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Post by ariete on Jan 27, 2014 12:41:00 GMT 1
it appeared all quite, even if germans massacred me, until i moved the 4 engeneer trucks deploied on the left, near artillery position (screenshoots to see the position on the map), maybe femohi refered to those. i ordered to them to go on the other side of the river and game crash with multi-errors. opening map with map editor i found 2 of them blocked by trees ... but i don't know if it's this ... watching inside your folder i see nothing strange a part that file which you removed _rzi_0; then there's different just the visible water bridge pak which you use for editor and i suppose a pak of finnish infantry skin. i didn't try in map editor to look the terrain passability, to be sure the river can be cross in that point on that bridge (i didn't foud bridges to repair to be crossed)
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tedi88
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Blitzkrieg State Prosecutor
Posts: 1,228
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Post by tedi88 on Jan 27, 2014 19:17:30 GMT 1
it appeared all quite, even if germans massacred me, until i moved the 4 engeneer trucks deploied on the left, near artillery position (screenshoots to see the position on the map), maybe femohi refered to those. i ordered to them to go on the other side of the river and game crash with multi-errors. opening map with map editor i found 2 of them blocked by trees ... but i don't know if it's this ... watching inside your folder i see nothing strange a part that file which you removed _rzi_0; then there's different just the visible water bridge pak which you use for editor and i suppose a pak of finnish infantry skin. i didn't try in map editor to look the terrain passability, to be sure the river can be cross in that point on that bridge (i didn't foud bridges to repair to be crossed) It could be. Hm, i haven't thought about it. I'll check it out first thing in the morning. Btw different water bridges,pak is renamed so that you can't see the water bridges. If it has .pak extension it will show them. Still there weren't any of them used in this map.
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Post by Stanenberg on Mar 12, 2014 1:41:54 GMT 1
Your post in your other GZM thread motivated me to play on this campaign again:
Now I finished mission 5 and I have some critic for you: First thing is that there are maybe a little bit too much units on your maps. For the player as well as for the enemy. I don't know how much do you care about historical facts but are you sure that the Germans had so many guns and tanks in 1944? Its also a bit easy for the player on some maps because you just overrun the enemy without an serious problems. (which not means that your mission are easy in general) But this is just my personal opinion and maybe other players like to have tons of units
What bothers me more is, that almost all maps I have played until now seem to have the same idea: breakthrough the fortified enemy defences. On some maps there are counterattacks, on some aren't. But the main Idea is always the same. IMO this is a little bit boring and I remember playing bb's Road to Leningrad, where every map had another concept or main idea. (I must also admit that I really don't like break-enemy-line-missions). Some variations in the maps idea would make the campaign more interesting and fun to play.
Now don't get me wrong and even if this seems a lot of critic I do like your maps and I will try to finish the all your gzm campaigns
Thanks again for this amazing campaign, which covers battles where we had almost no maps about before.
greetings, Stanenberg
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tedi88
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Blitzkrieg State Prosecutor
Posts: 1,228
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Post by tedi88 on Mar 12, 2014 10:08:46 GMT 1
Your post in your other GZM thread motivated me to play on this campaign again:
Now I finished mission 5 and I have some critic for you: First thing is that there are maybe a little bit too much units on your maps. For the player as well as for the enemy. I don't know how much do you care about historical facts but are you sure that the Germans had so many guns and tanks in 1944? Its also a bit easy for the player on some maps because you just overrun the enemy without an serious problems. (which not means that your mission are easy in general) But this is just my personal opinion and maybe other players like to have tons of units
What bothers me more is, that almost all maps I have played until now seem to have the same idea: breakthrough the fortified enemy defences. On some maps there are counterattacks, on some aren't. But the main Idea is always the same. IMO this is a little bit boring and I remember playing bb's Road to Leningrad, where every map had another concept or main idea. (I must also admit that I really don't like break-enemy-line-missions). Some variations in the maps idea would make the campaign more interesting and fun to play.
