I can download the Great Patriotic War, and it is of some size. When I run the .exe file to set up GPW, it only runs a little way along the setup path before it suddenly says that it is installed. Then, when I run the Russian campaign in BK, the KV-1 flash screen shows, it starts into the first mission display screen, but then it will not proceed beyond that. When you click the V button, nothing happens.
Is this another aspect of the great user-friendly interface of the VISTA system?
OK, V2 of the camapaign is currently on hold, as I'm working on the NA mod.
SO, here is the V1.3 patch for those who want to play the camapaign now, or are plying it already. There are several map updates in this version, though they are not as well-balanced as I hope those in V2 will be. Place it in the DATA folder (where GPW.pak is). www.mediafire.com/?if4gzqyzzto
So, it is now the NA mod that is on hold, again due to the lack of progress with the German chapter creation.
=========== Meanwhile, thanks to ilyaka's review of the original campaign (+1.3 patch) and his detailed comments, suggestions, and notes, I have actually been able to improve the campaign's gameplay experience, as opposed to simply modifying it.
Noted NEW GPW changes: *New set of effects and sounds for destruction of objects, buildings, and units, as well as the AT rockets by ilyaka. *New set of Eurpean buildings and European building winter textures by ilyaka. *Wreck timings reduced to 5 min. *Enhanced and improved maps and scripts (no more winning at the beginning o a mission!). *Increased occurrence of flamethrower-armed Soviet units (tanks and squads) in Stalingrad. *Reworked the map and script of the Prokhorovka battle map. Now the attacks and reinforcements come in waves. Decreased the support units quantity (as there is a huge excess of troops remaining when played in easy difficulty). Also, tweaked the unit composition of the player's forces to more accurately resemble the common units of 1943. *Completely reworked divisional guns (Zis-3 and F-22). These are now powerful artillery pieces in the spressive fire mode, espcially against enemy infantry (not so much against tanks, esecially at the longest ranges due to accuracy). They are still the decent AT guns they were. The only CON is that the units now have two weapons and two ammo types (for the direct fire and long-range fire modes), with 2/3 of the ammo alloted to the direct fire mode (=~12 shells for suppressive fire, which reiterates the necessity of supplies to sustain an offensive operation in general).
BTW, ilyaka passed all the missions on Suicide difficulty (which is incorrectly translated from Russian- should actually be "Lethal"), so most of the original missions WERE passable. However, with V2, this will be much less of an issue.
Ok, I`m the second mission of Operation Bagration, chapter of GPW, where I must destroy a group of germans encircled in a village. The mission has some bugs, for example, if you dont destroy the first german group running over the bridge - if they are blocked by wrecks or if the bridge was destroyed - you wont receive the last two objectives. But the most irritating is, once you are sieging the village, the germans receives unterminables reinforcements, teleported in the center of the village, and this makes the work of clearing the village almost impossible. My question is: is this a bug or this is the correct script? Cause I`m starting to think in call the old Win(0)...
BTW, Untill now, Operation Bagration is the worst chapter of this campaign. The first time I tried to play GPW I quited here... It`s a shame once was the most sucessfull soviet operation on the entire war.
The Bagration chapter in GPW will b revised, and perhaps added to.
I'm working on the second version of the second version of this campaign.
Lately, I have resumed work on V2 of this campaign. I have incorporated many new maps made in the past months, as well as new objects, effects, units, and gameplay changes. Here is a summary below:
[glow=red,2,300]Main new features of GPWv2:[/glow] *New buildings, units, and effects *Intergrated 3 maps from the Volokolamskoe Highway chapter into the Moscow chapter of the mod. *Added 3 maps to the Kursk (now 1943) chapter, which are about the liberation fo Kiev in 1943 and the related battles. *Replaced and/or added various missions throughout the campaign. *All maps have been reworked and improved to include new units and objects, as well as enhanced playability. *Revised core unit structure to better suit the maps in quality and quantity, though you will actually now get acess to more powerful units such as the 203mm B4. *All maps have been reworked to be compatible with the ailogic.dll file from Stalingrad.
========================= [glow=red,2,300]Also, I have made some new gameplay changes in GPW[/glow] =>regarding the weapon and sight ranges of AA/AT artillery, infantry, and armor.
Basically, I wanted GPW to not let 45mm AT guns or T-34s have the same range as much better guns, such as 85 and 88mm Heavy AA guns and heavy tanks. However, I also wanted players to be able to play other BK maps with GPW installed, so they could still use its custom textures, effects, and gameplay.
Therefore, I increased the maximum direct fire range to 50 (though this is limited by a unit's overall range of its gun). Both German and Soviet units recieved such upgrades, mainly for units fielded in 1943 and after. I also increased their sight ranges, though most units' maximum rangeis beyond their LOS, which means that they will need to be corrected by other units and/or spotters. At the same time, it made the effectiveness of otherwise vunurable units such as AT guns and SPGs much more valuable in thei role of supporting other forces.
Also, I have increased infantry rifle, AT rifle, and LMG ranges from 30 to 38, so rifles are more superior in an open field. However, the max LOS which a normal infantry unit has is a range of 36 (for the officer). Thus, an individual rifleman's advantage in the field over a submachinegunner is not as great if he doesnt have other units nearby who have the submachinegunner in their sights (both units in fact have an LOS of 34). This was primarily done because, though infantry can see for miles around, detecting and accuratly firing at a person in the field gets very challenging, especially if you don't know he's there.
Here are some screens from th Map Editor to give you an idea of the new ranges:
=========== [glow=red,2,300]What's Left:[/glow] 3 chapters still need modification, along with about a dozen maps. Then everything needs to be fully tested and the EXE file compiled. I'm hoping to finish this project in the next week or two, depending on time allowance.
As always, questions, coments, and suggestions are very welcome and encouraging.
[HgW]Neutro: Hello click on his name and on his profile page is a button "send message"
Mar 15, 2021 18:03:20 GMT 1
Grot: Can't PM until he makes few posts first
Mar 15, 2021 18:47:25 GMT 1
Claonadh: Correct Grot, Can someone PM me then instead
Mar 15, 2021 20:32:59 GMT 1
Claonadh: Hi, Can [HgW]Neutro and danzig70 Pm me please, Thanks
Mar 16, 2021 12:08:57 GMT 1
Squire James: Grot, little tip. Your project is precisely that. Your project. You shouldn't let anyone else push you around and dictate to you how it should be just because they don't like it. If they have a problem with it, that's precisely that. THEIR PROBLEM.
Mar 23, 2021 17:14:36 GMT 1
kpacc: Who want to play Offikrieg welcome to GameRanger!
Apr 2, 2021 15:56:54 GMT 1
Mascarenhas2: Hi old and new fellows. After many years, I decided to return into playing BK, only to discover that this is still the best rel-time tac-str game ever. And this forum has been - and I´m so glad to see that many new stuff has been created.
Apr 6, 2021 16:42:59 GMT 1
Mascarenhas2: This forum is a treasure, and I hope it keeps as is. Cheers!
Apr 6, 2021 16:44:08 GMT 1