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Campaign Changes
---------------------------
Additions:
Added 10 new loading screens
Added new campaign map models for armies and generals
Added USA troops to French unit roster after researching associated tech
Added new historical events
Added historical faction leaders for all factions
Added historical traits to new faction leaders and generals
Added historical generals to all major and most minor factions
Added new portraits for new faction leaders and generals
Added historical starting armies in their historical locations in 1914
Added starting navies with historical fleet sizes and locations
Added new icon for cultural differences to replace missing icon
Added more pilot names and portraits
Added religious icon for Judaism on city info screen
Added new deployment zones for naval battles and land battle types, including
============================================================
- standard land battles
- siege battles
- bridge battles
- ambush battles
- settlement battles (offensive and defensive)
Added 27 historical battle names for famous battle markers on the map, including
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- Battle of Tannenberg
- Battle of Gallipoli
- Battle of the Isonzo
- Battle of the Ardennes
- Battle of the Cerna Bend
- Battle of Dobra Pole
Added region specific revolutionary armies to some regions
=============================================
- Bavarian Soviet Revolutionaries
- Ruhr Revolutionaries
- Bennio Russo Revolutionaries
Added new emergent factions
=======================
- Hungary
- Poland
- Latvia
- Ukraine
- Lithuania
- Belarus
- Finland
- Czechoslovakia
- Yugoslavia
Added new followers to some faction leaders
==================================
- Rasputin
- Tsarina Alexandra
- Karl Franz von Habsburg
- Queen Marie of Romania
Modifications;
Overhauled tech system - WIP
===================
- added new techs
- changed tech effects for all techs including adding effects to techs that were missing them
- adjusted starting techs to be more historically accurate and varied between major and minor factions
- removed access to some techs from factions that shouldnt have access to them including colonial and foreign recruitment
- adjusted which buildings require which techs to be unlocked
- adjusted which techs unlock which other techs
- changed which buildings unlock which techs
- changed the location of many techs on the tech tree
Adjusted faction government types and religions to be historically accurate
Overhauled economy to be more historically accurate
Overhauled religion demographics in eastern europe and added Judaism
Adjusted plane models to be slightly smaller and higher up above the ground
Adjusted campaign camera’s closest zoom distance so it doesn't clip into the ground, buildings or campaign pieces
Adjusted campaign camera full zoom out to be not as far which prevents the camera from accidentally zooming all the way out when scrolling the mouse wheel
Changed unit recruitment icons silhouettes in AI controlled cities to WW1 era unit silhouettes for both army and navy units
Changed AI army units’ silhouettes to peaked cap (no more top hats)
Changed notification icon for new traits from top hat to WW1 peaked cap
Increased the population of major cities to 1914 levels
Bug Fixes;
Fixed several event images still being vanilla
Removed mines, farms, vineyards etc from town names e.g. Nancy Mines is now just Nancy.
Fixed starting camera position to show the nation you selected on startup
Fixed movement bonus for railroads
Fixed Ottoman naval unit model still being vanilla dhow
Fixed voices for all units WIP
------------------------
Building Changes
------------------------
Additions;
Added second university to most major factions and removed them from some minor factions while adding them to some other minor factions for strategic purposes
Added new building icons for railroads
Added new building icons for airfields
Added starting railroad system to major factions creating a railroad backbone
Added prestige building to major faction capitals
Added level 1 buildings to all towns so there are no empty town slots at the beginning of the campaign
Modifications;
Adjusted unit recruitment slots for ports and cities so they all start with at least 2 recruitment slots
Adjusted building names to be more historically accurate, no more craft workshops etc
Adjusted build times and costs for buildings
Overhauled starting buildings to give more variety
Overhauled unit building requirements to give more variation in recruitment and allow single slot city minor nations to recruit artillery
Removed grapes icon from vineyards, wineries and wine estates.
