Limit to the number of generals?

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sallambo
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Joined: Mon Aug 17, 2009 12:32 pm

Limit to the number of generals?

Post by sallambo »

I posted this before in the "Mods and scenarios" subforum (http://www.matrixgames.com/forums/tm.asp?m=2209972), but I think it belongs here. Is there a limit to the number of generals in the game - or to the number of generals in a given region?

I ask this because I tried modding the 1812 campaign by adding a lot (I think, a total of 190) of historical commanders for all the major powers. When I tried to play, it worked vey well - but, when I saved my game and then tried, the next day, to load it and continue my campaign, it did not load... I restarted the modified campaign, saved once again - and once again it did not load, it only lagged until I closed the game from the Task Manager. I read the Modder's Guide, did some other experiments, modifying other files and so on, but nothing helped, so I think the problem is in the COG2Generals file. Can you help me with this? Thanks a lot!
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Gil R.
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Joined: Fri Apr 01, 2005 4:22 am

RE: Limit to the number of generals?

Post by Gil R. »

The only person in the universe who can answer this, EricBabe (= programmer, developer, etc.), just went camping for a week, so unfortunately it will take us a while to respond.

I'm impressed at the number of commanders you've added. I should note, though, that COG/COG:EE was designed so that there would be fewer commanders but they would have greater impact. So your mod may well impact game balance in ways you don't like. Please let us all know in your original thread how it's working out.
Michael Jordan plays ball. Charles Manson kills people. I torment eager potential customers by not sharing screenshots of "Brother Against Brother." Everyone has a talent.
sallambo
Posts: 4
Joined: Mon Aug 17, 2009 12:32 pm

RE: Limit to the number of generals?

Post by sallambo »

I know the game might be spoiled (although, as far as I read, Forge of Freedom has a lot generals and a similar game mechanic and it works very well), but unfortunately I can't tell you how since I can't let my PC play COG-EE forever... Nevertheless, I think the COG2Generals file for this scenario should be changed for several reasons: for example, it shows commander who where dead buy that time and it's also not very "compatible" with the COG2Start for the same scenario, which is much more historical and points to commanders that are missing from the COG2Generals file (such as Cafferelli, Latour-Maubourg or Reynier).
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Gil R.
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RE: Limit to the number of generals?

Post by Gil R. »

FOF was specifically designed for there to be many more generals than COG/COG:EE.

If you've found actual historical mistakes please let us know. There used to be a thread for this, but you can always start a new one. Obviously, if there are mistakes we want to correct them via patch. Thanks!
Michael Jordan plays ball. Charles Manson kills people. I torment eager potential customers by not sharing screenshots of "Brother Against Brother." Everyone has a talent.
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ericbabe
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RE: Limit to the number of generals?

Post by ericbabe »

There is a limit to the number of generals.  I don't remember what it is offhand.  I will look into raising it for the next update.

Gil is correct that FOF was explicitly redesigned to allow for more generals in the game.  The "special rally" in COG:EE is more powerful than in FOF, and the presence of many generals tends to make units much less likely to rout.  Because of the new "will to fight" rules, this may not be as much of a game balance problem as it was when we were testing the original COG.  I'm curious to see what battles might be like with many generals.


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