UPDATE ON NEW PATCH.

Commander - The Great War is the latest release in the popular and playable Commander series of historical strategy games. Gamers will enjoy a huge hex based campaign map that stretches from the USA in the west, Africa and Arabia to the south, Scandinavia to the north and the Urals to the east on a new engine that is more efficient and fully supports widescreen resolutions.
Commander – The Great War features a Grand Campaign covering the whole of World War I from the invasion of Belgium on August 5, 1914 to the Armistice on the 11th of November 1918 in addition to 16 different unit types including Infantry, Cavalry, Armoured Cars and Tanks, Artillery, Railroad Guns and Armoured Trains and more!

Moderators: Lord Zimoa, MOD_Commander_The_Great_War

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warspite1
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RE: UPDATE ON NEW PATCH.

Post by warspite1 »

ORIGINAL: kirk23

I'm sorry for wasting everyone's time, I stupidly thought I could help improve this game,not only have I wasted months of my life,I have neglected my wife in the process, by spending countless hours playing this thing.I'm not about to waste any more time I'm out off here I've had enough!
Warspite1

Kirk why are you reacting like that? You have had nothing but praise from me for your efforts to make this extremely good game even better. This change (or more accurately one element of the change) I feel won't work for the reason given.

We were asked for feedback on a beta and have given it. There's no need (and i hope you wont) take it personally.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
suprass81
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RE: UPDATE ON NEW PATCH.

Post by suprass81 »

Kirk. You have done very good job with all of your concepts put in this mod. I like the idea of small garrisons. I like the as thay are but only one thing could be changed- some way to switch them with other units. If the front line will place near the city with small garrison it could be very important to place in this city an infantry or arty or something else.
other changes are good to me too for this time- I've only played couple of MP turns and for now It looks good. In all strategy games naval warfare isn't in my best side but I'm very happy of what I've seen in 1.40 (it will be the aspect of the game that will bring me defeats- I know it :) ). I'm moust interested in ground warfare so I will watch it carefull. It's a beta and you have to be ready for comments. Sooner or later I will find something that is not good for me- as it was in "oryginal version" but don't worry... this is how it works. In Poland we say- point of vieving depands on point of seeting. You can't make everyone happy.
If I have to be sincere- I like the ground warfare from previous version (I mean 1.30)- this one force me to think different. I don't know how it work after there will be a stalmate- I will tel after I'll see this aspect but for now- GOOD JOB! I like 95% of changes- I think it' good. You turn your (and other programmers) attention to forgoten armourd cars and trains- I like it much. Bombers should be less powerfull- good becoust they were used by my usually to attack arty. Only thing I'm afraid is arty- becouse it was only weapon that could brake the stalmate on the front lines- for now I don't say anything about this becouse I don't know how it will work against human opponent. I will let you know when I will know about this aspect of war.
P.S. We were talking about one small change- adding only a chance to disband small garrisns- is this so much that rouined your work- I don't think so. It's a small fish in the ocean of good changes.

Keep up the good work!


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DukeOfLight
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RE: UPDATE ON NEW PATCH.

Post by DukeOfLight »

Dear Kirk,

I want to congratulate you about your work, i ve played this days with allies and CP and it was a blast.
Its much better than the previos version, due to naval warfare and ading the cruiser bombing capability and lowering the bombard cost for bs made this very important to the game aspect.
Also the fact that you can field more armies and the adjusment of the artilery units its making the game more strategic and the battles for tactic rather than using the brute force of frontal atacks.
This issue is a small one (small garrison) and by this no one is getting from you the honours of making this game very good, rplease notice that i am also a playing commander europe at war, and in this moment due to 1.40 i play only commander the great war.
Regarding your wife i am also married so i know what are you talking about, i am sure that you will find a way to make her understand about the other passion of yours (the first one is her), if she will not understand than you must dont worry because that means that she doesnt know you at all.
Happy holidays and all the best for 2014
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

Thanks for the kind words folks, to be perfectly honest I'm totally drained, I have lost count on the hours I spent trying to help the game, and as for the Small Garrison unit, seeing posts about wanting them disbanded and then thinking about all the effort that went into creating them in the first place, well I felt like pulling my hair out in frustration. I still believe there is absolutely no need to move them from there stated purpose as a static City defense.I say again They have better defense than all other land units apart from Infantry,plus they can be repaired if damaged,they were designed to buy the player time, to place around the target city what forces he deems necessary,I never ever found the need to swap out these units from there City defense roll,because I could always train in additional defense units as required.

