Graviteam

English-speaking community => Graviteam Tactics: Operation Star => Topic started by: Flashburn on December 21, 2013, 05:53:34 PM



Title: Solokovo Redux release version OUT Jan 03 2014
Post by: Flashburn on December 21, 2013, 05:53:34 PM

UPDATE

Release version......I hope final.   :P

So many changes all around from the beta 1.  It should be correct.  Got sick of attempting to get the points right and got cheap and simply added 200 victory points to Red Army at the start.  Its quite hard getting that right when you are fighting a pretty much 100 percent defense fight.   ::) 

Now should have awful Russian support thanks to Google translate.   :-X :-X :-X

https://www.mediafire.com/?ile1lf824rjsrma







I SHOULD have 1st beta of what I am dubbing Solokovo redux released here tomorrow.  On last 2 turns of by little play thru and it seems to be doing what I was after.  At least for me.  This campaign requires Solokovo DLC.  Play as Czech and Red Army against the heavily mechanized German forces.  German and Red Army forces in the area where checked and balanced against the fun factor.  Your primary mission is to prevent crossing of the Mzha River.  The town of Solokovo makes an excellent road block in this sector.  German forces can not easily make a crossing with this town occupied by Czech forces. 

Ok so its the same as the released Solokovo DLC.  That one I found to be a nearly impossible ball buster.  Historically the Czechs pulled out of Solokovo when it became clear it could not hold.  However they did this after giving a bloody nose to the Germans.  This bought time for more Red Army troops to take up defensive positions to the west and east of the town.  That bloody nose meant that there where fewer forces around to fight their way to the other side.  Historically the Germans never crossed the river here.  This campaigns aim to allow that out come to occur.  With the released Solokovo campaign I was down to 3 or 4 squares in the upper right corner of the map when 15 turns where up.  This uses a slightly modified force structure with less medium German tanks in the 1st attacks on Solokovo.  I have NO idea what the Czech's got hit with historically.  I only know the initial attack was a recon in force.  I hope I guessed more or less right.  Also the flow of the campaign is totally new from the DLC.  Of course in GTOS you only suggest.  In fact my 2nd play through the ai did something totally I did not expect.   :P  It was not historical either.  LOL.  But honestly a better idea than what actually happened. 

Pay attention to the text in game.  Its pretty much recycled from the DLC.  But when it says pop smoke from Solokovo like Colonel Svoboda ordered..  Best try and brake contact to the other side of the river.  Hopefully the ai will not make it to hard on ya.  But I have only played this guy making moves like the Czech's did.  And it largely has worked for my play thru.

(http://simhq.com/forum/files/usergals/2013/12/full-28902-70727-shot_2013_12_21_08_01_44_0000.jpg)
(http://simhq.com/forum/files/usergals/2013/12/full-28902-70699-shot_2013_12_20_05_19_02_0003.jpg)
(http://simhq.com/forum/files/usergals/2013/12/full-28902-70714-shot_2013_12_21_02_23_12_0005.jpg)


Title: Re: Solokovo Redux.... coming soon to PC near you
Post by: Flashburn on December 21, 2013, 05:58:38 PM
Oh and i should point out that it will lack proper Russian support for the beta. 

And if this thing works out I will probably end up thinking up a way to make a German campaign version.  that one is hard as they had SO many forces in the area.  Well armored forces...


Title: Re: Solokovo Redux.... coming soon to PC near you
Post by: Flashburn on December 22, 2013, 02:59:37 PM
And here it is...

Read me in zip in how to install.  requires solokovo dlc.

Merry Christmas HOHOHO


https://www.mediafire.com/?d2atszw85a3hm6m

Slightly corrected version.  i left some stuff in the div pool I was goofing around with....not suppose to be in campaign.  And 1 last minute change that DID not work as intended.   If you find yourself being strafed by FW190's in the 1st turns.... re-download corrected above!     OOPS. 


Title: Re: Solokovo Redux.... выпустила Beta 1...
Post by: Fritz on December 22, 2013, 03:15:05 PM
A... One moment: village calling SOKOLOVO not Solokovo  ;)

Sokol = falcon


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 22, 2013, 03:21:22 PM
LOL...oops


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 22, 2013, 03:27:09 PM
I wonder when I started inverting the k and l in my head.   :-\

Wait.... Hay  its a beta.   ::)


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Tanker on December 22, 2013, 05:13:05 PM
Bah, spelling, schmelling.


