Blitzkrieg Anthology Cheats

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Raelene

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Aug 5, 2024, 10:20:22 AM8/5/24
to temenhowon
Seventhversion of GZM was in production for three years. Its based on version 5.55 and was made by a team of more than 20 people, most of them members of BlitzUnion community. Of course, the BK engine got quite obsolete during that time, but we had reasons to continue the work. Thing is, there was no better platform capable of real-time modeling reasonably large-scale WW2 battles at the time. And even now, that niche is still vacant Blitzkrieg II wasnt able to compete with the first game, and no other ambitious projects were (like Sudden Strike 3: Arms for Victory, Officers, etc.). More or less successful WW2 RTS games (CoH, WW2) have a different battlefield scale and so cannot pretend to replace BK. That is why, after the release of GZM 5.55 back in 2006, we decided to develop the project further as there was no better platforms for recreating WW2 battles available for modding in sight.

1.To show the historic flow of WW2 on all main theaters (USSR, Western and Eastern Europe, Scandinavia, Far East, North Africa, Pacific theater)

2.To show battle process with maximum realism (as far as the BK engine allows it). This goal demanded a full park of units and objects which we created. An important part of the project is a new combat system which moves BK closer to Wargame style. All of that means unit stats are now as close to realistic as the engine allows.

3.To create a universal resource base for the making of new maps and chapters, complete with a full virtual encyclopedia of operational WW2-era equipment.

4.To show that the USSR made the largest contribution to the defeat of world Fascism and Nazism. And also to show (as good as the engine limits allow) how it was in reality to all the people who defend liberal-democtaric or pro-western views (about USSR drowning the enemy in Soviet soldier corpses), resunists and other such types.

5.To form more or less correct image of World War 2 among the current youth, to awaken the interest to our own history among them.


1)Main mod files (GZMV70Omega.pak, GZMV70Rus.pak, GZMV70Ger.pak, GZMV70Allies.pak, GZMV70Objects.pak, GZMV70Effects.pak, GZMV70Humans.pak)

2)Folders: WaterBridges, Movies, Textes, music

3)The full readme (you are reading that right now)

4)Ailogic.dll this is not a part of the mod. This file is from Stalingrad and is responsible for unit AI. Among other things, it prevents shooting through buildings. This is a default standard for the mod (except when it can negatively impact the functioning of the mission). Keep in mind that if you want to use that in multiplayer, all players should have the same version of it or else the games will not be compatible.

By default ailogic.dll is installed for mod use and it replaces the original BK file. Original file is also supplied in case new one causes errors (or in case someone wants to use original BK cheat codes Stalingrad ailogic has different cheats)


ATTENTION! ACHTUNG! All of the resources made by GZM team and contained in GZM mod (maps, units, buildings, effects, sounds and more) are intellectual property of GZM team, and can be used in other mods only with authors permission. This especially concerns foreign modders and their mods, local modders can solve this simpler.


Achtung! Achtung! The mod is NOT to be used commercially and should only be distributed free of charge.

This mod was developed on enthusiasm alone, the team spent 3 years of their lives and innumerable amount of work to get it done and make sure it is THE best mod for Blitzkrieg. Considering the present economic situation (material state of many of the developers leaves much to be desired), BlitzUnion community considers it fair if the players have a possibility to support the team with money. Well be happy to accept any sponsor help. This can be done using our contact data which is located in the end of this file.


ACHTUNG! ACHTUNG!

GZM absolutely MUST be installed into clean Blitzkrieg I, so there should be no other mods in this copy of the game.

Also, it is strongly recommended to manually clean the maps and scenarios folders (those are located inside Data folder) at least once per campaign (after about 8 chapters). If you dont do this, you may encounter a problem where when you advance to the next chapter, no mission marks appear on the map.


ACHTUNG! ACHTUNG! The mod requires the texture quality to be set to MAXIMUM in game settings (not to COMPRESSED or LOW). Setting anisotropic filtration to Application preference in videocard driver settings is recommended, too. If you get graphics artifacts like violet textures, you may need to tweak some more graphics driver settings (this is a very rare case).


Order of installation.

1.Make sure you have Blitzkrieg I (with patch 1.2) in a clean state (no other modifications installed)

2.In the process of installation 2 files (original BK ailogic.dll renamed to ailogic_b.dll and Stalingrad ailogic.dll renamed to ailogic_s.dll) will be placed directly to Blitzkrieg folder, you dont have to do anything about them.

3.Unpack the installer to some folder, DO NOT run the gzm.msi directly from archive. (you wont be able to install anything if you do). Run the installer and install the mod to your Blitzkrieg folder.

4.Run Blitzkrieg with its original game.exe file

5.Make sure texture quality is set to MAXIMUM in game settings.

6.Set the difficulty to NORMAL (this is important)

Now you can start any campaign.

You DO NOT need to activate the mod via game Modifications menu.


GZM has 5 years of history. The seventh version alone was in production for 2.5 years. We have used many historical and technical sources for reference in our work.