Also while I'm here I sent a fix to the software wiz kid this morning that fixes the Canadian Corps event issue, because now they arrive in Plymouth on turn 8 when the event triggers there arrival in Britain.[;)]
Make it so!
stockwellpete
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RE: UPDATE ON NEW PATCH.

Post by stockwellpete »

What if you could move another unit into a city where the small garrison was - and that new unit takes "seniority" while it is there (i.e. it is shown on the map and it is used to calculate combat etc) - but when it moves out of the city again the small garrison reappears as it was before? So the older people the small garrison unit is representing are playing a secondary role while a regular army unit is present in their city. Is it possible to do something like that?

The really good thing about the small garrisons is that it will reduce the opportunities for single units to conquer 6 or 7 towns unopposed, thereby creating a long "wormhole", which then remains on the map when the invaded country surrenders.

I have played for a couple of hours with the new design. My first reaction is that it is very much harder to achieve breakthroughs but I will need to play it a bit more to be sure. I have a query about the German convoys coming up from the south Atlantic - at present they go through the English Channel, but I was wondering if they should go around the top of Scotland. I don't know anything about German trade routes in 1914 so I might be wrong.

Other things that might not be working quite right are . . . when it is winter my map is not going snowy as it should do, but if I save the game (say, in January) and then go back in again my map has then changed to snowy; the repair/upgrade buttons are a bit awkward and sometimes need multiple clicks (might be me though); and in research the Focus Points and the Focus button are behaving erratically.
stockwellpete
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RE: UPDATE ON NEW PATCH.

Post by stockwellpete »

ORIGINAL: kirk23

Thanks for the kind words folks, to be perfectly honest I'm totally drained, I have lost count on the hours I spent trying to help the game, and as for the Small Garrison unit, seeing posts about wanting them disbanded and then thinking about all the effort that went into creating them in the first place, well I felt like pulling my hair out in frustration. I still believe there is absolutely no need to move them from there stated purpose as a static City defense.I say again They have better defense than all other land units apart from Infantry,plus they can be repaired if damaged,they were designed to buy the player time, to place around the target city what forces he deems necessary,I never ever found the need to swap out these units from there City defense roll,because I could always train in additional defense units as required.

Also while I'm here I sent a fix to the software wiz kid this morning that fixes the Canadian Corps event issue, because now they arrive in Plymouth on turn 8 when the event triggers there arrival in Britain.[;)]

Thanks for all your work, Kirk. Take some time off and have a few bevvies. We'll still be here whingeing in the New Year![:)]
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catwhoorg
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RE: UPDATE ON NEW PATCH.

Post by catwhoorg »

ORIGINAL: warspite1

We were asked for feedback on a beta and have given it. There's no need (and i hope you wont) take it personally.

Kirk, this.

I'm seeing 1.4 as a great leap forward for the game. Comments here are about refining it a little further, and making a good thing even better.
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bob.
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RE: UPDATE ON NEW PATCH.

Post by bob. »

As I said already, 1.4 is a huge improvement, there's no doubt about that! I would never want to go back to the old patches.

My main problem with the small garrisons is not that they are too weak as a fighting unit but that they can't be swapped with other units. To give you an example, although this time it is the AI that as this problem:
Image

Kraljevo gets a lot easier to take than it should be simply because I can take my time battering the small garrison into submission - they can't get away! And since they can only repair 2 (or even 1? not sure) strength per turn, in a few turns I will take it and there is nothing they can do against it.

As I understand they they are not supposed to be moveable - and thus not swappable - my thought was that it might be best to allow a player to disband them. I actually also think that this makes a certain degree of sense - it might represent something like evacuating the city, preparing it for combat and putting some "real" army defenders inside.
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

I have created a link that now gives the small garrison unit movement,the units now swap with all other land units,They can also be disbanded if a player wants too now. I have also included the fix for the Canadian Corps arrival in Britain message event.

ALWAYS REMEMBER TO MAKE A BACKUP COPY OF ANY FILES YOU CHANGE!

PLEASE OPEN YOUR DATA FILE WITHIN YOUR GAME DIRECTORY MENU AND OVERWRITE YOUR EXISTING SCRIPT FILE WITH THIS NEW ONE THANK YOU,ALSO COPY THE SMALL ENGLISH LANGUAGE FILE INTO THE LANG FILE WITHIN YOUR GAME DIRECTORY.[:)]



I have removed this link, please go to the most recent post's in this thread,as I'm uploading an all new all inclusive link that addresses a number off recent gamers issues thank you.[;)]
Make it so!
suprass81
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RE: UPDATE ON NEW PATCH.

