TGW1918 version 1.2

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don_Durandal
Posts: 57
Joined: Fri Feb 14, 2014 12:01 am

TGW1918 version 1.2

Post by don_Durandal » Sun Apr 20, 2014 12:00 am

While the team works on the French Army faction, here’s a much needed version 1.2 to fix some of the balance and graphic issues of previous versions. In addition it also introduces a new 3vs3 map.


Bellenglise (6p)
A map by MonolithicBacon

Image

When the Entente and their allies began the Hundred Days offensive to liberate the terrain captured by the Germans in 1914 and the 1918 Spring Offensive their main obstacle was the Hindenburg Line. Built and reinforced since 1916, it consisted in five fortified positions covering the whole western front, the principal one being the Siegfriedstellung. Using concrete emplacements, terrain features and defence in depth it presented a formidable defensive line which the German Army was resolved to hold at any cost.
The St. Quentin canal was one such geographical feature upon which the Siegfriedstellung rested. On 29 September 1918 it was there, near the township of Bellenglise, that the Hindenburg Line was first breached by Australian, British and American units with the decisive support of tanks.

Image

Bellenglise is a large 3 versus 3 player map. It consists of fields with a small hamlet in the middle, the whole map being cut in two by the St. Quentin canal. The main bridge at the hamlet and four fords allow the crossing of this feature. The canal’s banks are covered by wire entanglements however, and numerous lines of trenches mark the fields beyond.

Image
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Balance changes

++ shared ++

- territory sectors in the Flanders Fields map have been redrawn to emphasis gameplay on trench warfare
- cost of ladders has been lowered to 5 mp
- a fuel cost has been added to trenches to force players to choose between entrenching or vehicles
- officers can no longer use targeted abilities while garrisoned
- the range of the machine guns of the starting bunkers has been lowered to vanilla levels
- lowered the range at which basic infantry can detect mines
- the maximum number of soldiers required to capture field guns has been lowered to 3
- mustard gas (yellow cross) will keep causing health degeneration even after soldiers have left the contaminated area

++ British Expeditionary Force ++

- BEF players will start the game with 0 munitions
- the Vickers MG crew will now properly benefit from the command section's aura
- the emplaced Vickers now has the same arc of fire as the MG08 from upgraded strongpoints
- only a single rifle grenade will be shot when the no.44 AT rifle grenade ability is used
- cost of the no.44 AT rifle grenade ability has been lowered to 25 munitions
- lowered the damage and penetration of no.44 AT rifle grenades against armoured cars
- the trench raiders' vet assault ability will no longer replace the mills bomb ability
- decreased the bangalore's damage against emplacements
- the bangalore ability can be activated while the squad is crawling
- lowered the accuracy of melee weapons against trench raiders
- increased the accuracy and damage of the trench raiders' melee weapon
- the HQ building and howitzer emplacement can now be wired with demolition charges
- recharge time of the strafing run commander ability has been raised to 55 seconds
- recharge time of the observation plane commander ability has been raised to 40 seconds
- recharge time of the bombing run commander ability has been raised to 55 seconds
- lowered the cost of the Mark IV tanks to 400 manpower and 100 fuel
- increased the damage and penetration of female tanks' sponson MGs against emplacements
- the cost of the female Mk V tank call-in ability has been raised to 600 manpower
- lowered the reinforce cost of sappers to 30mp
- the RE Field Company commander upgrade lowers the reinforce cost of sappers to 27mp
- the experience bonus from the Battle Briefing commander upgrade has been replaced with a capture rate bonus
- lowered the damage of assault Mills bombs
- offensive boosts provided to sections of the same platoon by the Command Section's aura now require a "Fire and movement" research in the Scout Command Post

