大英帝國英格蘭總督 美國第101空降師副班長
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UPDATE 3.61 Yes, we went straight to 3.61.
The primary purpose of 3.61 is to make The Great War sync with the latest dlc from CA, so you can now play with the patch packs in your data folder again.
Fixes and features,
- The Great War is dlc friendly again!
- Non-Firing Artillery bug fixed.
- Bug where UK was sometimes not able to build cavalry has been fixed.
- Poison gas should linger slightly longer and effect a slightly larger area.
- Smoke from rifles should now be entirely gone except for a slight '***' from the barrel or breech.
- Artillery are now less accurate across the board, this is for the sake AI, and to make infantry somewhat more useful.
- Only Commonwealth Cavalry can dismount. The AI cannot use the 'dismount feature' and so the feature was simply removed.
- General's Staff increased to 200 soldiers.
- Infiltration Battalion increased to 200 soldiers from 160 and given a slight stat boost.
- Infiltration Battalion grenades made slightly more effective.
- Artillery is now much more expensive. Fielding 'armies' of artillery or relying solely on artillery in the campaign as your war-winner is no longer feasable. This was done, in part, to represent the expense of keeping shells in constant production.
- Unit spacing adjusted slightly.
- Artillery given a better LoS, this helps somewhat with the artillery firing on the flanks, but it is not perfect and the artillery still aims slightly 'towards the flanks' though it is less noticeable.
- Numerous building tweaks.
- Cavalry no longer available from the frist barracks.
The fix for AI infantry running rather than walking has been left out, it was causing CTDs and fatigue issues. I will continue to work on this fix and hope to release it the next time around.
UPDATE 3.6 will include,
- Compatability for dlc/patch
- Artillery fix. You will no longer experience non-firing artillery.
- Artillery 'accuracy.' Artillery shells will hit slightly more towards the center of a formation rather then 'peppering the edges.'
- Infantry will run more, especially when under artillery fire.
- Numerous CAI tweaks.
UPDATE 3.5
- London recruitment bug fixed. This was not isolated to London, it had to do with 'excess recruitment points' causing all recruitment to disappear. This has been remedied.
- Unit Cards have been restored. New unit cards are forthcoming.
- Infiltration Squad stats reballanced. Unit size reduced. Morale, shooting, melee increased. Given hide anywhere, good stamina ability, morale shock resistent, and grenades.
- Rifle range increased slightly.
UPDATE 3.34
- Hungarian Rifle Battalion added for Austria-Hungary
UPDATE 3.3
- New Units. Commonwealth Australian Light Horse, Commonwealth Australian Rifle Battalion, French Home Guard, German Infiltration Battalion.
UPDATE 3.2
- Cuirassiers changed to 'Cavalry Squadron.' Cavalry have had their stats change to more historic levels, and can now dismount with rifles.
- Infantry BAI changed slightly to allow for more flanking. Changed from type 'circle' to type 'ellipse.'
- Got rid of the silly clouds of smoke, which were not historical.
- Cavalry name and description changed.
UPDATE VERSION 3.1
- New Units, including German Storm Troops, Austrian Imperial Shock Troops, French Shock Troops, and British Foot Guards.
- Fixed Buildings, so Campaigns will now work a little better. It is not perfect however, since the startpos is not quite finished yet, but it is coming.
UPDATE VERSION 3.0
Version 3.0 is the first step towards our total conversion mod of NTW, bringing an entirely new feel to the battles through a reskinning of the major factions. That said, many, many units had to be cut, units that will be retextured for use later on. Each major faction has Rifle Battalions, Conscript Battalions, Artillery, and Poison Gass Artillery. That’s it, but there are many more units to come. Also, except for Russia and Prussia, there are now unit icons. This will be remedied in the next update.
What this mod includes
- Fixed the CTDs from 2.0
- Retexture of the major factions
- Larger Deployment Zones are now in the same rar.
- A working model of Poison Gas, right now it is still quicklime but with edited stats. It does less damage but effects a larger area, and has longer range.
- WWI era quotes.
- Artillery rebalanced for the update.
- Minor economic changes.
1.1更新:
- Update 1.1 fixes the 'botched' texture issue some were reporting with Britain.
- Revamped Economy (please note, the economy changes are made with Mitch's startpos in mind, and so will be much better suited to the accurate WWI start locations and economy base.)