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 22, 2013, 05:32:57 PM
A few helpful tips...

While I found this campaign a bit easier than the default DLC from Gravi.  It is by NO means a cake walk.  Got to play it safe.  Remember..... your defending.  Pick areas to defend that force the enemy to channel into you awaiting forces.  The major flag areas I made pretty big in the town.  To give the player more options to pick a good defensive location.  Dont stick antitank or field guns in the front of your defenses...  Stick them behind your infantry if you can.  Open up with an ambush using infantry if you can help it.  Then let your anti tank/field guns/machine guns go at it.  Much more likely those critical units survive that way.

The Czech infantry only have KS bottles to deal with tanks and armor.  Great for halftracks.. Not so good for tanks.  Your Russian infantry on the flanks have both KS and rkg40 anti tank grenades.  Slightly better to fight a tank but not great. On the other hand the Czechs have a slight edge on rifle fire power.  That is a lot of svt40's. 

Never do what I keep doing and placing engineers with satchel charges in buildings.  They are not so great at clearing the area.  I keep blowing up half the squad with those things.  But your best bet with light or medium armor in a close in fight.

Although its REAL tempting to counter attack Sokolovo late in the game...resist.  :D  The more German forces you knock off in the town is fewer to deal with when they try and tank your side of the river. 

When your tanks arrive don't do anything stupid.  It is likely that your anti tank and field guns will get knocked out over time.   The t70 aint that great at fighting tanks.  If you have do that you need to be close and hopefully on a flank.  They are pretty good at blowing up lite armor and mowing down infantry.  Just they are pretty blind and a real slow rate of fire.  The t34's keep em out of overly dangerous situations until you need them.  When you do need them...you really need them.   The F22 1936?  field gun is slightly better at knocking out tanks at range than the zis3.  The zis3 is however slightly smaller.  But they can kill a medium tank with good line out sight up to 800 meters.  In other words... they can be sitting back away and cover your infantry.  But as soon as they fire they will likely give themselves away. Something to consider.  The more they can see, the more that can see them.  Goes to picking places to hold that force the enemy to channel themselves.

Anyhow good luck.  ;D


Title: Re: Solokovo Redux.... выпустила Beta 1...
Post by: andrey12345 on December 22, 2013, 06:22:40 PM
A... One moment: village calling SOKOLOVO not Solokovo  ;)

Sokol = falcon
to be precise Sokoliv on river Mzha

Sokoliv = Falcons
Mzha = Border/Terminator between Mongol+Tatar and Russian principalities.


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Aces on December 22, 2013, 07:04:00 PM
Thanks mate, super work and a great treat for X-MAS!,

Cheers

Aces


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Dane49 on December 25, 2013, 07:40:38 PM
Quote
While I found this campaign a bit easier than the default DLC from Gravi.  It is by NO means a cake walk.  Got to play it safe.  Remember..... your defending.

I should have heeded that warning :P
I tried a tank counterattack and had my ass handed to me by a battery of  on board 105mm that completely destroyed 2 platoons of my T-34s  :o

So far though I'm enjoying the Redux more than the original for play balance.
My defenders are at least able to put up a decent defense before being evicted from Sokolovo.
I just need to get over my overly aggressive defensive tactics.


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 27, 2013, 03:28:04 AM
let me know how it goes with your play thru....

I think I got rid of the larger issues.  That is getting hit with 12 mech platoons in first turns.   >:( .  And setting up the movement nodes around river to not easily allow attacks across river by tank and panzer grenadier platoons.  It can still happen but the ai SHOULD focus more on the fords and bridges than attempting to attack across frozen rivers and such. 

I am concerned about the 1st turns where it is possible the ai will ignore the left flank and hit Sokolovo with everything in play at that time.  You can fight off that mess if it happens but means holding the town vary long is OUT. 

But victory points and having them make sense for victory/loose is my largest concern.  Set up the points as total guess work. 



