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  1. #1

    Default FAQ on this MOD

    Since there's no brief introduction or FAQ; I need to ask:

    1) Does this mod include vehicles such as tanks?
    2) Does it include a campaign game? If it does, is it also for MP or just solitarire?

    Thanks

  2. #2
    crossjon's Avatar Campidoctor
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    Default Re: FAQ on this MOD

    1) no, though there are plans to include them in the future.
    2) yes, though you need to do some additional stuff (not exactly sure what) to play it in MP.

  3. #3
    RO Citizen's Avatar Protector Domesticus
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    Default Re: FAQ on this MOD

    1) Does this mod include vehicles such as tanks?
    2) Does it include a campaign game? If it does, is it also for MP or just solitarire?
    1) Not atm, but they will be, for sure, as I've seen under the team's avatars.
    2) The campaign for single-player is a beta, quite buggy, but you can try it. About the MP one, theoretically it should work, but you must do additional stuff, I believe.
    [Col] RO Citizen

  4. #4

    Default Re: FAQ on this MOD

    Quote Originally Posted by RO Citizen View Post
    1)I've seen under the team's avatars.
    I don't have it under mine
    According to this poll, 80%* of TGW fans agree that "The mod team is devilishly handsome" *as of 12/10 (its true )
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  5. #5

    Default Re: FAQ on this MOD

    Well since this thread is here let me ask you a question

    What models the minor factions use? I ask this since I am planning to play as Portugal (thanks to the addon) and I am quite curious.
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  6. #6
    Aanker's Avatar Concordant
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    Default Re: FAQ on this MOD

    Multiplayer works just fine, as long as both players involved are running on the exact same version of the mod (without any edits being done to the files involved). We've had a few multiplayer runs within the team; by merely limiting the amount of artillery available through rules, you'll have a very enjoyable experience.

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  7. #7

    Default Re: FAQ on this MOD

    I have a few questions about the mod.
    1) Trenches-Trenches-Trenches???
    2)Mustard Gas Units Possibly??
    Personally think tanks would really kill the mod, arty is already way too powerful, I mean you pretty much can't escape it, don't even have enough time sometimes to even get a chance to flank/counter it. Maybe,just maybe, if you start all your units in the rear of the map and hope the other side isn't on the very front line..
    3) On that note, any way of tuning the Arty down a little?

  8. #8

    Default Re: FAQ on this MOD

    Quote Originally Posted by Cracktower View Post
    Personally think tanks would really kill the mod, arty is already way too powerful, I mean you pretty much can't escape it, don't even have enough time sometimes to even get a chance to flank/counter it. Maybe,just maybe, if you start all your units in the rear of the map and hope the other side isn't on the very front line..
    3) On that note, any way of tuning the Arty down a little?
    artillery was responsible for the majority of casualties in world war 1 and is ,for the most part, pretty accurately represented. use snipers as a counter, they work pretty well
    That is the flaw in your theory, gentlemen and I will not help you out of it. If you choose to deal with men by means of compulsion, do so. But you will discover that you need the voluntary co-operation of your victims, in many more ways than you can see at present. And your victims should discover that it is their own volition - which you cannot force - that makes you possible. I choose to be consistent and I will obey you in the manner you demand. Whatever you wish me to do, I will do it at the point of a gun. If you sentence me to jail, you will have to send armed men to carry me there - I will not volunteer to move. If you fine me, you will have to seize my property to collect the fine - I will not volunteer to pay it. If you believe that you have the right to force me - use your guns openly. I will not help you to disguise the nature of your action. -Hank Rearden

  9. #9

    Default Re: FAQ on this MOD

    Quote Originally Posted by Whukid View Post
    artillery was responsible for the majority of casualties in world war 1 and is ,for the most part, pretty accurately represented. use snipers as a counter, they work pretty well
    Understood, but without a trench system it does seem overkill atm. I don't know anything about modding and I am pretty sure it's hard as hell to get trenches in the game (if it was easy I am sure it would be done by now) but I can recall a game with the name Blitzkrieg that had an awesome trench system. Please don't take my comments as criticism, not the intention.

