Brand new No Peace In Our Time 1914 Grand campaign Mod!
Moderator: MOD_Commander_The_Great_War
Brand new No Peace In Our Time 1914 Grand campaign Mod!
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]
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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- Austriade..nSerbia.jpg (277.77 KiB) Viewed 635 times
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RE: Brand new 1914 - 18 Grand campaign Mod!
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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RE: Brand new 1914 - 18 Grand campaign Mod!
Another new event is that the British Grand Fleet have moved to Scapa Flow.
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- GrandFlee..apaFlow.jpg (148.96 KiB) Viewed 625 times
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RE: Brand new 1914 - 18 Grand campaign Mod!
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.
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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- UnmovedCo..warning..jpg (173.72 KiB) Viewed 624 times
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- Dennistoun
- Posts: 233
- Joined: Wed Oct 17, 2007 6:48 pm
- Location: Perth, Scotland.
RE: Brand new 1914 - 18 Grand campaign Mod!
Great stuff, Kirk!! Looking forward to it!!
RE: Brand new 1914 - 18 Grand campaign Mod!
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 !
https://www.facebook.com/profile.php?id=100032812112896
https://www.facebook.com/profile.php?id=100032812112896
RE: Brand new 1914 - 18 Grand campaign Mod!
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.
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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- LandUnit..lunits..jpg (291.35 KiB) Viewed 624 times
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RE: Brand new 1914 - 18 Grand campaign Mod!
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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- Germanyst..oadgun..jpg (139.4 KiB) Viewed 625 times
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RE: Brand new 1914 - 18 Grand campaign Mod!
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.
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
- Posts: 233
- Joined: Wed Oct 17, 2007 6:48 pm
- Location: Perth, Scotland.
RE: Brand new 1914 - 18 Grand campaign Mod!
Hello! Hello! to you too!
RE: Brand new 1914 - 18 Grand campaign Mod!
Good job on keeping the game alive
RE: Brand new 1914 - 18 Grand campaign Mod!
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[:)]
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
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- Posts: 120
- Joined: Sat Jan 21, 2006 3:59 pm
RE: Brand new 1914 - 18 Grand campaign Mod!
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!
RE: Brand new 1914 - 18 Grand campaign Mod!
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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RE: Brand new 1914 - 18 Grand campaign Mod!
Bomber Tech now have Internal bombs available for research late war.
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- Bombersin..albombs.jpg (219.54 KiB) Viewed 626 times
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RE: Brand new 1914 - 18 Grand campaign Mod!
All new Russian Dreadnought art work ( Gangut class )[;)]
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RE: Brand new 1914 - 18 Grand campaign Mod!
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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RE: Brand new 1914 - 18 Grand campaign Mod!
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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- AustrianDreadnought.jpg (92.71 KiB) Viewed 626 times
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RE: Brand new 1914 - 18 Grand campaign Mod!
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!
Have you seen the CTGW TECH SUPPORT : I think this is them last seen Riding of into the sunset!
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