The Great War is a modification for Company of Heroes meant to bring the war a decade or so earlier. This mod focuses on the later years of the First World War. Currently the two teams will be the British Empire against the German Empire, however with the time the team will bring some more nations in, such as France and Austria-Hungary.
This mod will focus on realism but keeping the game balanced enough to make it enjoyable.
Things to look for in the mod are the famous artillery strikes and the infamous gas attacks. Trenches will provide vital cover for infantry while tanks will roll over the battlefield and instill fear into the enemy troops.
Visit us at:
The Great War Mod Forums
This file contains the full version of The Great War 1918 v1.0 in a self-extracting archive.
It will extract all the files needed to play the modification on your computer.
This modification requires any version of Company of Heroes (including Opposing Fronts and Tales of Valor) to be installed on your computer. You will also have to patch it to the latest online version (done automatically when starting Company of Heroes).
Download links:
http://www.moddb.com/mods/the-great-...t-war-1918-v10
Torrent links:
http://www.speedyshare.com/N3Fnr/TGW1918-v1000.torrent
http://www.filebox.com/5l17fgwrqndh
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To install TGW1918 v1.0 follow these steps:
1) download the tgw1918_v1_0.exe
2) once the download is completed, double-click on tgw1918_v1_0.exe to start the extraction
2a) you will be asked for a destination folder; this must be your COMPANY OF HEROES directory!
It should look like this: "c:\program files\THQ\company of heroes"
For those who have Company of Heroes installed on Steam, your directory will look like this:
"c:\program files\steam\steamapps\common\company of heroes"
2b) once you have entered your Company of Heroes directory under "destination folder", click "extract"
3) once the extraction is finished, you can start playing by double clicking on The Great War 1918 shortcut found on your desktop. Enjoy the mud and rats!
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For any trouble or question you can ask us on this forum in the Bugs & tech support subforum.
German users can also ask here: http://hq-coh.com/forum/index.php/topic,2801.0.html
Russian users can ask here: http://rucoh.ru/forum/12-87-1
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++ Credits ++
Development team
- Rataconfusca: Models, animations, sounds
- don_Durandal: Textures, UI, coding, speech, exports
- Cireva: Models, textures
Balance team
- Balancers: Killar & Donthateme
- Playtesters: Glimz, Riggs, Dzierzan & MaxiKing6
Translators
- German: Clone1710 & Maxiking6
- Spanish: Dano
- Polish: Dzierzan
- Shwepps: Russian
- French: don_Durandal
Mappers
- MonolithicBacon: Fromelles
- TheSphynx: Villers-Bretonneux
Special thanks!
- DarkBladeCR for helping with animations and model exporting
- Jannev for the trench walls spawning code
- Aidas2 for the models of the Rolls-Royce AC and Whippet tank
- Chopin for the textures of the Ehrhardt E-V/4 and Rolls-Royce AC
- Baida for the Lewis Gun
- Blackcat13 for the textures of the Mills Bomb and P14 rifle
- Wartyx for the preview updates
..and of course the inside1918 team (of Battlefield 1918 fame) for unconditionally letting us use their models
Featured modifications
- CheatMod by BuckyBoy (activated by adding -dev after -mod tgw in the desktop shortcut's properties)
- Custom FX by Xalibur
UPDATE XI: The offensive begins!
http://forums.relicnews.com/showthre...post1045439379
UPDATE X: Tech tree
http://forums.relicnews.com/showthre...post1045438153
UPDATE IX: Trenches and cold steel
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Today we bring you a small update to inform you on the development status of The Great War - 1918.
For a long while now we have been working on implementing a satisfying trench system. Fortunately it is now done thanks to Jannev, a coder of the CoH modding community.
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The trenches are built fence-style, like barbed wire and sandbag walls, and without limit to their length. Infantry can walk along them while receiving trench cover, and tanks can drive over them. This all contributes to a more dynamic and realistic gameplay.