Post by suprass81 »

Hmmm. Movement for small garrisons isn't best resolution I think. You refresh old idea (if I'm correct this was in game but for some reasons developers didn't use them...) in a good way. I really like them as thay are- home guard, city guard or whatever you like to call them but they should stay in city with no posibbility to abandon it. Or when they will abandon the city they should be allmoust usless until thay arrive back to city... Or disbanding them for nothing in return- belive me- no one will disband them unnesesery- this is good FREE defence which I will disband only in "critical" situation.
Or maybee there is a problem to make them disbanded without returning resources...(becoue of the game engine).
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

They can be disbanded if a player wants too now.
Make it so!
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operating
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RE: UPDATE ON NEW PATCH.

Post by operating »

ORIGINAL: stockwellpete

What if you could move another unit into a city where the small garrison was - and that new unit takes "seniority" while it is there (i.e. it is shown on the map and it is used to calculate combat etc) - but when it moves out of the city again the small garrison reappears as it was before? So the older people the small garrison unit is representing are playing a secondary role while a regular army unit is present in their city. Is it possible to do something like that?

The above quote, seems to make the most sense to me as to how the small garrison should interact with other units.

Bob's post demonstrates a good reason why something should/could be done, exactly for the purpose that Kirk quotes in the first place; "that the small garrison will try to hold the position till help arrives", or something close to those words.

Also, I do have question, as to what happens to the small garrison should the city it is protecting get's captured?
and one flew over the Cuckoos nest
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

I don't know the reason why the Small Garrison was never used when the game was first released,but I do know I changed a number of there stats in the scripts,plus do all the new art for them,I have been playing a little with them now that they have movement capability, and all I will say at this early stage is that it could be interesting,if anyone else down loads the new scripts, I will be very interested in there findings.
Make it so!
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

Happy XMAS everyone I hope Santa has been good to you ![:)]
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suprass81
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RE: UPDATE ON NEW PATCH.

Post by suprass81 »

Marry Christmas!
If I will download new scripts small garrisons will have ability to move and to be disbanded?
I'm afraid that moveing small garrisons will cause a "mass migration" in Russia...
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

I have restricted Small Garrison movement to 2 hexes only max,there is no mass migration from Russia!

I have been play testing since I gave the Small Garrison movement,and I must say the AI still positions them in City hexes,it certainly gives the game another dimension to consider when deciding your strategy,the biggest problem I see is that since they were designed as a FREE of any cost unit,you now have at your disposal a fully functioning land unit that cost you nothing, this can't be allowed in all fairness, I will have to change there stats and give them very small upkeep,manpower costs I think!

As a Xmas bonus I have just fixed the German Port Blockade message, it now pops up when Russia attacks the Baltic ore convoy,stating that its Russia blockading the German ports in the Baltic, and not Britain Blockading the North Sea.

Just overwrite your Lang file in the game directory,with this English Language file Merry Xmas everyone enjoy![;)]

I have removed this link,as I'm uploading an all new all inclusive link that addresses the most recent gamers issues,see latest post within this thread thank you.
Make it so!
Rodwonder
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RE: UPDATE ON NEW PATCH.

Post by Rodwonder »

Merry Christmas Kirk!
Your work has made my decision on getting this game... Thanks!
Rod T DeMore
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

Welcome aboard you have just arrived at an interesting stage in the game development I hope you will enjoy playing.[:)]
Make it so!
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

Anyone been playing with the new settings and event message screen popups?
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Radar8717
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RE: UPDATE ON NEW PATCH.

Post by Radar8717 »

The 1.4 beta patch is a huge improvement and fun to play- would never play any of the previous patches again.

Couple of observations after playing the much improved 1914 scenario half a dozen times:
1)It's too easy to sea transport as many troops as desired- maybe some limits are needed.
2)Battleships are maybe too difficult to damage- I can place my two German BBs in the English Channel from Antwerp to Calais
and leave them there destroying British troop transports at will with little or no damage consequences.
I also use the 2 German BBs to provide shore bombardment from Antwerp to Calais- attacking with little Royal Navy interference.
3)There is no sound effects for small garrisons moving or in combat.
They are not a game breaker with or without movement capability, but provide an interesting addition.
If we're going to keep small garrisons in the game, they probably should have an upkeep and manpower cost.
4)Fighters are maybe too powerful in 1914 providing ground support- historically they were mostly recon.
Attacking the same ground unit with multiple fighters reduces this ground unit faster than an early artillery attack- WAD?
5)Getting a CTD each time a British transport unit disembarks into Italy after their war entry in mid 1915.

Looking forward to your 1914 mod early next year! Thanks for all your efforts to improve this good game.
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