives.
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 09, 2013 1:57 pm
by nikivdd
hs1611 wrote:Hello again.
Found a small error on v1.06.
On the Belgium scenario briefing it says to destroy Eben-Emael north of Namur when it is actually north of Liege.
As it is a certainty that the Germans knew where Eben-Emael was I figured it is probably a mistake and not an attempt to misdirect the player.
It's not really important, since the "correct" crowd should know where Eben-Emael is and the others, like me, will eventually find out, since both cities are part of the scenario objectives.
You are absolutely right. Thanks a lot

The briefing fix might come together with the update for v1.13 or as a small update if changes are not needed for v1.13.
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 09, 2013 2:06 pm
by hs1611
You are welcome but no thanks necessary.
After all the work you had to make this MOD the least we, the players, can do is help you as much as we can to get it even closer to perfection.
I'm on the french scenario now and so far this was the only error I found.
If all I find in the rest of the campaign are another 2 or 3, or even a dozen, small errors like this one I'll have to say that you and your testers did a pretty good job.
Bear in mind that I am not looking for errors but will report any I find. If I do find any.
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 09, 2013 2:12 pm
by nikivdd
hs1611 wrote:You are welcome but no thanks necessary.
After all the work you had to make this MOD the least we, the players, can do is help you as much as we can to get it even closer to perfection.
I'm on the french scenario now and so far this was the only error I found.
If all I find in the rest of the campaign are another 2 or 3, or even a dozen, small errors like this one I'll have to say that you and your testers did a pretty good job.
Bear in mind that I am not looking for errors but will report any I find. If I do find any.
I'm afraid i was the sole tester for this version of the mod. Luckily i got help to improve the mission briefings and Produit was actually the first to write feedback on most of the scenarios after the mod's release. Most of the scenario updates were related to his feedback.
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sun Feb 10, 2013 11:45 am
by valhain
Hey, fantastic mod. Soz if asked before but, is there any plans to continue it until 1945 and possible ETA?
Thanks
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Mon Feb 11, 2013 7:31 pm
by nikivdd
valhain wrote:Hey, fantastic mod. Soz if asked before but, is there any plans to continue it until 1945 and possible ETA?
Thanks
Not any time soon.
Several guys and myself are currently working on Legacy of Versailles.
viewtopic.php?f=147&t=39015
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 23, 2013 12:46 am
by FJeff
I downloaded v2.0. Some of the earlier versions had pre-set beginning cores, but 2.0 doesn't. Can you tell me what that core consisted of?
Re: [MOD] GTPG v2.0 Part 1 (39-43) for PC v1.11 (19/12/12)
Posted: Sat Feb 23, 2013 7:50 am
by nikivdd
FJeff wrote:I downloaded v2.0. Some of the earlier versions had pre-set beginning cores, but 2.0 doesn't. Can you tell me what that core consisted of?
I bought a balanced core force. Tastes differ and it allows everybody to experiment.