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Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Thu Oct 10, 2013 4:18 pm
by nikivdd
guille1434 wrote:Nikivdd: Thanks for the Kutno scenario! So many memories! :-)
Thanks Guille. I started a seperate thread for those. Added a few more in the meantime :)

Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Thu Oct 10, 2013 4:20 pm
by nikivdd
wastel wrote:Hello,

where on the DMP site is the download for GRPG 1.11? can't find it there.

Greetings

Wastel
You will find the download link in the first post, on page 1, of this thread.

Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Sun Oct 13, 2013 9:40 am
by timek28
I've finished GTPG :) Very nice mod indeed, last mission required several restarts until I found out that speed and aggressiveness are the key, so I had to keep my Panthers working :)

I've just downloaded Roma Victor 1, and started playing. I decided to go with FM difficulty, but due to fragile Italian armor I'm not sure weather that is a good Idea. As far as I remember FM difficulty brings slower experience gain, but prestige gain should be normal (50 instead of 25)? In training mission I received only 25 PP for capturing regular hexes and that announces prestige problems IMO unless training mission is different. Is the mod created to be played on colonel difficulty as GTPG? And why reform units cheat is suggested? I don't even know what does reform units actually mean :(

Last but not least - how many scenarios does the mod include? I've only found thread for Roma Victor 2 that states it has only 7 scenarios. Do you have a link to Roma Victor 1 thread?

Thanks in advance :)

p.s: After I finish playing with Italians I will be taking break from this game. It's just too addictive, and I kind of got tired playing with Germans, that's why I switched to Italians...

Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Sun Oct 13, 2013 10:17 am
by nikivdd
Congratulations on finishing the mod :)

The Roma Victor thread (for both versions) is here: viewtopic.php?f=147&t=37423
The second DLC for RV 2 is still under development.

I test all my mods under colonel. If it is still too easy, there are the advanced settings of difficulty.

I would reconsider that break ;).

Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Sun Oct 13, 2013 3:43 pm
by Horst
timek28 wrote:I've just downloaded Roma Victor 1, and started playing. I decided to go with FM difficulty, but due to fragile Italian armor I'm not sure weather that is a good Idea. As far as I remember FM difficulty brings slower experience gain, but prestige gain should be normal (50 instead of 25)? In training mission I received only 25 PP for capturing regular hexes and that announces prestige problems IMO unless training mission is different. Is the mod created to be played on colonel difficulty as GTPG? And why reform units cheat is suggested? I don't even know what does reform units actually mean :(
I haven't started RV1 yet, but from a look at its gamerules.pzdat file, the FlagCaptureBonus is 25 compared to the vanilla 50. VHCaptureBonus is 150 compared to vanilla's 100. Normal prestige gain is 100% for player and 150% for AI on FM diff.
FM diff only affects the player's experience gain and the xp start amount of the auxilary units (50%). E.g. if you set 300 xp as default in the editor, 150 xp will be given to each of your auxilary unit, as long as the amounts weren't manually set to something else.
Nikivdd is also generous and has slightly increased the experience gain at 3 and 4 stars, what is less harsh like in vanilla.

Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Sun Oct 13, 2013 5:53 pm
by timek28
Hi Horst :)

Yeah I just realized that VH are 150 and that compensates for 25 nicely :) Mod is pretty fun for now, although it seems to me that it looks a lot like Uhu's Italian Campaign 2.0. Albeit there are some changes, and it feels somehow different. Terrain is realistic (no desert everywhere) and AI units are better placed I guess, but maps look very similar. Units are new though, and there are some interesting ones like mortar infantry for example. There are also some very nice 3d models of new Italian units, but too bad that not all units are modeled as some have pictures of them. I will experiment with the mod a bit and report back in RV thread.

And yeah Nikki apparently break is impossible with this game :) God I would be so happy if I liked other things that I need to do, as much as this game :)

Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Sun Oct 13, 2013 9:51 pm
by Horst
If someone really thinks he's a Supreme commander, then I recommend playing custom campaigns on General diff with only difference of AI level 2 (instead of 1 on Colonel) and 150% AI-Prestige (gain).
A 50% experience reduction on FM for all the many auxilary units, what Niki's maps usually offer, can totally mess up the balance because you need to depend on them there. I also wouldn't dare playing any of his mods on Guderian, Rommel & Co. diff. I've already had enough slapping on Colonel (with modified AI-level 2) sometimes.

Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Sat Mar 15, 2014 8:38 am
by nikivdd
I really had to look hard to find this thread again :lol:

I am going to post a small update as the download of this version is near 900.
There will be a few correction in the e-file and campaign file and i add two tweaked game rules files (for v1.14 and v1.20 set of rules of the base game). The differences are that the softcap is switched off and that especially the first hero will appear faster; with the magnitude of the scenarios, i don't think that will take long.

If time permits, it will be posted on Monday.

Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Sat Mar 15, 2014 9:16 am
by McGuba
Thank you very much for preserving the wonderful legacy of Gerold!

This conversion has been a great initiative and the fact that you keep making updates makes it even better. :)

I think removing the softcap is a good idea - that's why I switched it off as well in the Battlefield: Europe mod. It might be good for the official DLC's where the player can accumulate tens of thousands of prestige, but in our custom mods it creates more problems than it solves.

And heroes just cannot come too early. :wink:

Re: [MOD] GTPG 1 v1.11 for PC v1.20 (07/07/13)

Posted: Sat Mar 15, 2014 9:32 am
by nikivdd
McGuba wrote:Thank you very much for preserving the wonderful legacy of Gerold!

This conversion has been a great initiative and the fact that you keep making updates makes it even better. :)

I think removing the softcap is a good idea - that's why I switched it off as well in the Battlefield: Europe mod. It might be good for the official DLC's where the player can accumulate tens of thousands of prestige, but in our custom mods it creates more problems than it solves.

And heroes just cannot come too early. :wink:
I think Gerold inspired a lot of people to create mods for the PG community free of charge :)

In December i received a small post from him, it is in German but i'm sure easy to understand.
Hallo,
na jetzt bin ich aber paff!
Vor 15 Jahren hab ich den Mod für das gute alte PG Spiel gemacht und der geistert immer noch im Netz rum :-)
Viel Spaß beim Spielen!

LiGru

G E R O L D
I hope to release another PG mod of his later this year. The conversion will come with a few PC elements. The post with the details will be released as soon it is finished.

Re: [MOD] GTPG 1 v1.12 for PC v1.20 (16/03/14)

Posted: Sun Mar 16, 2014 12:29 pm
by nikivdd
The mod has been updated to v1.12.

Changes:
Fixed an error in the campaign.pzdat
Added tweaked v1.14 and v1.20 game rules:
v1.14: first and second hero appear (much) faster
v1.20: first and second hero appear (much) faster, softcap switched off
The softcap is really a horror on large core armies, as it is the case with this mod. Especially in target rich maps, why should the player be punished for a decent amount of Tiger tanks? ;).

DL updated in the first post on the first page of this thread...or grab it here: http://www.sendspace.com/file/4rrjy4

Re: [MOD] GTPG v1.12 (16/03/14)

Posted: Sun Mar 16, 2014 1:35 pm
by Horst
When the prestige cap was created, they never had you and your great armies and fleets of core units in mind. :)
Nonetheless, the game can work without a cap if the prestige gain is tweaked well enough.

As a suggestion for the future, why not doing the opposite and making a campaign with lesser units, like leading a (heavy) tank battalion. Like starting to command a single tank (platoon) in small encounters at first and getting promoted like in your other campaigns. In LoV for example, you also start as Leutnant, but basically already command the whole German forces.
Maps with few units to control don't have to be quickly played through if you simply keep the map sizes large and also enlarge the scale, making the places of operations more detailed.
Your event writing during scenarios have always been nice what could be expanded to more roleplaying a tank platoon leader with more radio communication and such. Each tank unit could already start with a named hero which doesn't need to be historical. These other leaders could give orders or advice during scenarios how to proceed.
I guess it would involve a lot more scripting than before, but it could be a nice new alternative next to the many large core/small-scale campaigns so far.

