Brand new No Peace In Our Time 1914 Grand campaign Mod!

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kirk23
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Brand new No Peace In Our Time 1914 Grand campaign Mod!

Post by kirk23 »

Ok folks, after a long break from the game, I'm back more refreshed than ever, and I have started to create an all new 1914 - 18 Grand Campaign a couple of weeks ago. Here is the first screen shot showing Austria declaring war on Serbia!

NB: Bulgaria will join the war, and you also will have full manual control of CONVOYS!

Artillery will use 3 Ammunition per attack.

Plus many more Historical Events, and more Tech to available to research.

More info with screen shots to follow soon watch this space![:D]


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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

The scenario is called No peace in our time. Once its installed, it can be easily selected from the in game Campaign menu.[;)]

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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Another new event is that the British Grand Fleet have moved to Scapa Flow.

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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Manual control of convoys.

Plus special thank you to DanielHerr [&o] For helping me find out how to get the UNMOVED CONVOY message to appear in game.



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Dennistoun
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by Dennistoun »

Great stuff, Kirk!! Looking forward to it!!
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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Ah!!! A fellow bear HELLO HELLO!
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DonCzirr
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by DonCzirr »

ORIGINAL: teddy

Great stuff, Kirk!! Looking forward to it!!


+ 1

Wonderful to see that creative folks are still breathing life into this game.

I'll be looking forward to this as well.
Man schlägt jemanden mit der Faust und nicht mit gespreizten Fingern !

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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Thank you!

Another all new feature is the change I'm play testing for unit deployments!Land Unit Deployments can only be placed at Capital Cities 6 units maximum per Capital city, or near water for all Naval units.

Plus very important Convoy only provide PPs no Manpower bonus for Britain or France & Germany!

Historical Colonial Troop arrivals will, have to be Transported via sea. ( NO STAR TREK BEAM ME DOWNS ALLOWED) This is World War One and not science fiction.

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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Germany starts the war with the Railroad gun. There has been a tech change to this, more revealed shortly.( This change along with the fact that early war Fighters have no effect on land units, Fighters early war are only good for Recon.

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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Tech change to Railgun research!

Previously in game there was only the Super Railgun. Now there is research for 2 upgrades, you start the game with the Rail gun, then you research the Super Railgun, and then you research the Rolling Recoil.

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Dennistoun
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by Dennistoun »

Hello! Hello! to you too!
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demyansk
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by demyansk »

Good job on keeping the game alive
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operating
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by operating »

Kirk,

Have not fired up your new campaign yet, got to hand it to ya, you are doing one bang up job![;)]

All the best, Bob[:)]
and one flew over the Cuckoos nest
TheGreatRadish
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by TheGreatRadish »

ORIGINAL: kirk23

Ah!!! A fellow bear HELLO HELLO!

Make that another! Hoping that the Hivs get a damn good thrashing in the final, until then I shall enjoy your great work!
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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Ok back to what is happening with the No Peace In Our Time scenario mod. I have added the Rotary Engine tech for Fighters, as Bombers now use Inline Engines.




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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Bomber Tech now have Internal bombs available for research late war.

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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

All new Russian Dreadnought art work ( Gangut class )[;)]

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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Admiral Sir John Jellicoe is in command of the Grand fleet, as soon as Britain joins the war, and he has a new Dreadnought to command as well, new art done for Iron Duke class this was the newest type of Dreadnought available to Britain in 1914.

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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Here is a 1/200 scale model of the Viribus Unitis Austrian Dreadnought, I have re-scaled it to appear in game, this is the type of thing I want to acheive for all naval ships in the game.

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kirk23
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RE: Brand new 1914 - 18 Grand campaign Mod!

Post by kirk23 »

Until further notice all work on this mod is on hold! I'm awaiting a reply from support, or anyone who has a good understanding of Lua scripts, that will allow me to force the AI to repair its ships, because without this option, there is no point in me trying to improve the game, as it will be a pointless exercise, for me personally I'm only interested in the Naval side of the game,the bottom line is if the AI won't repair its ships, then I will shelve the game until it will do. If I can't find an answer to this problem, all my involvement with the game will end, and I will be left with no alternative but to uninstall permanently. I'm bitterly disappointed by lack of tech support from the game designers, who appear to have ridden of into the sunset, never to be heard from again.[:@]

Have you seen the CTGW TECH SUPPORT : I think this is them last seen Riding of into the sunset!

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