Now don't get me wrong and even if this seems a lot of critic I do like your maps and I will try to finish the all your gzm campaigns
Thanks again for this amazing campaign, which covers battles where we had almost no maps about before.
greetings, Stanenberg Thanks for the great critique (seriously). Regarding the tanks, well it's a bit tricky. BB knows i'm nitpicker when it comes to units used in some operations. To be more precise: when Soviets attacked Romania in August of 1944. Feldherrnhalle Division launched a counter-attack. Despite it being an "elite" formation it's main tanks and spg's are Pz. IV and StuG III/IV. There were no Panthers at that point. So accuracy is pretty good, but i did put Panthers in later missions for sake of unit variety (and the fact i like that tank). During an assault on Belgrade, (there are conflincting sources when it comes to it) Germans had between 40 and 80 tanks. However "Prinz Eugen" division (7th SS) only used it's StuGs and Panzerjaegers to attack the Russians. "Uniqueness" of this division is that it was probably the only mountain division to use tanks. Mostly captured French tanks. But it would be strange if T-34-85 came up against Somua S35's, wouldn't it? So i had to leave them out (despite liking that particular model of tank). Furthermore, NOVJ (Yugoslav forces), reported large number of "Ferdinands". Not a single German unit used those on this part of the front. It was however a name that NOVJ adopted for any German SPG they encountered. So it's pretty hard to pin down which type of SPG's were they talking about. So i stuck with Marders and StuG's (couple Nashorns as well) for most of the missions and Hetzers for the last mission on the Syrmian front. Hungary and Austria are a different stories. So you have pretty much every German late-war tank there (not spg's only tanks). Although Tiger I's are encountered for the first time in Vienna. Arty is different, there were as many as 2100 arty pieces (without breakdown) present around Belgrade. Now i believe that it's the inflated number, but considering strong AA defenses around the city, i believe i got them right. Still if you were talking about AT guns, then i'm mostly in agreement with you. Regarding mission design: noted. To elaborate, mission 5 (and couple of others) needs a rework, but it will take some time. Still any suggestions are welcome, either here or by PM. EDIT: Forgot the last part: number of units. I mostly agree. However with pretty large maps and relatively short ranges if there were fewer units most of the maps would be empty. On the other hand if i hate something is when someone makes a map with player side having few units and being ordered to destroy a division. Few units on a defense is pretty good IMO - your maps for example. On offensive missions it's the other story - example i believe it's called Stalingrad the Way of Death - Conversion of Stalingrad missions for MK. While maps are excellent, player forces composition is poor. Couple of squads, a lot of tanks and SPG's. While enemy counter-attacks are human wave like. It really depends on a play style. I usually loose a lot of forces because of the way i attack (short barrage, tanks and infantry up front, mortars and mg's covering them). Femohi for example plays it differently, he cares for every soldier. For him it's too much units (for example) - for me it's pretty much enough to do a job and still have some forces in case enemy tries a counter-attack. Still that's probably another thing i'll have to revise in couple of missions.
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Post by Stanenberg on Mar 13, 2014 15:29:18 GMT 1
Hi tedi88,
first of all, thank you for taking my critic so cool
About the units: of course every player like another number of units and about what units you use its also clear that Somuas would be way to easy on the maps. Don't worry about that. What I seriously criticize is the same idea of mission in every map that makes the great campaign a little bit boring on some passages
I finished Mission 6 today and its funny to see how this map is similar to other breakthrough maps like the 1st map, but way better. The moral scripts are amazing...I wished to see this in all other Mission before instead of endless trench clearing. The counterattacks also worked well, but I took only one objective and the counterattack launched and they attacked on both objectives while one was still held by the Germans...maybe some little improvement there would make it even better.