- New CAI. The CAI, as well, has been made with Mitch's startpos in mind, and so will be much better suited to the WWI start locations.
- New Economy. Building effects changed. These are along the lines of Total Combat, but with a number of signifigant differences, such as an emphasis on industry and mines.
- Level of Industrialization. Unit recruitment based primarily on factories and gunsmiths.
- Flags
- Quotes by LuckLewis
- The beginning of the unit names and faction names.
- Russian Retextures by DoomBunny
What's Missing
- Textures, though it does feature Russian infantry textures.
- Startpos. That is, a map with proper starting locations. Mitch, our resident Startpos wizard, is working on this.
2.0更新:
Update 2.0, which is the latest version of the mod has been known to cause CTDs for some users, and so I recommend using 1.1 until we have corrected the issues. However, it includes
- WWI-Era Textures are now included. The line infantry, conscripts, and artillery crews of the major factions are finished. However, various textures will not appear properly in certain factions. So, for instance, the Old Guard and Young Guard of France will not appear properly, but their line infantry, conscripts, and artillery will. This will be remedied very shortly
To clarify, here is a quick list of the skinned units are
- REGULAR Line Infantry (German Fusiliers for Austria-Hungary, Fusiliers for France, Musketeers for Russia/Prussia, Foot for Britain)
- Militia (Landwehr, Fencibles, etc.)
- ALL artillery for ALL factions
- Cuirassiers (Dragoon Guards for Britain, Cuirassiers for all others)
Deployment Zones, courtesy of Baron Von Beer,
This is a seperate download of Baron's expanded deployment zones, which allows for proper maneuvoring given the longer ranges, larger armies, and more powerful artillery
Thorized - The Great War is an early Alpha stage mod that brings WWI-esque combat to NTW, and that, hopefully, will feature WWI skins and diplomatic starting positions later on.
Please note, this is a VERY early mod. This features ONLY gameplay changes. There are, as of yet, no new skins, textures, etc. This also features no startpos diplomacy changes.
WWI stats and formations across the board, that means
- All infantry carry WWI-style rifles 全部步兵装备一战时期来复枪
- All infantry have breech load animations 全部步兵采用后装载动作(?)
- All rifles have 'bolt-action' reload times 全部来复枪有'bolt-action' 装载时间
- All infantry upped to 400 men per unit. (ALL of them) 全部步兵数量添加到400人
- All infantry fight in 'skirmisher-chain' type formations. 全部步兵开火采用 散兵链方式编队
- All cannons fire explosive shells. 所有大炮采用爆炸式炮弹
- All cannons feature WWI, breech load relaod times. 所有大炮采用一战时期的后装载方式
- All cannons can fire over obsticles. 所有大炮能发射obsticles(这个是啥东西?).
- Howizters fill a WWI-era role, lobbing in the ‘chemicals.’ In this cass, simply carcass and quicklime. 迫击炮采用一战模式 化学炮弹
- All cavalry at 200 men. 骑兵设置200人
- Much larger deployment zones (courtesy of Baron Von Beer, please +rep this fellow).更大的部署空间?
New AI
-CAI will be much more aggressive 战略AI将更加主动
-CAI will honor alliances much better 战略AI将更加遵守荣誉联盟
-CAI will be much more determined to take back lost provinces 战略AI将更加坚定夺回失去的地区
-CAI build priorities will be reworked for a much more challanging, much more balanced experience 战略AI将更加具有挑战性和均衡
-CAI will merge armies to form larger stacks, no more tiny stacks of 1 or 2 units except for raiding. 战略AI会将部队整合到一起
-CAI focus on building cavalry reduced greatly. 战略AI重点建设骑兵大大降低。
-CAI focus on building infantry increased. 战略AI重点建设步兵增加
New Economy
- Men and bolt-action rifles are cheap. More units equal larger, more epic battles, and a much more competent CAI. 人员和bolt-action来复枪更便宜 单位数量更多 战斗规模更大 更方便战略AI
- Economy will be along the lines of my other mod Total Combat. 经济将继续沿用我之前的一个MOD Total Combat
Trench Warfare (kind of)
- The player and the AI can now build earthworks at the start of every battle. 所有战役可以建筑土木工程
Tactics - Artillery
Artillery reins as king of the battlefield. As in the Franco-Prussian War, the Crimean War, and yes, WWI the Great War, a determined artillery bombardment can stop an infantry advance dead in it's tracks. The big guns win battles.