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The downside is that trenches take time to dig (ever tried digging a deep hole with a shovel?). Passive players may very well end up facing an impenetrable defensive net if they leave their opponents dig it though.
Rifles also received a visual upgrade with the attachment of bayonets. Those have been modelled and skinned by Cireva, and I'm sure we can all appreciate the addition.
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Alas until we can find someone to make the animation, soldiers can't wield bayonets in melee. Instead we had to resort to equipping them with wonders of technological progress: spiked clubs.
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The alpha phase of the mod has ended and it is now entering closed beta. Development will be limited to setting sounds, bug fixes and balancing as the mod is being tested. Some work has also started beyond first release and its two starting factions.
We should be able to announce a release date shortly.
The team also thanks all those who voted for us on the MOTY award. Getting to the top 100 was a nice surprise.
UPDATE VIII: Chemical warfare
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Nothing illustrates the ingenuity men can show when thinking of new ways to make fellow men suffer as well as chemical warfare.
Historically more than dozens of different chemical agents were tested and used in the Great War. A few of them have become notorious, while others are remembered only by historians and chemists. They are broken down in specific categories: choking agents that attack the respiratory system (chlorine, phosgene), blister agents causing irritation and burns on exposed body parts (mustard gas), and lachrymatory agents like tear gas (blue cross, K.S.K.).
Incendiary and smoke shells and grenades were also used in the war; although they are included in the mod, we will not talk about them in this article.
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We implemented a fully working chemical weapons system in the mod, complete with gasmasks and humongous coloured clouds. We made a selection of the chemical agents used in 1918, and then classified them on type, lethality, persistence, spread and delivery systems. Ingame this means all chemical weapons have different effects, including the area affected per shell and the time the effect lasts, and the colour and density of the gas cloud.
All factions have access to a certain number of gas weapons. Depending on the specific type those can be used by field guns, howitzers, mortars, handgrenades or through off-map artillery.
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Let’s take for instance one of the basic chemical weapons available to the German Army: Green Cross. Historically “Grünkreuz” refers to pulmonary agents, usually a mix of chlorine and phosgene. Also used by the British under the designation "White Star", this lethal combination accounted for 85% of fatal gas casualties suffered in the Great War. Ingame GC shells can be fired by all German artillery and mortars (except the FH 98/09 howitzer), but also used on a massive scale through a doctrinal off-map ability. In contrast Yellow Cross (blister agents like mustard gas) can only be used through off-map artillery.
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By 1918 troops on the Western Front were well-equipped and trained to deal with the threat of chemical warfare. Ingame soldiers will automatically don gasmask when affected by a gas weapon. Some of them might be too slow however, or have defective equipment, or simply panic, so there’s always a risk of loosing some soldiers outright.
While gasmask will save a soldier’s life, wearing one is by far not a comfortable endeavour. They make breathing difficult and impair vision. Physically demanding activities are difficult and restricted, and soldiers tire fast. Ingame this means that surviving infantry will suffer massive penalties (such as accuracy and movement) and lasting health effects due to exhaustion, while artillery crews will be severely hindered (manning an artillery piece is physically very demanding). Some squads might even panic and immediately retreat without orders.
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Lastly, we did have to include an element of arcade-like mechanics. For instance historically it would take several hours for a soldier to start suffering from the effect of mustard gas after being poisoned (which is why it was so feared, as it was hard to detect and lasted for weeks). This would be way outside the scope of a CoH game time-wise, and instead we gave it a health-degeneration effect (on top of the usual gasmask penalties) which combined to its persistence makes it a perfect area-denial weapon.
The TGW 1918 team
Credits to don_durandal and special thanks to BlackcatXIII for his contribution on the german gasmask
UPDATE VII: BEF - Empire and Commonwealth
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Today we bring you a small update to remind people that we’re very much still alive!
As we don’t have many interesting things to show right now (most of the things we’re working on right now are very unglamorous bug fixes), we’ll talk about an aspect unmentioned so far: skin variations. We also wanted to talk about how we implemented gas warfare, but to avoid cluttering we’ll do a full update on the subject later.