Worst thing on the map are the german fighter planes. I didn't shot ANY of them. They destroyed a couple of my Il2 and fighter planes then I decided to not send the airforce anymore. Sometimes I had 10 fighters against 3 germans and they still didn't shot them. Maybe some better fighters for the player or worse for germans would balance it a bit better.
Looking forward to Belgrade now
greets, Stanenberg
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tedi88
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Blitzkrieg State Prosecutor
Posts: 1,228
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Post by tedi88 on Mar 13, 2014 15:44:31 GMT 1
Hi tedi88,
first of all, thank you for taking my critic so cool
About the units: of course every player like another number of units and about what units you use its also clear that Somuas would be way to easy on the maps. Don't worry about that. What I seriously criticize is the same idea of mission in every map that makes the great campaign a little bit boring on some passages
I finished Mission 6 today and its funny to see how this map is similar to other breakthrough maps like the 1st map, but way better. The moral scripts are amazing...I wished to see this in all other Mission before instead of endless trench clearing. The counterattacks also worked well, but I took only one objective and the counterattack launched and they attacked on both objectives while one was still held by the Germans...maybe some little improvement there would make it even better.
Worst thing on the map are the german fighter planes. I didn't shot ANY of them. They destroyed a couple of my Il2 and fighter planes then I decided to not send the airforce anymore. Sometimes I had 10 fighters against 3 germans and they still didn't shot them. Maybe some better fighters for the player or worse for germans would balance it a bit better.
Looking forward to Belgrade now
greets, Stanenberg I've just checked them. It seems i've put G8 instead of a regular G version of Bf-109. That'll be corrected. Though i must admit several planes in this version of GZM are a bit overpowered. FW-190 ground-attack version is nearly indestructible. Only plane to match it is P-39, while only AA gun that will shoot it down is 20mm Flakvierling. Still i'm glad you liked it.
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tedi88
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Blitzkrieg State Prosecutor
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Post by tedi88 on Mar 24, 2014 19:27:16 GMT 1
I've updated the first post. New download link is posted is here just in case. Main changes: -Several tweaks to core unit placement -Some changes regarding the planes used -Several changes to scripts NOTICE#1: links removed temporary due to rework. They'll be returned ASAP.NOTICE#2 One small update regarding mine latest reworks, two news to be precise. Unfortunately i'm rather ill at the moment, so I won't be releasing the update today. Earliest estimate for release is sometime next week. Sorry for that, it wasn't my intention. Good news is that most of the "hard" (hard for rework) maps have been completed and the rest won't take long.
Read more: blitzsrbija.proboards.com/thread/1513/northern-front-series-1941-1944?page=4#ixzz3Otfsd4SMInstallation: Extract the files from the rar either to you GZM data folder or a new folder and then copy them to GZM data folder. If it asks you to overwrite the Movies folder, do it.