Removed unrest from army buildings to prevent excessive revolts
Added more effects to supply depots; reduce upkeep cost for infantry and cavalry, increased time to surrender for sieges
Added more effects to roads; increase reinforcement range for armies
Overhauled building models to give more variation using previously unused models
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- vineyards = Village
- wineries = Large Town
- wine estates = City
- National Gallery = Admin6
- Humboldt Universität = Army School
- Wiener Theater = Commercial Finance
- Musée Napoléon = Army Base
- Kremlin Armory = Industry Chemical
Overhauled building XP allocation as follows,
==================================
- Military Base gives XP bonus to units: Elite infantry, light infantry, basic rifle infantry, MG units and mountain infantry
- Military School give XP bonus to units; Snipers, engineers, flamethrower units, assault units, shotgun units, grenadiers, assault smg units and anti tank units
- Manufacturing Industry gives XP bonus to units; Field guns, light mortars, mountain guns, light tanks
- Heavy Industry gives XP bonus to units; Heavy howitzers, heavy field guns, rail guns, heavy mortars, heavy tanks
- Chemical Industry gives XP bonus to units; Gas projectors
Bug Fixes;
Fixed missing building icon for level 1 farms
Fixed Ottoman Empire buildings to be middle eastern style
Fixed some broken towns slots that didnt allow buildings to be built there
Fixed higher level buildings not being able to recruit units
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Trade Changes
---------------------
Additions;
Added trade ships on trade nodes at start of campaign
Added new trade commodities with new icons
==================================
- Oil
- Lumber
- Copper
- Grain
- Coal
Modifications;
Adjusted trade good values WIP
Changed all commodity volumes to tonnes
Changed trade node names to other nations that were involved in the war including
===============================================================
- Dominion of Canada
- British Raj
- South Africa
- Brazil
- America
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Scripting Changes
-------------------------
Disabled tech trading between major factions but minor factions can still trade techs
Added unit disabling script that changes all units to trench warfare era once trench warfare tech is researched.
Added influenza pandemic script to the following factions
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- Portugal
- Spain
- France
- British Empire
- German Empire
- Italy
- Switzerland
- Sweden
- Norway
- Denmark
- Netherlands
- Austria-Hungary
Added revolution events to the following factions
=====================================
- Germany (November Revolution)
- Austria - Hungary (Aster Revolution)
- Russian Empire (February Revolution, October Revolution)
---------------------
Battle Changes
--------------------
Modifications;
Overhauled BAI system
Increased accuracy of mg units
Increased rifle ranges
Bug Fixes;
Fixed units randomly turning when firing
Fixed formations for better BAI utilization
Fixed reinforcement bug caused by mg units having too many which made a couple men stand in place even when the unit itself is moving
Removed mg bunkers to prevent crashing during battles
---------------------------
Land Unit Changes
---------------------------
Additions;
Added new unit cards and info cards for all factions WIP
Added new units types to certain factions so that all factions have comparable units types - WIP
Added American troops to French unit roster that are unlocked via techs
Added new texture for the mauser
Modifications;
Overhauled uniforms for all major factions and most minor factions WIP
Adjusted colonial unit recruitment times to 1 turn but limited number of units that can be recruited
Adjusted unit sizes to be slightly larger
Adjusted armor stats for mid and late era units to be higher to simulate the helmets
Bug Fixes;
Fixed fuel tank on flame thrower unit so it shows up now
Fixed unit spacing so there is more room between men in units to prevent them from clipping into each other
-------------------
Tank Changes
-------------------
Additions;
Added 4 new French tanks
Added new textures for British and German captured British tanks
Modifications;
Increased space between tanks to prevent them from bunching up
Adjusted the tanks LOD distance so that the high detail LOD1 is visible longer
Adjusted tank cost and building times making German tanks cost more and take longer to build
Adjusted tank tech unlocking to make male tanks available first instead of female tanks
Bug Fixes;
Increased number of tanks in unit to prevent them from disappearing after battles