B.E.F. Infantry skin variations
When we started planning this faction two years ago we decided to go for a nation-neutral design. The historical BEF had a number of non-British contingents in its ranks and to avoid alienating any of those we kept away from referencing specific nations. If you want your army to portray Welsh, Canadians or South Africans, you’re free to imagine so.
Unfortunately while most contingents had adopted the standard British Service Dress by 1918, a few didn’t. So we had to go through the efforts of making specific skins for them.
Highlanders
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Scottish and Canadian highlander units wore their traditional uniform in combat, although the kilt was covered with a tan apron to comply with camouflage requirements.
Australian Imperial Force
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In November 1917 the ANZAC was disbanded and the five Australian divisions grouped in their own national corps on the Western Front.
The Diggers’ stubborn choice of keeping their national uniform in Europe wasn’t just motivated by pride: The loose jacket was more comfortable, and up to eight grenades could be stuffed in its wide pockets!
Portuguese Expeditionary Corps
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The soldiers of the two Portuguese divisions sent to the Western front were fully reequipped and organised in the British Army fashion. The sole exception was their distinctive blue-grey uniform.
The variations are purely cosmetic. We did not want petty stat exploitation to get in the way of players' selection of skin.
The skins are activated through the reward list. Only one skin choice will work at a time. If multiple choices are selected, the game will use the default skins instead.
Note: we will not do any additional skins. If a particular nation isn’t in the list, it’s because they wore British SD and as such are already portrayed by the default models.
Original soldier models by Relic
Models by Rataconfusca
Textures by don_Durandal
UPDATE VI: British War Machine
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We are reaching the final stages of development before first release and this will be the last update focussing on a starting faction. All that’s left is some buildings, polishing the existing features and wait for mapmakers to finish their much needed work.
On another note, the TGW 1918 team has joined Inside1918, the team developing BF1918, the WW1 mod for Battlefield 1942. This has given us access to a wider range of talents and resources and it has already contributed to accelerating the mod’s release.
Now for a preview of the remaining B.E.F. vehicles:
Medium Mk A «Whippet»
The medium Mk A is a fast cavalry tank armed with machine guns. It is best used for breakthrough exploitation and harassment.
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Mk V tank
The Mk V is the latest model in the line of British heavy tanks. Compared to its predecessor it is faster and more manoeuvrable. The inadequate Lewis guns have been replaced with Hotchkiss Mk I machine guns, and the upper cabin gives the tank commander a better field of vision.
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Ordnance QF 18 pounder Field Gun
The main field gun of the B.E.F. is the 18-pounder. It has a higher rate of fire and range than its German equivalents, and is capable of both indirect barrage and direct fire. It can fire a variety of shells, including shrapnel, smoke and gas.
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Ordnance QF 4.5 inch Howitzer
While lacking the 18-pounder’s mobility and direct fire capacity, the 4.5inch howitzer’s shells are heavier and more powerful. Thanks to its plunging fire it can easily destroy fortifications and entrenched infantry.
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Rolls-Royce armoured car
The Rolls-Royce AC is armed with a single heavy machine gun in a turret. Its armour is impervious to small arms fire and it has decent off-road capacities compared to other wheeled vehicles. It is ideal for patrolling and raids thanks to its high road speed and manoeuvrability.
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Models by Rataconfusca
Textures: Rolls-Royce by Chopin, the rest by don_Durandal
Special thanks to Darkbladecr for his animation resources and Aidas2 for contributing with the Whippet model.
We are still in need of skilled modders to join our team, be they mapmakers, modellers, 2D artists, etc… You can send a PM to the team members or post on the Inside1918 forum if you are interested.
The Great War 1918 – dev team
UPDATE V: German War Machine
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A few weeks ago the mod team finished some of its last ingame German Army faction models, with only buildings and the B.E.F faction left to do. To celebrate this important stage in development we’ll showcase a few of the models we haven’t shown so far, including basic and commander tree specific artillery.