And stupid media fire is not reporting download numbers.   :'(

I have vary little time for another test of this 1st release version.  Changes are based off the last version that only i tested.  Which I would call largely a big success. I hope to run newest beta patch for DEC and this guy with it.  If I have time before Jan.  2 things on my plate before I may try and make a German version and make a final of this thing.  Still want to add in proper briefings....but that is small thing really.


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Dane49 on December 27, 2013, 03:38:20 PM
Quote
let me know how it goes with your play thru....

I'm up to the 5th turn but I'm going to start over. I made a lot of idiot mistakes in the OP phase(I don't play campaigns much).
When everything settles down after the Holidays and family goes back home I'll put more time into it and complete the campaign.
So far I'm doing OK in Sokolovo but my right flank near the bridge had to retreat across the river after I wasted 2 of my T-34 platoons in counterattack.

A German campaign would be nice for this map also,or a campaign that includes combat in the lower 1/2 of the map would be nice. Almost all the combat for Sokolovo never includes the lower 1/2 of the map at all.
So, maybe an earlier German start date could include some of the lower 1/2 of the map.


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 28, 2013, 05:30:47 AM
Really hope I get some more feed back on this campaign.... 

I am getting the feeling it is not hitting the mark.   Likly due to it coming about just as a redo of DLC in that I was pissed at the default one.  Took me damned long enough as well...


But I am considering doing a German version designed around the recon guys.  AI set up to do everything else.  Would probably be a tad lighter on the history.   OR drop out a good bit of the German forces.  Keep the Red Army and the Czech brigade pretty much the same but drop out quite a bit of the German forces.  Anyone have any thoughts on how to handle Sokolovo from the German side?  Keeping it along historical lines as much as possible. 

And yes... I totally agree that the southern part of map is quite good and vary under used.  I too have set up some vary memorable QB fights down south on this map.  Maybe later I do an unhistorical campaign down there.



Hmmmm.  Just thought that having to burn out the Czechs from sokolovo with pz3m and pioneers with flamethrowers might be quite interesting.....  :-\ 


And need to get that Russian text all in there still. 

FYI I have done all my testing with setting of historical units to off (a few extra things on both sides) and battle size to unlimited. 

OH boy... forgot to say.  The static supply depot as 1 repair squad in it.  If anything important brakes and needs to get fixed somewhat fast... get it close to the supply depot.


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Santini on December 28, 2013, 06:38:00 AM
I've got 7 more days left in my long week, then I have some time off and I'll give it a go

A kraut side scenario would be cool though.

And I've always wanted a tiger fire brigade mission, just a thought


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Missouri_Rebel on December 28, 2013, 07:16:25 AM
Really hope I get some more feed back on this campaign.... 

I am getting the feeling it is not hitting the mark.   Likly due to it coming about just as a redo of DLC in that I was pissed at the default one.  Took me damned long enough as well...


But I am considering doing a German version designed around the recon guys.  AI set up to do everything else.  Would probably be a tad lighter on the history.   OR drop out a good bit of the German forces.  Keep the Red Army and the Czech brigade pretty much the same but drop out quite a bit of the German forces.  Anyone have any thoughts on how to handle Sokolovo from the German side?  Keeping it along historical lines as much as possible. 

And yes... I totally agree that the southern part of map is quite good and vary under used.  I too have set up some vary memorable QB fights down south on this map.  Maybe later I do an unhistorical campaign down there.



Hmmmm.  Just thought that having to burn out the Czechs from sokolovo with pz3m and pioneers with flamethrowers might be quite interesting.....  :-\ 


And need to get that Russian text all in there still. 

FYI I have done all my testing with setting of historical units to off (a few extra things on both sides) and battle size to unlimited. 

OH boy... forgot to say.  The static supply depot as 1 repair squad in it.  If anything important brakes and needs to get fixed somewhat fast... get it close to the supply depot.

I will certainly check it out. Been busy getting up to speed on some of the new features since I was away and have been playing Shilovo. Your work though is appreciated. Thanks for your efforts and Ill be checking it out soon.


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Schuck on December 28, 2013, 02:55:05 PM
+1 for a German Sokolovo.
It was always my favourite campaign in APK
I remember sombody redid all the DLC,s and removed all the heavy armour. But left in AT guns, the German halftracks and armoured cars, and also Russian T60 and T70's
That made them alot more fun!