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tedi88
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Blitzkrieg State Prosecutor
Posts: 1,228
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Post by tedi88 on Feb 28, 2015 21:39:52 GMT 1
All right here's the news. First I want to apologize for missing a deadline, some mission required a more thorough touch than I expected and for that I once again apologize. Second, despite all maps being tested (more on that later) I would kindly ask you to report any bugs or problems you might encounter. NOTE: map no. 9 and map no. 14 can crash. Reason for this is the number of units and objects present on it. Only solution to this is to reload your last save, so save after every objective, just to be sure. Thirdly, here's a list of changes: General changes: - added two more core units in tanks category - added two additional units (JS-2 and ML-20) as upgrades - added 4 medals Mission specific changes: - Mission 1 - heavily overhauled. Layout of the map is somewhat changed. River crossing was made easier. Script modified considerably as well. Counterattacks should be a little harder now. - Mission 2 - totally overhauled. Layout of the map completely changed except for a single village. New script and different objectives. - Mission 3 - graphical changes here and there. Map layout same as before. Player units changed. Script mostly the same. - Mission 4 - medium overhaul. Layout changed moderately, but was considerably improved graphically. Player units changed completely. Some script changes but not much. - Mission 5 - small overhaul. Map layout same as before, graphic details increased. Player units changed slightly, enemy units changed slightly. Script changes minimal. - Mission 6 - medium overhaul. Map layout same as before, medium graphic improvements. Some changes to the script, small corrections for both player and enemy units. - Mission 7 - medium overhaul. Map layout same as before, heavy graphic changes. Some changes to the script, small corrects for both player and enemy units. - Mission 8 - small overhaul. Map layout same as before, except for graphics little else is changed here. - Mission 9 - medium-heavy overhaul. Map layout same as before. Added new fort (much better than the old one). Graphics improved. Player units corrected. Additional warehouses. Script changes. - Mission 10 - small overhaul. Map layout same as before. Some graphic improvements. Player units corrected. Small changes to the script. - Mission 11 - medium overhaul. Map layout same as before. Medium graphic improvements. Passability at the bridges improved. Player units toned down. Script changed. - Mission 12 - small overhaul. Map layout same as before. Small graphic improvement. Changes to the script and player forces. - Mission 13 - small overhaul. Map layout same as before. Some unit tweaks and some script tweaks. - Mission 14 - medium-heavy overhaul. Map layout same as before. Mostly graphic and script changes. Small changes regarding the units. For all missions air support was modified either in composition or response time. Links: www.mediafire.com/download/f70oa6wqvv4uapz/SouthernFront1944-1945Revision01.rarInstallation same as before (check the first post of this thread).
Some screens (please note that I didn't make many screens of fighting because i was busy testing it, i'll upload those next week):
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Post by Stanenberg on Feb 28, 2015 23:45:12 GMT 1
Wow. Very impressive mapping! I like the good use of terrain grass objects. I don't like replaying maps but maybe while waiting for Narva...
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Post by Deleted on Mar 1, 2015 1:26:08 GMT 1
WOW!!
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Post by ariete on Mar 1, 2015 20:45:52 GMT 1
really, it impress me too. lot of details, very well putted down.
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bb
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Blitzkrieg junkie (tried to quit several times).
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Post by bb on Mar 2, 2015 22:35:17 GMT 1
I dont have much spare time to play BK on these days, but I'll try after finish the Gzm campaign,
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tedi88
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Blitzkrieg State Prosecutor
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Post by tedi88 on Mar 29, 2015 16:40:29 GMT 1
Small update: www.mediafire.com/download/5k03bjk5wmb4ajm/[GZM7.77.3]PATCH.pakIn case mission 01 causes problems for you (for some reason in the upload there was a test version of the script ) and don't want to cheat (although judging by the fact nobody reported a problem, I assume problem was bypased ) to complete, download and place the patch.pak in data folder. Also I've changed scripts in Mission 12 and 13. Safer script was used. Link in the first post was updated and main download now contains the fix in it. Sorry for inconvenience and thanks to Yersinia from GZM forum for reporting this.
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tedi88
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Posts: 1,228
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Post by tedi88 on Apr 6, 2015 18:33:49 GMT 1
Additional small update: www.mediafire.com/download/q5qkz6lcmdsg6sa/[GZM7.77.3]PATCH06.04.2015.pakIt seems I'm unlucky when it comes to this campaign. Worst thing is i'm starting to hate myself. For some strange reasons script files d44 and d45 had following dates: 04. and 09. of January instead of 31. and 30. it seems .pak wasn't updated as it should have been. Therefore, bugs were present it them. Now i've checked the remainder of the scripts and all other dates seem fine. Therefore there shouldn't be any bugs in them, in case somebody encounters any problems, please let me know. Sorry for inconvenience and thanks to Yersinia from GZM forum for reporting second bug. Also main download was updated as well.
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Post by ariete on Apr 6, 2015 20:20:49 GMT 1
you're the G'zmer here, the bridge of connection with the russia great tedi
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