  10. #10

    Default Re: FAQ on this MOD

    Quote Originally Posted by Cracktower View Post
    Understood, but without a trench system it does seem overkill atm. I don't know anything about modding and I am pretty sure it's hard as hell to get trenches in the game (if it was easy I am sure it would be done by now) but I can recall a game with the name Blitzkrieg that had an awesome trench system. Please don't take my comments as criticism, not the intention.
    No criticism here bro just trying to help you counter an enemy that goes arty heavy
    That is the flaw in your theory, gentlemen and I will not help you out of it. If you choose to deal with men by means of compulsion, do so. But you will discover that you need the voluntary co-operation of your victims, in many more ways than you can see at present. And your victims should discover that it is their own volition - which you cannot force - that makes you possible. I choose to be consistent and I will obey you in the manner you demand. Whatever you wish me to do, I will do it at the point of a gun. If you sentence me to jail, you will have to send armed men to carry me there - I will not volunteer to move. If you fine me, you will have to seize my property to collect the fine - I will not volunteer to pay it. If you believe that you have the right to force me - use your guns openly. I will not help you to disguise the nature of your action. -Hank Rearden

  11. #11

    Default Re: FAQ on this MOD

    Uh, made an account to just ask a quick few things. So you know, I'm running this on Vista, and I have Steam (and thus NTW) installed to a separate hard drive than my C drive. So I had to install things manually, and I want to make sure I'm seeing/experiencing everything I'm supposed to, as well as another question.

    1) Are the technology icons correct? I notice that a Machine Gun icon was added, but nothing else was changed. I'm assuming that this is just due to time or some other constraint until told otherwise.
    2) Are the Great Powers supposed to be going last? It just seems unusual, but I can deal with it.
    3) Is Austria's mission to capture Stuttgart still supposed to trigger? Because, um, I kind of don't want to piss off my only ally...
    EDIT:
    4) Also, are Sardinia and Sicily supposed to be there? I'm assuming a lot of the stuff, like the lack of campaign objective text or lack of "campaign options" is the way it's supposed to be, but I want to make sure my installation setup is working.

    EDIT: Ignore what was here too, I took out my generals to prevent a crash, forgetting that I needed one to replenish my men outside of a city. Whoops. >_>

    On a side note, this is an awesome enough mod that I made my first forum account in years to ask about it. >< Thank's a lot guys, I've been looking for something like this for a damn long time. World War I doesn't get nearly the attention it deserves in any form of media.
    Last edited by sNovah; April 09, 2011 at 12:16 AM.

  12. #12

    Default Re: FAQ on this MOD

    1) Not yet, but if you want to see a possible trench model look in the models thread
    2) We have poison gas option for artillery
    2.5) I disagree, especially if they are in small enough units to avoid artillery shells
    3) Perhaps. We are discussing possiblities atm.

    Quote Originally Posted by souldstrider
    What models the minor factions use? I ask this since I am planning to play as Portugal (thanks to the addon) and I am quite curious.
    Atm they mostly have vanilla uniforms (if thats what you mean), but that will change come 5.0
    Developer of The Great War | Leader of WW2: Sandstorm | Under the Woolen Patronage of Mitch | King of All

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  13. #13
    B-DizL's Avatar TGW Lead Modeller
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    Default Re: FAQ on this MOD

    1) the mg research allows to recruit mgs which are in the game now
    2) im not sure if the turn order can be changed but it doesnt really make alot of difference IMO
    3) you dont have to complete the mission, at the moment the missions are all invalid and will be changed in the next startpos version.
    4) i believe they are but we may have given them both to italy i cant recall

    Thanks for showing interest in the mod we have alot of new updates we will be showing soon so stay tuned

  14. #14

    Default Re: FAQ on this MOD

    Ah, thank you very much. I was just worried because of the oddity of my installation setup. I'm looking forward to seeing more of this, it's a lot of fun so far. Thanks again for this guys!

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