Open Beta Patch 1.4.1

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!

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Flimbo
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RE: Open Beta Patch 1.4.1

Post by Flimbo »

Also think the Eastern front is fluid enough... Just have some Russian infantry breaking in. Hope I can cut them off. However, (an once more) allied submarines in the baltic sea kill anything, even battleships in coastal control zone. Have no chance to get any convoy through, which is impossible to compensate.
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Hellfirejet
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RE: Open Beta Patch 1.4.1

Post by Hellfirejet »

Many thanks for the feedback it is much appreciated![;)]
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stockwellpete
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RE: Open Beta Patch 1.4.1

Post by stockwellpete »

ORIGINAL: kirk23

Can I ask a general question off you guys,how do you feel the game flows,for example do you think the Eastern front is more fluid as it was in history or is it a replica off the Western front with a lot of trench warfare ?

I think the Russians need to go for the Austrians a bit more than the Germans - they should really try and take Lemberg and Prizzle-wotsit as really happened in the war.
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Hellfirejet
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RE: Open Beta Patch 1.4.1

Post by Hellfirejet »

ORIGINAL: Flimbo

However, (an once more) allied submarines in the baltic sea kill anything, even battleships in coastal control zone. Have no chance to get any convoy through, which is impossible to compensate.

Hiya Flimbo Germany should have the upper hand in the Baltic,I have moved one off the Battleships from Cuxhaven to Kiel,she also has 4 cruisers in the Baltic against 1 Russian Cruiser and they each have 1 submarine. Can I suggest that you keep at least 2 off your Cruisers together, that way when you locate an enemy submarine,then with two or more cruisers you can attack the submarine in combination,similar to what happens on land, I find using this tactic you can more than hold your own against the enemy Submarines.Another tip Zeppelins can now attack naval targets from the start of the game,I use the Zeppelin to make attacks against enemy Submarines in the Baltic[;)]
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Hellfirejet
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RE: Open Beta Patch 1.4.1

Post by Hellfirejet »

ORIGINAL: stockwellpete

ORIGINAL: kirk23

Can I ask a general question off you guys,how do you feel the game flows,for example do you think the Eastern front is more fluid as it was in history or is it a replica off the Western front with a lot of trench warfare ?

I think the Russians need to go for the Austrians a bit more than the Germans - they should really try and take Lemberg and Prizzle-wotsit as really happened in the war.

I agree with you that the AI should attack the Austrian border a lot more, which would have the added bonus of taking some of the strain away from Serbian forces, as I said previously it is hoped to improve the AI in the next patch 1.50 [;)]
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ojnab_bob
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RE: Open Beta Patch 1.4.1

Post by ojnab_bob »

I also am very happy with the 1.4.1 changes to date, playing as the CP. The Eastern Front is well modelled in its fluidity, but I do agree with a poster above who also has noticed the Entente Russian AI focus the majority of its affections on the Germans - having the Russian AI concentrate on the A-H part of the line a bit more would be useful.

One caveat - is it just me or do the Turks have too many PP now? I'm pumping out endless Turkish infantry and cavalry, and they seem more than capable of pinning down huge numbers of British infantry in Egypt. I'd also say that the British AI needs to send more men to France in 1914 - while they did send some, they seemed to divert too much to Egypt, with unfortunate consequences for the French AI frontline. [:'(]
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Hellfirejet
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RE: Open Beta Patch 1.4.1

Post by Hellfirejet »

Once again folks thank you for all your feedback comments.[;)]
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operating
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RE: Open Beta Patch 1.4.1

Post by operating »

Movement during winter turns (1914-15) looks to about right for moving units, efficiency loss (my units) from 10 to 9 if only move, 10 to 8 if move and attack, sometimes it's 10 to 8 if just attacking (with few exceptions, most attacks can/will have painful results).

Players should be mindful of MP when recruiting infantry, it's gone from 10 MP to 12 MP per unit.

The "Baltic Blockade Memo" does not stop merchantmen ships from Sweden from arriving on the map.

Noticed that damaged "small garrisons" cost nothing to repair, which I think is a little weird.

Often found that the E SP 1914 scenario went fast to a conclusion (1916-17 and earlier) in prior game versions, this one seems to be deliberately slower developing, perhaps reaching the Russian Revolution, which to me, would be interesting.

and one flew over the Cuckoos nest
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Hellfirejet
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RE: Open Beta Patch 1.4.1

Post by Hellfirejet »

The Small Garrison is a special case as per Man Power, they represent the older population who come from there own City, you can think off them as Grandfathers protecting there families,while the younger male members of their family, is fighting on the front lines.[;)]
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operating
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RE: Open Beta Patch 1.4.1

Post by operating »

ORIGINAL: kirk23

The Small Garrison is a special case as per Man Power, they represent the older population who come from there own City, you can think off them as Grandfathers protecting there families,while the younger male members of their family, is fighting on the front lines.[;)]

English & French Level 1 air attacked a frontline German small garrison, downgraded efficiency to 8, then 2 English level 2 infantry attacked under Haig's command. RESULTS: a total of 4 English infantry steps lost , 4 "Grandfatherly" old age crippled-up geriatric small garrison dudes loss in steps, in an open field battle. Which will more than likely cost me 8-10 PPs to repair, while the Germans pay "0" PPs to repair. That's not fair!
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Flimbo
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RE: Open Beta Patch 1.4.1

Post by Flimbo »

ORIGINAL: kirk23
ORIGINAL: Flimbo

However, (an once more) allied submarines in the baltic sea kill anything, even battleships in coastal control zone. Have no chance to get any convoy through, which is impossible to compensate.