7.7cm field guns: FK 96 n.A. & FK 16
At the start of the war the model 96 was the main field gun in service with the German artillery. It was very mobile, but otherwise outclassed by its Entente equivalents. As a field gun it was designed with both direct and indirect fire in mind and could shoot a variety of shells, including smoke and chemicals.
The FK 16 was based on the FK 96 cannon combined with the howitzer carriage. It traded mobility for improved accuracy and better long range barrage fire thanks to its higher elevation.
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10.5cm light howitzers: FH 98/09 & leFH 16
The 98/09 light howitzer was the German field artillery’s greatest advantage. It was available in large numbers and its powerful indirect fire made it a straight answer to trenches and fortifications.
The need to modernize the FH 98/09 led to the development of the light field howitzer model 16. Its range and accuracy was improved and it gained the ability to shoot chemical shells.
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7.58cm leichter Minenwerfer
The light Minenwerfer was the smallest model of mortar in the German arsenal; it was also the most ubiquitous. It was an important support weapon for the infantry. Indirect fire made it well-suited for trench warfare and to deal with strongpoints.
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Ehrhardt E-V/4
Lacking armoured cars of their own and faced with skilful use by the Belgians, the German Army sought to develop its own models during the war. Introduced in 1917, the E-V/4 was heavily armed with machine guns and protected by armour impervious to small arms fire. It was fast, but its heavy weight restricted all movements to roads.
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Credits:
Textures by don Durandal
Models by Jorge
Special thanks to Cireva for the Minenwerfer,darkbladecr for his animation resources and Chopin for his collaboration on the Erhardt´s texture.
UPDATE IV: British Expeditionary Force
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The largest Kingdom in the history of mankind; the feared British Empire spanned the globe for hundreds of years.
Centuries of European war and colonial world domination has hardened the British Expeditionary Force to field amongst the most versatile and professional infantry of the early 1900s. The effort on the Western Front consists of a multi-cultural smelting of units from across Great Britain and her many loyal overseas dominions.
As the Crown's combat arm, foot soldiers inevitably make up the bulk of the British line. Conscripted from the city slums and the rural villages before being given basic training, the Infantry Section is the BEF's basic rifle unit. Initially outfitted with the modern SMLE bolt-action, they can be rearmed as either Lewis Gunners or Bombers for extra firepower.
From perhaps the most prestigious regiment in the British Army, the Royal Engineers Field Sections have provided the King with expert demolitions and advanced construction since the Norman Conquest of the 11th Century. Recent developments have allowed for the deployment of gas attacks, and Field Sections can also supervise production at base buildings.
Fighting from the frontline, a two-man Command Section can inspire nearby troops with its presence, and has the authority to direct artillery strikes upon a foe's position.
Fighting fit, well equipped and experienced masters of coordinated assaults, Trench Raiders were London's answer to the feared Stormtroopers. A predecessor to the famed Commando units, only the strongest and most brutal soldiers of a battalion were pulled from their ranks to join the Raiders.
Benefiting from the experience of Scottish gamekeepers, hand-picked British and dominion marksmen honed their skills in the sniping school founded by Major Hesketh-Prichard in France. Thorough training and expertise would see the Scout Snipers of the B.E.F challenge and overthrow German sniping supremacy on the western Front.
Stationary automatic weapons relentlessly dominated the Western Front for years. Both sides extensively deployed machine guns across their frontlines to halt advances and deter assaults. Vickers HMGs were issued to British gun crews.
Whilst not providing the same raw power as conventional heavy artillery pieces, Stokes Mortars provided manouverable and instantaneous fire support to Infantry.
That´s all for now!
But remember,we are always in need of extra hands,specially in terms of mapping!