-----------------------
Artillery Changes
-----------------------
Additions;
Added shrapnel shell artillery type to howitzers
Modifications;
Adjusted poison gas to be more accurate, have a larger spread and to make the gas linger longer
Adjusted attack power of artillery to be lower but increased explosion radius so artillery wont be so overpowered in auto resolve
Increased space between artillery units to prevent them from bunching up
Changed some heavy artillery to fixed
Adjusted firing angle of artillery to avoid shells hitting obstructions
=================================================
- 20 degrees for field guns
- 45 degrees for howitzers
- 60 degrees for mortars
---------------------
Naval Changes
---------------------
Additions;
Added Francesco Caracciolo Class Super Dreadnought to Italy and Imperator Nikolai I class super dreadnought to Russia that can be unlocked after researching tech
Added new ship type called Armored Cruisers
Added new deployment zones for naval battles
Added historical naval flags
Added info cards for naval units
Added new faction specific naval units, including
=====================================
- Tegetthoff Class dreadnought
- Habsburg class pre-dreadnought
- Gangut Class dreadnought
- Borodino Class battlecruiser
- Imperator Nikolai I Class super dreadnought
- Francesco Caracciolo Class super dreadnought
- Reşadiye Class dreadnought
- Espana Class dreadnought
- Kilkis Class dreadnought
Modifications;
Adjusted naval unit costs, upkeep and build times to make having navies easier
Adjusted naval units range, fire power and armor
Limited number of trade and cargo ships to prevent AI from only building those ship types
Changed all cruisers ship models to the steam frigate and destroyers, cargo ships and trade ships model to 1deck38 steam ship to add more variety to the ships models during battles
Bug Fixes;
Fixed first super dreadnought event trigger as it would fire when a pre-dreadnought was built
Fixed ship artillery models WIP
-----------------
New models
-----------------
Tanks
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- Renault FT 17
- Schneider CA1
- Saint-Chamond
Rifles
=====
- Lebel Model 1886
- Mosin–Nagant M1891
- Mannlicher M1895
Other
=====
- Artillery observation scope WIP
- Caudron r 11 bomber
- hotchkiss machine gun
The Great War VI - Change Log
Here is the official change log for TGW VI. This change log was compiled after alot of the work was done so there may be a couple things missing but all in all it shows the amount of work we have done and what is left to do.
Posted by BDIZZLE356 on
Amazing work!!
This is incredible!
I used to have constant crashes when playing MP coop campaigns, do you think this will still be the case with this version? I didn't catch any crashes fixes on the huge changelog!
That's literally one of, it not the most, important question given that crashes are what really really plague the mod, and for some reasons the devs aren't giving an answer to that...
Unfortunately we haven't been able to test this aspect of the mod and therefore have no data to go off of to try to fix these types of crashes. It could be related to sound effects or visual effects or a certain unit type etc
hello, concerning the crashes: what most often happens is a big explosion near my screen making the game freeze for a quarter of a second and having the whizzing cannon sound bugging out (into two quick intervalls) and then back to the homescreen. Thought this may help in finding the problem
That does help, thank you.
Is there any more room for people to test out the new mod before launch? I am sure the cutoff date was far before now, but I thought I would ask. I am extremely excited for this mod, and I just cannot wait to play it!
There may be another beta test soon to test the tech overhaul once its done.
Thank you for letting me know!
Good call on the MG bunkers. If the AI built them i basically couldn't play a battle anymore making it way less fun. Removing them was the right choice.
Incredible! So glad to see this mod coming back to life after so long. Seems like you're addressing it, but one issue I've had with the mod in the past (just being picky) is the fact that later war units models are recruited early in the game by AI sometimes, "ruining my immersion" XD Seriously though, good work.
Yeah thats what the unit disabling script does. Up until trench warfare is researched all the units are of the old style then once it is researched it automatically converts all old units to the late era type and only allows late era units to be recruited. From our tests trench warfare is usually researched by mid 1915 so is fairly historically accurate.