Re: [MOD] GTPG v1.12 (16/03/14)

Posted: Sun Mar 16, 2014 1:46 pm
by hs1611
Will this new update break any campaigns in progress, or is it compatible with previousr version saved games?

Re: [MOD] GTPG v1.12 (16/03/14)

Posted: Sun Mar 16, 2014 2:20 pm
by nikivdd
Horst wrote:When the prestige cap was created, they never had you and your great armies and fleets of core units in mind. :)
Nonetheless, the game can work without a cap if the prestige gain is tweaked well enough.

As a suggestion for the future, why not doing the opposite and making a campaign with lesser units, like leading a (heavy) tank battalion. Like starting to command a single tank (platoon) in small encounters at first and getting promoted like in your other campaigns. In LoV for example, you also start as Leutnant, but basically already command the whole German forces.
Maps with few units to control don't have to be quickly played through if you simply keep the map sizes large and also enlarge the scale, making the places of operations more detailed.
Your event writing during scenarios have always been nice what could be expanded to more roleplaying a tank platoon leader with more radio communication and such. Each tank unit could already start with a named hero which doesn't need to be historical. These other leaders could give orders or advice during scenarios how to proceed.
I guess it would involve a lot more scripting than before, but it could be a nice new alternative next to the many large core/small-scale campaigns so far.
I suggest you take a look into the PM i send you ;)
And there is a 33 scenario campaign in the making with a maxcore of 20 units (15 purchaseable + 5 SE units). I'll make a new thread of that once it is finished.

@hs
The change of the campaign.pzdat in this case has no effect on current games.
The two other files things might be different. It might work between scenarios when and where you can change level of difficulty; i assume it will access the new files. The worse case scenario requires to restart the campaign.

Re: [MOD] GTPG v1.12 (16/03/14)

Posted: Sun Mar 16, 2014 2:34 pm
by hs1611
Thanks

Re: [MOD] GTPG v1.12 (16/03/14)

Posted: Sun Mar 16, 2014 4:33 pm
by Horst
nikivdd wrote:I suggest you take a look into the PM i send you ;)
And there is a 33 scenario campaign in the making with a maxcore of 20 units (15 purchaseable + 5 SE units). I'll make a new thread of that once it is finished.
I've read it, thanks! I'm still so busy with LoV-vanilla at moment and rather prefer to play with my own e-file, but let's see.
Can't wait for what next you have up your sleeve!

Re: [MOD] GTPG v1.12 (16/03/14)

Posted: Mon Mar 17, 2014 1:45 pm
by David Hansen
I am interested in replaying this campaign again with the latest v1.12.

I would like to play with the expanded SS mods that were first incorporated in the GTPG a year or so back.

Is that mod still available...and compatable with v1.12?

TXS

Re: [MOD] GTPG v1.12 (16/03/14)

Posted: Mon Mar 17, 2014 3:10 pm
by nikivdd
davidhansen wrote:I am interested in replaying this campaign again with the latest v1.12.

I would like to play with the expanded SS mods that were first incorporated in the GTPG a year or so back.

Is that mod still available...and compatable with v1.12?

TXS
SS-GTPG has been updated in analogy to the normal version.
To save you the clicks ;) ... http://www.sendspace.com/file/m2m0zp

Re: [MOD] GTPG v1.12 (16/03/14)

Posted: Mon Mar 17, 2014 5:46 pm
by guille1434
Nikivdd: Thanks a lot for updating these two fine mods: GTPG and SS-GTPG for all the PZCorps enthusiasts! Thanks again, and again for this fine work and also for all the other excellent mods you worked out! :-) :-) :-) !!!

Re: [MOD] GTPG v1.12 (16/03/14)

Posted: Mon Mar 17, 2014 5:54 pm
by nikivdd
guille1434 wrote:Nikivdd: Thanks a lot for updating these two fine mods: GTPG and SS-GTPG for all the PZCorps enthusiasts! Thanks again, and again for this fine work and also for all the other excellent mods you worked out! :-) :-) :-) !!!
Thanks Guille for the kind words.