If you are on the attack, a valid tactic is to simply sit back, soften your targets with artillery, and then send in the infantry. However, the defenders will be returning artillery fire, what is a general to do?
The AI knows its artillery is king, so beware.
In game terms, artillery will win or lose most battles. It is as simple as that. Artillery will decimate entire formations. Infantry are fodder to be chewed up by these weapons.
Make enemy artillery your first targets. Target them with your own artillery, or send in a few hapless infantry waves to ‘give them steel.’
Tactics – Infantry (Including Skirmishers)
Infantry attack in waves with no clear formation. They use cover, they use the terrain, they hide from artillery attacks. Bearing bolt-action rifles, they can deliver literal walls of fire into their targets, reducing cavalry and enemy infantry to shreds.
The main weakness of infantry during this period was primarily their lack of mechanization, their vulnerability to artillery, and the generally poor conditions underwhich they were trained and lived. Training is basic at best, even for the pros.
In games terms, this means while infantry weapons are much stronger, infantry suffer from lower overall moral, and much worse training grades.
Tactics - Cavalry
Like the cavalry of the Crimean War on, cavalry are a definite 'vestige of a bygone era.' Although still considered elite by the nations they serve, cavalry charging infantry head on will, most likely, not even make contact before being cut down. Equally vulnerable to artillery fire, open-minded commanders are hard-pressed to find a role for their once elite cavalry forces.
In game terms, although cavalry stats have not been touched, charges with sword and lance against modern artillery and rifles are, quite simply put, suicide. If you find a break in enemy formations somewhere along the way, exploit it. But nevertheless, your coins are better spent on infantry or artillery.
Tactics – Grenadiers
Most nations from the Crimean War on continued to maintain super-elite assault/infiltration infantry divisions. These were, generally speaking, very athletic men who were given superior training at close combat and target practice. Most were also given specialist training in assaulting enemy hard spots. Nevertheless, once the trenches were dug, reality began to set in, and there were very few cases were these ‘elites’ proved their training was worth the time and money.
German Infiltration tactics with assault troopers was one of the very notable exceptions, though this was later in the war.
In game terms, this means that Grenadiers are very powerful, very motivated troops. However, the problem remains getting them through the wall of fire to close with the enemy, and then, of course, how to advance them through enemy artillery fire.
Open minded commanders shall note that keeping them at a firing distance where their higher accuracy can be put to good use is far better than attempting to honor ‘cold steel.’
Preview of Upcoming Accurate start locations and diplomacy! 这个是关于外交和地区的前瞻
Originally Posted by Mitch, Your humble servant
Great War Update:
Important Note: The startpos is as of yet not part of the download, more tweaks until release, But hang in there!
A look at our new Startpos!
Regions 
-Austrian, German and Russian Borders are now realistic as per 1914!
-Italy now has starting regions and will play a larger role in your campaign!
-Belgium will now takes it's place as a starting nation! (The yellow above France)
-Minor nations such as Greece, Switzerland and the almost unknown Ottoman Empire take their place.
-The map will be changed and tweaked in future to create the best and most realistic WWI gaming experience!
- ANY and ALL opinions as to my startpos will be most appreciated. Historical research and facts welcome to increase accuarcy. Such as I need to know if GB should have Gibraltar at the start (1914)? Any innacurate borders, let me know!
Alliances 
-All alliances will now be realistic as they were at the start of WWI.
-Thoragoros is working on different alliance traits, so your alliances will now hopefuly stick together that bit longer!
Starting Army 
-All nations starting Armys will now comprise of a realistic build of units! No more useless cav heavy armys in the Great War!
-Emphasis on army starting locations. The front lines will be as such, and with Thor's CAI tweaks, the AI should soon act like a real WWI nation!
Extra 
- Starting tech and region buildings soon to be decided. As always opinions wanted!
IMPORTANT:
This post is dedicated to my PC who recently passed away in a *** of smoke taking my first startpos with it the Bas**rd. None the less I recreated it... but please take a moment to remember my PC who gave his life so this starpos may continue, I have now switched to my second PC. 
Credits,
To Mitch for his great, upcoming work on the startpos! 
To Baron Von Beer for allowing me to include his Modified Deployment Zones 
And to the Little Green Rep Button, which I am sure you will press! 
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[ 本帖最后由 wangzhen123666 于 2010-5-11 13:44 编辑 ] |
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