The Great War mod is a total conversion modification for Napoleon: Total War. It creates an authentic representation of World War 1-era tactics, strategies and general warfare within the game. Including stunning new visuals that include entirely new models and textures for equipment, vehicles and more, the mod immerses you into the era with brand new gameplay unlike anything you've experienced in Total War before.
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6.1 Change Log | Locked | |
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Jun 1 2022 Anchor | ||
Campaign ChangesAdded new historical events Rebalanced campaign difficulty values and finished ironman mode Overhauled starting buildings to allow for better unit recruitment and building options Changed victory regions for some factions so they don't overlap with allies victory regions Adjusted Germany's CAI settings to increase recruitment Overhauled the AI funding script to boost the central powers Tweaked the battle AI to make the AI stop and shoot back sooner Increase Spains base other income to 4000 Replaced several vanilla UI elements that were still present Reduce negative effects of influenza pandemic Fixed emergent factions with wrong religion and government type Removed scripts that cause rebellion spawn in Spain navarre and catalonia when playing as spain Increased repression difficulty bonus for AI for all difficulties Reduce the number of pellets in the machine gun projectiles and artillery explosions to prevent battle crashes Increased the size of spawned armies for emergent factions Modified ai guidance script to allow the player to declare war on any faction when playing as entente or neutral factions Overhauled recruitment slots for all buildings to prevent recruitment bug Removed trait that allows ambushes anywhere on the map Added custom historical missions to major factions Removed all AOR restrictions for minor factions and Spain Restored vanilla wind values for naval battles to prevent crashing Removed United States as emergent faction in the Netherlands region Fixed/finished rebel forces spawned units and uniforms Mustard gas unit now requires the chemical factory building to recruit Overhauled spawned rebel armies during German revolution Remove negative repression bonus on hard and very hard difficulty Fixed unit size options and historical text options in launcher Fixed ambush battles crashing during loading Fixed wrong starting techs assigned to neutral factions Added 2000 base income to neutral factions Overhauled port tech requirements, recruitment points and building units allowed Increased tax income for high level admin buildings Fixed some civil techs that had broken effects Fixed broken diplomacy restrictions for the Netherlands Added new Ahistorical campaign option that removes all specific victory regions Fixed script that prevents neutral from joining the war too early not working Allowed militia to be recruited in all regions after researching tech Removed vanilla dialects tech requirement from level 3 college Increased campaign movement point of mountain infantry Overhauled naval upkeep costs to be more balanced Added small resupply bonus to ports Added tactical mode with smaller unit sizes Fixed missing unit descriptions Fixed various text typos Overhauled turns to build for all units to be more balanced Increase base income for Britain to 5000 Added Estonia and Moldavian Republic Increased base income for ottomans Allowed all factions to recruit tanks Fixed some rebel factions having wrong names Fixed settlement siege model for Ottoman city still being vanilla Overhauled inter-faction diplomatic relations to be more accurate Added new flag for Germany Removed fortification slot and airfields completely to prevent AI from breaking in battles Completely rebuilt sounds pack file to prevent sound related crashes Fixed campaign voices being mixed up for Britain, Spain, France, Germany, Austria, Italy and Russia Added correct flag for Lithuania, White Russia and the State of Slovenes Croats and Serbs Made militia the only unit with campaign policing bonus Added many more historical battle marker names for the Eastern and Balkan fronts Fixed mustard gas unit not requiring gas warfare tech Removed unrest from all level 1 buildings except factories and mines Increased the amount of goods provided by trade nodes to 8 and added 50% increase of goods per additional trade ship Battle ChangesFixed Austrian rifle mirroring issue Increased line of site values for all units Removed sails from ships and redesigned masts to look more ww1ish Reduced the rate of fire for infantry so they stay in the kneeling position longer to simulate the men taking cover Increased ammo for all infantry and cav Removed whistling sound of incoming artillery shells to prevent battle crashes Fixed railway gun and super heavy siege howitzer for France being set as mobile instead of fixed Added rifle grenade version of Mannilcher Fixed vanilla model still showing up on LOD4 for artillery scopes Reduced firing arc of infantry to decrease chance of unit turning in battle Allowed general staff to dismount Increase sniper range and line of site Gave Canadian shock troops grenades Fixed battle unit voices being mixed up for Britain, Spain, France, Germany, Austria, Italy and Russia Made heavy field guns and heavy howitzers mobile instead of fixed for all factions Fixed Ottoman army still using vanilla battle formations Modified base naval formation to be more effective Added new uniforms for sailors and admirals Slightly increased space between soldiers in infantry units Edited by: BDIZZLE356 |
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Jun 1 2022 Anchor | ||
what is meant by AOR restrictions? also will there already be the updates you told me about the Italian rebels? however beautiful mod and this update the r will make it better |
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Jun 1 2022 Anchor | ||
AOR restrictions control what units you can recruit in certain regions. Some regions you capture you will only be able to recruit basic infantry and militia while other regions that have no AOR restrictions will allow you to recruit all units. |
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Jun 3 2022 Anchor | ||
I was getting a lot of Events like "The Fall of Austria" and "The Storming of Berlin" without any description text and without the necessary triggers having happened (for example, Berlin was more than safe). Has that also been fixed? |
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Jun 7 2022 Anchor | ||
Packy21 wrote: You can already fix that by setting "Authentic Naming" to "off" in the launcher's mod settings. |
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Jun 28 2022 Anchor | ||
"Allowed all factions to recruit tanks" This is so sweet! Now I can truly start the Communist Takeover after my russian playthrough, however I wanted to know if the tank recruitment cost and upkeep will be reflected depending on whatever faction you're playing, like Britian and France will have cheaper tank costs while maybe factions like Spain, Russia, Ottomans, etc. will have a higher cost to recruit tanks? |
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