Hiya Flimbo Germany should have the upper hand in the Baltic,I have moved one off the Battleships from Cuxhaven to Kiel,she also has 4 cruisers in the Baltic against 1 Russian Cruiser and they each have 1 submarine. Can I suggest that you keep at least 2 off your Cruisers together, that way when you locate an enemy submarine,then with two or more cruisers you can attack the submarine in combination,similar to what happens on land, I find using this tactic you can more than hold your own against the enemy Submarines.Another tip Zeppelins can now attack naval targets from the start of the game,I use the Zeppelin to make attacks against enemy Submarines in the Baltic[;)]
Hiya Flimbo Germany should have the upper hand in the Baltic,I have moved one off the Battleships from Cuxhaven to Kiel,she also has 4 cruisers in the Baltic against 1 Russian Cruiser and they each have 1 submarine. Can I suggest that you keep at least 2 off your Cruisers together, that way when you locate an enemy submarine,then with two or more cruisers you can attack the submarine in combination,similar to what happens on land, I find using this tactic you can more than hold your own against the enemy Submarines.Another tip Zeppelins can now attack naval targets from the start of the game,I use the Zeppelin to make attacks against enemy Submarines in the Baltic

Thanks for the Zeppelin info, that might help a little. Still the overall problem is that the (Allied) submarines are to powerful, even if I keep my ships together. I've just saved a game, where two submarines attack on of my battleships (strength 5) on my green coast hexes and almost sink it with practically no own casualties. I can upload the file if you like. The encounter happens at the very beginning of the AI turn, so you wouldn't have to wait much :)
Also got another save where my cruisers are given shit by subs on my coastal hexes.
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operating
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RE: Open Beta Patch 1.4.1

Post by operating »

Question; My Russian BB and cruiser need repair, they are in separate ports, the BB is repaired with 9 PP as is normal, but the cruiser called for 6 PP to go from a 9 to a full strength 10 step, which seemed odd to me, so I moved it from Riga to Tallinn, where it only cost 4 PP to bring it up to full strength.

What is the method to the madness as to why that should happen? Mind you the cruiser had been in Riga for over a full turn prior.

Also; Why should I be able to "see" a German sub, at the beginning of my turn off the Southern tip of England? and by seeing it; Why will the computer not allow me to attack it? It's a little confusing to me.....

and one flew over the Cuckoos nest
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Hellfirejet
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RE: Open Beta Patch 1.4.1

Post by Hellfirejet »

I will ask the software wiz kid to check this out,because this is part of the games coding.[&:]
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Hellfirejet
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RE: Open Beta Patch 1.4.1

Post by Hellfirejet »

ORIGINAL: operating

Why should I be able to "see" a German sub, at the beginning of my turn off the Southern tip of England? and by seeing it; Why will the computer not allow me to attack it? It's a little confusing to me.....


SUBMARINE RULES
Submarines are special and are always hidden, even if the hex they are
in is not in the FoW. They only become visible if they attack an enemy
unit, or if an enemy unit accidentally attempts to move to the hex they’re
in. They will remain visible for one turn, after which they become
invisible again.
You can only attack submarines with units that have not already moved.
This means that generally only units already adjacent to an enemy
submarine during the submarine’s own attack can retaliate after the
enemy’s turn.
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Hellfirejet
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RE: Open Beta Patch 1.4.1

Post by Hellfirejet »

This is of topic as per the 1.4.1 Open Beta but I thought the question needed an answer!

Some forum members asked a few months back,why Persia was the only Country in the game,that did not have any Production capability.Well I don't know the reason why either,so I have done something about it,now remember this is not official at this time,but I have fixed it so that Persia now is a fully functioning Country.

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Hellfirejet
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RE: Open Beta Patch 1.4.1

Post by Hellfirejet »

Persia also now has land forces as well.Remember at this time, this is only a test addition, no official permission, has been given to give Persia, the same status in game that every other Country takes for granted![;)]

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IvanGrozni
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RE: Open Beta Patch 1.4.1

Post by IvanGrozni »

As far as I know, Persia didn't participate with its army in ww1.
stockwellpete
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RE: Open Beta Patch 1.4.1

Post by stockwellpete »

ORIGINAL: kirk23

The Small Garrison is a special case as per Man Power, they represent the older population who come from there own City, you can think off them as Grandfathers protecting there families,while the younger male members of their family, is fighting on the front lines.[;)]

Perhaps they should only be able to move one hex from their own city? That would give some flexibility in defence but would prevent them joining wider offensives. i am still wondering if it would be better if these small garrisons had to be purchased/built by the players just like the other infantry units.
stockwellpete
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RE: Open Beta Patch 1.4.1

Post by stockwellpete »

ORIGINAL: Ivan Grozny

As far as I know, Persia didn't participate with its army in ww1.

I haven't had time to read these myself yet but they should provide some sort of answer to this question . . .

http://en.wikipedia.org/wiki/Persian_Campaign
http://en.wikipedia.org/wiki/Persian_Ce ... endarmerie
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operating
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RE: Open Beta Patch 1.4.1

Post by operating »

ORIGINAL: Ivan Grozny

As far as I know, Persia didn't participate with its army in ww1.
One more thing: Why is it that when playing as Entente (1916 or later), no Persian troops, yet, as CP (same time period) Persia has all kinds of troops, or has troop building capacity?
In MP 1.30 1914 start, a certain Entente gentleman from N. Carolina went straight after Persia cities, the Persians were completely defenseless, no Production Panel, "a walk in the park", the only country on the map without the ability to defend itself, that has got to change......


Read some of Stockwellpete references, part of which describes a Persian army. This army "may have" been neutral during the actual war. BUT, if for some reason in SP or MP a player may want to invade Persia (outside the norm of WW1), certainly Persia would take up arms against this (ally itself with like minded nations at the same time), and defend itself, as with every other country on the map. An invading country to Persia should not get a free ride in taking all, or some of Persian cities.
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