The project was started in 2003, when then-recently released game Blitzkrieg left a lot of good emotions and yet more desire to improve it to be more historically accurate. Since modding capabilities if BK were good, the first version of GZM was soon born. This was a correction of ingame parameters to be closer to reality, as well as some small gameplay changes. And it was only 15 MB in size back then.

As this first try was successful, in a year a new battle system concept was ready, as well as some new resources. Back then I was only getting my first experience as a modder, so that came with much work.

So in 2005 GZM 3.07 appeared, which was the first publically released mod version. It was approximately 250 MB in size. The changes were mainly done to the standard campaign maps, no new maps were added. Main change was a new battle system based on weapon ranges. Unit stats were brought closer to reality. There also were about 100 new units, new weapons and such. This version got some interest from BK fans, some of whom helped with the next version.

2006 saw GZM 5.55 second released mod version. This was in fact a total conversion of Blitzkrieg (some Ukrainian pirates appreciated that and started selling it under the name of Total Conversion). Size was 2.4 GB. Changelog took 15 pages of text. Battle system was considerably changed, game was brought closer to wargame style. Chronology and probability of appearance of units was adjusted. Many new maps were added, including new random missions, all of that linked into 3 campaigns. 300 new units, new infantry, new medals and many more.

Version 5.55 was made with an ambitious goal of showing the flow of Second World War in game, as good as the engine allows. The battle now started in 1936 with the Spanish Civil War, where Communism first confronted Fascism.

Development of GZM 6.0 started in February 2007. The 6 was to be an improved version of 5.55 with more new units of own making (about 50) which should have replaced buggy units or units taken from other projects (the status of which was then debatable). Bug fixes and changes to camo values were also in order.

In the summer of 2007 it was decided to go directly for GZM 7.0, since the amount of changes made to 6.0 to date far exceeded any plans. Beside that, a way was discovered to implement some unplanned ideas previously thought impossible.


Alternative campaigns are composed from a number of chapters linked in chronological order. Chapters, as a rule, contain new maps most of which was made specifically to be used in GZM, the rest of maps were carefully selected and adapted to the mod. Many maps from the original campaigns were replaced, the rest was improved. All chapters make use of new units, objects and infantry corresponding to time period and theater.

Despite this, as our maps number about 130 and many more can be created by random map generator, its still possible that some inappropriate units or objects may be found on some of them. If such a unit is found, we ask to inform us about it on our forum (please post a screenshot of the problem) so we can fix it.

Now the full list of chapters (in chronologic order) is this:

D dynamic: one campaign map and several random missions which give bonuses;

S static: several campaign maps, no random missions;

SD mixed: several campaign maps, but also some random missions.


Scorpion_ss_ made the map Tank battle for Lauban (Lyuban). Alderus produces a map about the defence against the attack of 9th motorized brigade at Khalkin-Gol. -34 . 41 created a new, larger-scale Mannergeim Line map to replace the original.


With the permission of Dmitry Matveevsky we are using his maps and chapters in the mod, GREAT BIG THANKS to him!

Several maps from Spanish Civil War were taken from Spanish Civil War mod by Bob Underdown, translated by Dieter. All of those maps were fully reworked related to units, objects, scripts and force composition (so Madrid looks like a city now). A number of units were made specially for this conflict so we can translate the atmosphere without cuts (and there are very few repainted units from the original remaining now).

Chapter Medal for the city of Budapest from Blitzkrieg developers was added to campaign in a reworked form. Apart from new units and objects, it now contains Hungarian troops with their own vehicles and aircraft.

The chapter Wacht am Rhein by Tj27 was also used, with some reworking.

To represent the dramatism of the Winter War we used chapter 2 from Talvisotta (which was still free at that time btw), because missions from original campaign arent suited for that. Yet again we made changes to missions including changed forces and mission objectives. Due to new battle system those maps require a different path to complete now than in Talvisotta.

By popular demands we introduced the Japanese Imperial Army as a full side and Pacific theater to use it in. Guadalcanal by frost72 was heavily reworked to add new resources, as well as Philippines by CorpBob. Those two chapters should provide an excellent representation of fierce battles for islands. No original Japanese units remain there, nearly all of the units and infantry are remade by BlitzUnion community. Many new objects and US vehicles were made specifically for the Pacific.

Italians are a full side now. They have received greatly expanded fleet of vehicles and aircraft and a full set of infantry, including bersaglieri and paratroopers. Even a full campaign with them as a playable side is possible now (Ethiopian War) (not complete yet).

Khalkin-Gol is my own work, judge for yourself how good it is. Im not the best mapper around, but I did my best. At least those 2 maps give an impression of than conflict.

Several maps from other chapters which remained in 7.00 from 5.55 times were based on maps from Operation North (but only loosely based, since those maps developers often overlooked things like units showing their rear to the enemy or IS-3 in Byelorussian swamps and similar madness). There are 4-5 of those maps, and they are 50-80% reworked, but I still specify the original authors (and GZM is a free mod).

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