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 29, 2013, 04:29:33 AM
I have identified a few small icky things I do not like in beta 1.  I did not leave a spot for an arty spotter in one battery of zis3/f22 76mm guns.  Sticking this in there since I can never get these guns to fire indirect fires.  Range is probably to short over the 3km max range of game. 

More tweaks for the infantry guys over on the left flank.  half the time the ai decides to attack sokolovo with them in 1st or 2nd turn.   I find this somewhat annoying as I would prefer if for the 1st few turns the ai sticks to the historical norm.  So making a few changes I hope that nudge the historical out come more likely. Going to correct a screw up with diska 12.7mm heavy machine guns.  Somehow i added 3 to the reserve pool where they do not belong.   ::)


Hope to start a German version soon.  Maybe I get a beta for that by next weekend.  I intend to keep everything on the movement map the same.  Just change up the force structure a tad for Germans and a few small things for the Reds.   


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 29, 2013, 06:52:30 AM
WOOT... started the 1st bits on the German version.   :P  I may have something in a week or 2.  Maybe longer.  Still need to get this beta to final.   ;D

Also a slightly improved beta 2 here shortly.  I may just release that one to anyone who want to test it out.  If interested just pm me.  Its small changes really.  Actually I really should not call them beta.  more like release candidate. 


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 29, 2013, 08:08:46 PM
So UGH.  Looks like my beta2/release candidate 2 did largely resolved my annoying issues of German left flank attacking Sokolovo in 1st turns.  BUT if every one of my overly beefed up recon in force guys hit the town at once its just as stupid bad.  LOL.  This is a pain really.  If just 1 ai recon unit attacks the town in turn 1 or 2 is real easy to beat them off.  If all of them attack the same area its pretty hard.  So I guess I need to consider the worst case and trim down my recon in force attacking guys.   :(

Also added in a few missing telephone troops to the Germans.  OOPS!  I totally forgot to add telephone guys to the units with APC's and the those pesky 105mm field guns.  I hope this is the final....  I am getting tired of playing the 1st few turns of campaign OVER AND OVER.   :P


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Dane49 on December 30, 2013, 01:37:52 AM
Those Stugs are really kicking my ass!
I don't remember them from the original Sokolovo campaign.

I got lucky and took one out at 500 meters with indirect fire from my 47mm AT gun section-lucky shot to the rear of the Stug.

I was able to wipe out a recon platoon that attacked by itself near the bridge NW of Sokolovo.Also destroyed the 75mm APC that was supporting them with an artillery barrage.


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 30, 2013, 05:09:12 AM
The stugs are on the left in both DLC and my remake.  What is happening is the infantry company on the far left of map shift to attack sokolovo instead of that animal farm and bridges over on that side.   My first play of beta this did not happen.  2nd and 3rd it did.  I THINK I discouraged that behavior on the current build I am testing. 

There are only a hand full of stugs supporting some truck mounted panzer grenadiers.  But they are tuff nuts to crack without BIG guns.  45mm at guns can kill if a flank shot.  Front is nearly impossible.  If you can bush wack one with a engineer throwing a satchel charge onto engine deck that works well too. 

On another note...

Using random support APC's is not working so well in my current version.  About a zillion 251-2's resulted and vary few 251-9's.  The 251-2 is the mortar carrier and is totally killing everything with good viability.  Since I now I added the missing wire troops those damned things fire at any of my guys when they get spotted.  The mortars hit within 25 meters every damned time in day light.  At night its just around somewhere close.  Also to my surprise units in off the map in reserves dont take the supports.  UGH.  So the 3 platoons that are active out of 9 of the regular panzer grenadiers keep replacing losses with the support weapons and vehicles intended for 9 platoons.   :-\  Looks like 1 more build to go.   :-X


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on December 31, 2013, 12:48:15 AM
FYI for mission makers.  DONT set random supports in the reserve pool and expect the units to grab them when they should.  LOL.  If you want a random vehicle stick direct into the units spot.  UGH.  beta2 there failed due to that.  Stupid units replacing lost stuff with all the support weapons for a whole freaken battalion.  >:(   Or how after mualing a panzer 2 platoon it grabbed all the random tanks for the other 3 platoons.   >:(  It attacked next turn with pz 3 and 4's.   :P  Those where suppose to randomly show up in the medium tank platoons.  So DONt do THAT!   :P

OK back to fix that BS and I think this ready for final release.  I may drop one of the 2 flame tank platoons.  Seems over kill to me.  For me they almost never get close enough to my guys to fry them.  They keep running into my t70's.  Then a retard flame tank vs t70 fight at point blank.  The flamer charges the little guys to get in range.  Have not lost a t70 yet to that.  Just this dumb 5 minute fry and shoot thing.