Awesome job, just stunning. Can't wait to play!
Awesome! I'm waiting for this so long and I can't wait to play. Thank you so much for your work!
Best thing for me so far: "Removed mg bunkers to prevent crashing during battles" -> This has always been the killer to my game. When the first AI unlocked machine gun bunkers, I couldn't fight battles anymore without crashing the game.
I really can't wait. Hope you can release it soon.
It's kind of sad that the game engine limits you on the naval units. I really would love to see WW1 ships with moving turrets, but I suspect that will never happen unless CA develops a WW1 Total War :(
One question: I never saw visual bullets of my machine guns flying through the air like bullets of other rifle units. Can we get an animation for that too or is that a bug on my end?
On top of that the machine gun bunkers would become available before the regular machine gun units which doesnt make any sense haha. And since they became available so early it broke the battles pretty early on.
The mg units bullets are actually like a shot gun blast that hits the ground at slightly different times making it look like rapid fire so if we made the bullets visible it would look really weird so we left that out.
About the ships, yeah its a real shame that we cant add WW1 ship models because I would love to work on some. Whats funny is even CA couldnt get turrets to work properly, thats why in Shogun 2 they are actually fixed and you have to move the ship to aim. Im not sure why its so hard.
Amazing work guys, are the upcoming factions like Hungary, Czechoslovakia playable too or not?
No they are emergent factions only since they didnt exist at the beginning of the war.
A little correction, it is "Biennio Rosso" not "Bennio Russo". Great job as always!
In my research I found it spelled both ways actually.
geil bro
Awesome, "i have been looking forward to this".
Hello guys, first of all this looks really promising and i´ve been looking for updates on a daily basis, this much about my excitment to finally play he mod.
Furthermore I hope you´ll get recognized by some development studio regarding the work and skill you put in this mod.
I have a question concerning the starting positions. It´s great you added the armies who have been in field already at the beginning of the war, so you dont have to spend the first months of the war recruiting units to actually get things going.
But how about the starting territories? Does Warsaw now belong to the Russian Empire (I know it would look strange on the political map though) and Iasi, Moldova, to the Kingdom of Romania or did you left it the way it was so far?
Best regards,
Péter
We gave Warsaw to Germany for gameplay balancing reasons mostly. If you look at that area of the campaign map there are only a couple cities between Warsaw and Berlin. We felt that Russia already starts with a lot of regions and a larger army on the Eastern front so giving Warsaw to Germany helps to balance that.
We have given Moldova to Romania however as well as a university.
What a pity :(
when will the next beta test come out?
Omg I'm just finishing a Napoleon play through it would be so perfect if this came out soon, Any idea on release date?
If it's more than a week away or at least until the next beta will have to use old version.
release data ?
Thank you so much for removing mg bunkers! Happy to hear I'll be able able to enjoy all this new content without worrying about that CTD bug ending the campaign. Can't wait for the release!
It is the best mod in history, keep up greetings from Argentina, I'm looking forward to the new update :D
First of all - great job ! You did an excellent work.
I'm looking forward for the new version of your mod.
Greetings from germany.
I am sorry if this is a stupid question but, is there a timetable for release. This is my favorite mod of all time and I am so excited to play these changes!
somewhen before end of this year they said.
the amount of detail you're putting in is nuts, looks great. with the revolutionary armies/events, does that mean there's going to be a new government type? socialist, fascist or communist or something?
thanks a lot
YOU THINKING RELEASE BY X MAS THIS YEAR LOL ?
In the past, I found that university buildings would not provide the ability to conduct research, if not located in a town designated as intellectual centre in the original game. Glad to read that this issue apparently has been adressed.
As far as cargo ships are being concerned, the AI never seems to occupy trade nodes with them.
What are the options regarding German and Austrian revolutions? Will it be possible to play as a communist Germany?
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