++ Imperial German Army ++

- increased the damage of stick grenades
- Veteran Landsers can no longer use camouflage
- pioniers can no longer throw light mines
- light mines thrown by assault pioniers will now last for five minutes
- increased the throwing range of light AT mines
- the platoon leader will no longer cloak
- increased the vulnerability of the platoon leader vs. rifle fire
- Platoon leaders start with a smaller and weaker command aura
- added a "Mission command" research at the HQ which boosts the platoon leaders’ aura range and bonus, and increases their cap to 3
- the "Battalion Assets" research makes the Platoon Leader more resistant to damage
- decreased by 50% the penetration rate of the MP18 against emplacements
- stormtroopers can now be upgraded with two MP18
- increased the accuracy and damage of the stormtroopers' melee weapon
- the damage vs. Platoon Outposts and MG Nests of the stormtrooper's "Concentrated charge" ability has been lowered
- the light Minenwerfer can now fire smoke shells
- the HQ's healing aura has been slightly increased
- reduced the delay of the officer's observed artillery ability
- increased the reload time of the Disruptive Fire commander ability
- the Disruptive Fire commander ability can only be used in enemy territory
- improved the Big Bertha's shell collision
- cost of the Yellow Cross commander ability has been lowered to 125 munitions
- raised the cost of the flying circus commander ability to 175 munitions
- lowered the cost of the Supply Chain commander ability to 150 munitions
- the munitions boost and manpower decrease modifiers of the supply chain ability now only last 80 seconds
- the following units can now also be fielded at forward HQs: lmg group, stormtroopers, MG Sharpshooters, Assault Pioniers
- ambient buildings can now be converted into field hospitals that heal surrounding infantry
- the Hindenburg Line upgrade no longer allows strongpoints upgraded as aid posts to heal surrounding units
- off-map artillery will fire both green and blue cross shells when the " Buntschiessen " commander upgrade has been unlocked
- the "Buntschiessen" doctrine upgrade no longer unlocks green cross shells for howitzers
- the doctrinal 7.7cm FK16 field gun emplacement now additionally requires tier 3
- the howitzer emplacements and doctrinal field gun emplacement can now be wired with demolition charges
- removed the cost of the "second line rush" commander ability. Recharge time has been raised to 120 seconds
- raised the fuel cost of the A7V to 150
- the cost of the Beutepanzer call-in abilities has been set at 520 manpower
- captured Stokes mortar squads can now properly retreat to the rally point.

Other changes

- both walls of trenches will now be shown when placing new buildings
- the Big Bertha's 42cm shell now has its own model
- fixed and improved the QF 4.5inch howitzer's model and animations
- fixed the Stokes mortar's bomb
- fixed the animation of the Vickers MG (except in the Pillbox)
- minimap range of artillery abilities should now be displayed correctly
- the localisation has been updated to better reflect what all entries do (thanks to Vuther!)

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Download Links

http://www.speedyshare.com/rZBdz/TGW1918-v1-2.exe
https://www.dropbox.com/s/ifd3n6dpycq3b ... 8_v1_2.exe
http://uploading.com/8d8e743c/TGW1918_v1_2-exe (un-tick "use download accelerator"!)
Torrent: http://www.file-upload.net/download-883 ... rrent.html


The Great War 1918 development team.
Last edited by don_Durandal on Mon Apr 21, 2014 10:02 am, edited 1 time in total.
“a poor model can be saved by a great texture, but a bad texture will ruin even the most detailed model.” - James O'Donnell, Forgotten Hope mod artist

Vuther
Posts: 10
Joined: Fri Feb 14, 2014 10:54 pm

Re: TGW1918 version 1.2

Post by Vuther » Mon Apr 21, 2014 5:16 am

Totally awesome! Aside from how I got credited! Flanders Fields looks like it'll be incredibly to wrestle over. Fuel cost for trenches will obviously be big, but that is a fair bit more interesting than digging in hard for free whenever you want to keep something.

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Comissar Zhukov
Posts: 20
Joined: Thu Feb 20, 2014 3:05 am

Re: TGW1918 version 1.2

Post by Comissar Zhukov » Mon Apr 21, 2014 11:25 pm

Awewsome! Already downloading!

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GeneralCH
Posts: 61
Joined: Thu Feb 13, 2014 11:59 pm

Re: TGW1918 version 1.2

Post by GeneralCH » Tue Apr 22, 2014 9:51 am

Vuther wrote:Aside from how I got credited!
Hello. Mind you explain?

Vuther
Posts: 10
Joined: Fri Feb 14, 2014 10:54 pm

Re: TGW1918 version 1.2

Post by Vuther » Tue Apr 22, 2014 5:14 pm

GeneralCH wrote:
Vuther wrote:Aside from how I got credited!
Hello. Mind you explain?
I'm in the last line, about the localisation. That is, of course, awesome.

Aside from that, the patch is awesome elsewhere as well.

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Nickel
Posts: 2
Joined: Thu Mar 27, 2014 10:31 pm
Location: France

Re: TGW1918 version 1.2

Post by Nickel » Wed Jun 18, 2014 9:37 pm

Hi tgw1918 team !

Thanx for this update !

next stage : french army in game !!!!!!
« Sauver des vies au mépris de la sienne ».(Until March 1, 2014)
« Toujours plus loin »
motto of Intervention group of the French Gendarmerie Nationale

Deserteur
Posts: 2
Joined: Sun Nov 30, 2014 3:54 pm

Re: TGW1918 version 1.2

Post by Deserteur » Sun Nov 30, 2014 4:29 pm

Congratulations.

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