Title: Re: Solokovo Redux.... Beta 1 released...
Post by: Flashburn on January 03, 2014, 01:18:09 PM
First release version... I HOPE.   ;)



https://www.mediafire.com/?ile1lf824rjsrma

Lots changed since beta 1.  New less lame pants graphic for operation and more changes to the campaign than I can remember.  Now should have some real crappy Russian language support.  Ok.......I put everything through Google translate.  So it is likely so mangled in Russian as to be worthless.  Assuming it even shows up.  No way to test that an English version.   :-\


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Santini on January 03, 2014, 02:32:02 PM
Where is the link to the project with the ods etc?


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: hamrock on January 05, 2014, 02:09:03 PM
Flashburn, many thanks for all your hard work.  Just getting a good kicking on the first turn.  very well done.

Hamrock ;D


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Flashburn on January 05, 2014, 04:07:30 PM
Dont forget to give targets to your 82mm mortars!  If they can get a pickle in the halftrack barrel....well who thought no top armor was a great idea?   


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Dane49 on January 05, 2014, 11:21:51 PM
In all my 2 years of playing this game I've yet to destroy a 1/2 track with a mortar!
I've done it quite a few times with off map artillery but dropping a mortar round into the top of an APC has not been one thing I've been able to accomplish yet.

Then again,after trying unsuccessfully about 20 times I no longer waste my mortar rounds this way anymore.


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Missouri_Rebel on January 05, 2014, 11:29:18 PM
Been having a good time playing. I wish I understood how reinforcements went and how to fill up the ranks of depleted units.

Appreciate the work.


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Dane49 on January 05, 2014, 11:54:09 PM
Quote
I wish I understood how reinforcements went
I don't understand this question.
Unless your talking about units in the reserve area of the map.
These you will have to wait to move on the turn they become available.
run your mouse cursor over them to see when or you can wait till they light up on the turn they are available.

Quote
and how to fill up the ranks of depleted units.
At the beginning of each turn is the Op Phase.
Click on your units in your platoons(Then LMB or RMB can't remember which and some options will show on how to do some things)  you can disband squads and any left over troops in the squad  will go to other units in the platoon and open a slot to draw new units from the reserves or if you have conscript squads in the next 1x1 grid near a unit they will start filling the ranks of depleted infantry squads by AI choice.
You can also reinforce depleted squads from other squads in the platoon.

You have to play around a bit with the units to move people where you want them and it's still less than the type of control I would like as far as putting everybody exactly where I want them but you do have a little control as to who goes where.

There are some other things you can do also but I really don't play the campaigns enough to explain this with any type of authority or even clarity for people unfamiliar with this aspect of the game.

All I can say is trial and error eventually will be your best way to learn this part of the game.
Unfortunately,I'm still in that stage concerning the campaigns for this game.


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Flashburn on January 06, 2014, 02:49:05 AM
Sometimes you need to disband a unit with a few guys left.  the uninjured ones will go to other squads.  This can allow reserves to go to that spot.  For whatever reason sometimes the are available but don't show up. 

But ya... mainly just click on the icon of squad at beginning of turn and it should take you to the squad screen.  Reserves show up on the left of screen.  But also depends on setting you use.  You can have setting that only allow squads to get reinforcements at beginning of map.  This goes for you and the AI.  In this campaign setting to non historical units gives extra squads to both you and the Germans.