Also,feel free to lurk around our new forums!
http://www.elmagico.kilu.de/tgwforum/index.php
Credits:
Textures by don Durandal
Models by Jorge
Update by Wartyx
Special thanks to Baida for the Lewis Gun
UPDATE III: Kaiser´s soldiers
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Struggling to overcome the stalemate of trench warfare and faced with increasingly severe manpower shortage, the infantries of all major powers had to go to drastic lengths to modernize themselves. Often at the head of its time, it was the German Imperial Army that pioneered most of those tactical and technological improvements during the Great War. By 1918 the bayonet-wielding masses heroically charging machine guns were long gone from the western front, replaced by small squads of heavily equipped specialists crawling no-man’s land and supporting each other with their fire.
Here is a preview of some of the weapons and specialist units available to the German player depending on the doctrine chosen.
Rifle Grenadiers
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Tank Hunters with Mauser 13mm T Gewehr
The odd 13mm rifle was evolved from pre-war big game hunting rifles. It could penetrate light armour at short ranges, but became increasingly unable to face the heavier armour of later tanks.
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Sniper with Scharfschützen Gewehr 98
At the start of the war the German Imperial Army was the only one amongst major powers to field selected sharpshooters with scoped rifles.
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Machinegun Sharpshooters with MG 08/15
Faced with the difficulty of using machine guns in offensive operations, the German Army founded special MG Sharpshooter units whose task and training was to assist assaulting infantry. These highly mobile and heavily armed units were proficient both in assault and defence.
By 1918 the somewhat lighter MG 08/15 had replaced its heavier MG08 forefather in all but fixed emplacements. While too heavy to be considered a LMG, it still boasted formidable fire rate and accuracy.
GRPR assault pioneers with “Wex” flamethrowers
The flamethrower as infantry weapon was first pioneered by the German military. To this effect they founded the elite Guard’s Reserve Pionier Rgt., a shock unit of highly trained volunteers under the high command’s direct responsibility. The Wechselapparat, or “wex”, was the latest portable flamethrower model.
UPDATE II: 19th February 2010
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"The victory in this war will belong to which of the two belligerents which will be the first to place a field gun on a vehicle able to be driven on all terrain" Jean-Baptiste Eugène Estienne,Père des Chars
Landships
The world is at war. Both sides appeared spent as the Western Front lay in stalemate. The war which already claimed the lives of millions showed little sign of faltering; disease was rife and casualties mounted. As morale crumbled, both in the home countries and across the battlefields, perhaps the time had come to fix this broken war... perhaps the time had come for a new weapon?
Inspired by a curious mix science-fiction and farm tractors, the desperation drove the British Empire to the construction of mighty steel machines which would shatter the traditional art of war. Birthed from thick armour, a rugged mobility and a terrific arsenal, the Landships were created.
Now, the year is 1918. Still pounding terror across the frontlines, the British Landships have continually devastated the German ranks. These mighty vehicles, invulnerable to machine guns and small arms fire, have been able to lead charges into the stunned enemy defences. Yet it was only a matter of time before the German Empire bred their own species of monster. The tank wars iconic to the twentieth century were only just beginning...
German A7V
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British Mark IV: Male and female
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Captured Mark IV: "Beutepanzer"
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Credits:
Darkbladecr: Animations
don Durandal: Textures
Jorge: Models
WartyX: Update
UPDATE I: 22 December 2009
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After a long time without any kind of update,we would like to let you know that our projet is alive.
Due to the lack of proper modding tools,we somewhat paused the development,but,thanks to
the knowledge from those great modders out there,we are running again.
A picture is worth a thousand words and we are going to show you some...
In the following pictures you´ll see a great part of the 1918 German Army.
The great textures you´ll see were made by don Durandal and the modelling part by Jorge
About the development...as always we won´t reject anyone who wants to help us with models,textures,sounds,coding,etc...
Feel free to comment this update,give us feedback,suggest things and participate in the forums.
German Landsers armed with G98 rifles:
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German Pioniers armed with G98 rifles:
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German Stormtroopers and Officers armed with K98az rifles,MP18 submachineguns and Luger/C96 pistols:
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