On killing half tracks with mortars...  It is most certainly possible.  Particularly if a command guy has line of sight.  But it is not exactly easy.  Best done when the half track is stopped for whatever reason.  But it also will suppress the vehicle and they will slow or even stop firing.  Goes for tanks too.  Even though vary unlikely to kill a tank.  When my guys take indirect fire from mortars or the mortar 250-2 half track I will dump ALOT of mortar rounds on it.  Sometimes I kill it.  Usually end up taking out a bunch of the crew and damaging the vehicle a bit.  But it stops shooting mortars at my guys.    This goes for medium mortars of 81 or 82mm.  The 50mm light sort... hmmm good luck. I do not think I have ever killed anything but infantry with that pee shooter.  Generally let the ai do all the targeting with that thing.  in older versions of game I would let them fire all their  mortar bombs and then disband the unit to get the 3 guys to beef up a depleted infantry squad.  It no longer lets you do this.  :(


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Dane49 on January 06, 2014, 02:56:28 AM
I wondered about being able to disband crew served weapons that are damaged or out of ammo to beef up infantry squads.

I think this should be allowed.
unless you can transfer them to serve on other crew served weapons in the company.


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Flashburn on January 06, 2014, 04:10:18 AM
BTW. 

Please if any issues encountered or to hard/easy.  Whatever...even hate posts.  Please post.  only way to make it better or not repeat a mistake.  I intend, baring any life issues to complete the textures on my su2 and then jump back to German campaign for Sokolovo.   

UGH amended..

Old side project is beating on my internet door. 

So I finish this for this mod team...

(http://imageshack.us/a/img6/8725/jdjs.jpg)

then this for myself...and maybe every gtos freak

(http://imageshack.us/a/img854/1558/95h3.jpg)

THEN German sokolovo campaign. 

Unless my OTHER side project comes knocking...

vehicle mod team RO2.  UGh


(http://imageshack.us/a/img856/6531/wjqj.jpg)

Why do i feel like I am going to get busy with more projects than I can handle?


Oh ya and then I want to get back to this...

(http://imageshack.us/a/img194/4702/va5g.jpg)

and now I want to make one of these.......

http://en.wikipedia.org/wiki/Panzerschreck

muahhaha



Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Krabb on January 06, 2014, 07:30:27 PM
if its installed right you should see this at bottom of campaign menu.  Wonder what went wrong.
Someone forgot to put language files again. :D

Gt2extensionified and Russian included.
http://www.mediafire.com/download/iuz0mv6beqznsk0/fb_sokolovo_redux_06jan14.gt2extension


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: FB_AGA on January 06, 2014, 07:34:20 PM
if its installed right you should see this at bottom of campaign menu.  Wonder what went wrong.
Someone forgot to put language files again. :D

Gt2extensionified and Russian included.
http://www.mediafire.com/download/iuz0mv6beqznsk0/fb_sokolovo_redux_06jan14.gt2extension

Thanks Krabb. Now it's ok :)


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Flashburn on January 07, 2014, 03:40:06 AM
if its installed right you should see this at bottom of campaign menu.  Wonder what went wrong.
Someone forgot to put language files again. :D

Gt2extensionified and Russian included.
http://www.mediafire.com/download/iuz0mv6beqznsk0/fb_sokolovo_redux_06jan14.gt2extension

Well they should have been in there.... 

ugh.. 


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Flashburn on January 14, 2014, 09:05:08 PM
Anyone interested in that German version?  Sort looking for feed back on Sokolovo redux.  Seeing if anyone wants MORE. 

In other news... silly uber future ak thing is nearly done for an HL2 mod...

(http://imagizer.imageshack.us/v2/1024x768q90/138/6gaj.jpg) (https://imageshack.com/i/3u6gajj)


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Schuck on January 14, 2014, 10:27:44 PM
Flashburn,
Yes please for the German version ;D


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Flashburn on January 14, 2014, 11:13:43 PM
ok doky..  soon as I get some time.  Not that far off really.  Just the testing slows things up a bit. 


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: wodin on January 16, 2014, 08:08:02 PM
Really want a German version aswell:) Great work mate.


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: Flashburn on January 20, 2014, 06:57:43 AM
I promise to get to German version.  I just don't know how long.  Up to my eye balls in this HL2 project.  Right now I really dont know WHY I am working on this project.  LOL  But forces me out of my comfort zone of modeling crap.  Although i have some of the basic 1st step things complete on the German campaign version.  So I guess I have started it.  =)


Title: Re: Solokovo Redux release version OUT Jan 03 2014
Post by: hamrock on January 20, 2014, 12:49:11 PM
Yes certainly, that would be most welcome.