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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

Myrddraal
Posts: 335
Joined: Tue Nov 13, 2012 7:41 am

RE: Feedback

Post by Myrddraal »

and it might not be the best welcome for new players to feel powerless
Yeah, I'm really sorry about that. The patch is coming soon!
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Orm
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RE: Feedback

Post by Orm »

When I play Multiplayer I get the following message after the game has ended but I am unable to figure out how to watch the last turn.
This game is now complete but you can view a playback of the final turn by running Commander The Great War and clicking Multiplayer. Select this game from the list of current games and click Play.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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Orm
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RE: Feedback

Post by Orm »

It would be nice if the stats with kills/losses would show countries that has surrendered. I.E. Belguim and Serbia.

They should at least have higher priority than neutral countries that probably never will enter the war. No reason at all for me to see that Sweden has lost no strength points at all.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
SetonHallPirate
Posts: 9
Joined: Sun Nov 06, 2005 6:01 pm

RE: Feedback

Post by SetonHallPirate »

ORIGINAL: Myrddraal
and it might not be the best welcome for new players to feel powerless
Yeah, I'm really sorry about that. The patch is coming soon!
Would you please define "soon"?
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warspite1
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RE: Feedback

Post by warspite1 »

ORIGINAL: Myrddraal
and it might not be the best welcome for new players to feel powerless
Yeah, I'm really sorry about that. The patch is coming soon!
warspite1

From what I've seen, if there is a game imbalance, its that the CP are too strong. PLEASE don't take anything away from Russia!!!
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
BYU 14
Posts: 67
Joined: Fri May 26, 2006 3:15 am

RE: Feedback

Post by BYU 14 »

ORIGINAL: warspite1

ORIGINAL: Myrddraal
and it might not be the best welcome for new players to feel powerless
Yeah, I'm really sorry about that. The patch is coming soon!
warspite1

From what I've seen, if there is a game imbalance, its that the CP are too strong. PLEASE don't take anything away from Russia!!!

Agree with Warspite, Russia when playing as the Entente is the toughest nation to manage, please don't weaken it. I love the balance on the western front now that I have figured out what I am doing and refined my strategy. Currently locked in a bloody stalemate there in 1916 and neither side shows signs of collapse. Russia on the other hand is going to screw me if they can't at least get through 1917.

Two things I have learned is you have to play ultra defensive with Russia and set your lines back a bit so you can hold on. they have a vast expanse to cover and if you try to advance too early you are done for. Second thing, get some british troops to Alexandrea and hold the suez canal. This is vital as that extra transport is vital to the Brits war effort.
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m10bob
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RE: Feedback

Post by m10bob »

Just my very humble opinion..No matter which side you play, I think the AI is getting a great advantage, at all levels..I played the AI (supposedly with the AI an imbecile, or whatever it's called), and he trounced me on all fronts but the Serbian frontier..

If each turn is 2 weeks, I also feel the ship transort to load and move should not take more than 1 turn, and if the destination is only the distance the ship can move per turn, she should also be able to unload that same turn.
(Please consider Dunkirk as an example?

More chrome please..I love the newspapers, might consider more declaring the capture of other cities, possibly mention how that certain city had been benefitting the oribinal owner, (I.E.: food source, manpower, Iron production, etc.)

Working with the above, perhaps give each city a rating of what it provides, which would then allow the newspapers to announce the type of loss happened with the loss of the city, and if the city icons are changed, perhaps give the different "types" of cities an icon of their own??

Curious,does the city loss at present deprive the original owning player anything to effect production??

Love the concept of this game and the sounds are terrific!!
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BYU 14
Posts: 67
Joined: Fri May 26, 2006 3:15 am

RE: Feedback

Post by BYU 14 »

Remember though the "dumbed down" computer AI is broke at the moment. I will have to try a CP game and take a look at Russia as it is definitely not an offensive juggernaught for the human player.
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JJKettunen
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RE: Feedback

Post by JJKettunen »

Finally bought it. Enjoying it very much. Feels like a quality boardgame in a computer (which is a high praise). Great job guys!
Jyri Kettunen

The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.

- A. Solzhenitsyn
Myrddraal
Posts: 335
Joined: Tue Nov 13, 2012 7:41 am

RE: Feedback

Post by Myrddraal »

I think the AI is getting a great advantage, at all levels..I played the AI (supposedly with the AI an imbecile, or whatever it's called)
There is a bug in the game which means the AI on 'handicapped' gets production bonuses. This is not intentional and will be fixed in the first patch. I'd recommend you play on 'balanced' where the AI gets no production bonuses.
Curious,does the city loss at present deprive the original owning player anything to effect production??
If you press space, you can see the Production Points that each city provides. This income is reduced each time the city is attacked or bombed, and slowly recovers if left alone.
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m10bob
Posts: 8583
Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RE: Feedback

Post by m10bob »

Excellent..Thank you for this info..Lot of detail in this game, but not so much to overwhelm.[:)]
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JJKettunen
Posts: 2289
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Location: Finland

RE: Feedback

Post by JJKettunen »

I have one complaint: this game is way too addictive. Please fix or do somefink!
Jyri Kettunen

The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.

- A. Solzhenitsyn
SAAvenger
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RE: Feedback

Post by SAAvenger »

Some feedback as I succeeded on my first game as Entente Allies:
It's easier with allies although the beginning is still a bit rough (lost all belgium, Paris, Calais, Rouen, Verdun, Dijon before I could actually form a valid line)
IA is quite good at encircling or even using gaps except in some areas (like italian's border) but as time passes it misses focusing on capitals.
(I held serbian capitals from day 1 until the end and aside from the first few turns the IA never tried to capture it again or bring artillery to help him succeed, it just made sure it had one entrenched unit next to me most of the time)
Arabia is almost useless if they do not appear in a friendly controlled territory, lvl I tech against what was like VIII or IX they just can't hold anything. But basically once infantry has reached a point no other unit can hold (not even armor except I suppose if you've kept focusing on it) anyway I sold most my research centers except infantry as they gave me no real gain.
Found naval side to be lacking, ennemy had 1 sub left and managed to attack a convoy only once, never tried to rebuilt its navy after I destroyed it so I had full control of the sea to transport troops from Portugal or Italy to Serbia.
Russia is a tough one to handle but a few garrison at key points will slow IA if not stop it completely.
I believe it'd be nice if nations had like 100PP at start to play around with or an additional garrison unit on their capital.
Sometimes you'll see odd battle results like IA bombing and attacking one entrenched unit for ages without doing more than 4 damages and then one day it kills 8 of it in one go (I suspect it has to do with the red color/supply/upkeep but it was a bit rough)
IA will break at some point once it's starting to retreat/have holes in his line. It's sticking too much on its entrenched position and not trying to redraw a line back. Sometimes it'll give away cities without fighting as well.
Game definitely has that one more turn feeling and is addictive, allies have more opportunities than cp but I still wish we had the ability to play around a bit more and do more mistakes (not because the IA is too strong or anything but because I like that, try things out ) so I'm curious if easy mode is just a change in PP or amount of troops it could be fun (or have ability to modify setting could be nice too)
Major Bong
Posts: 36
Joined: Wed Aug 18, 2004 11:52 pm

RE: Feedback

Post by Major Bong »

Small wishlist after winning twice as Entente in 1917 and getting a marginal victory as Center Powers after the turns ended.

1. AH should start with MG tech. The Schwarzlose MG was introduced before the war started and the KuK Army had machinegun companies by that time. This is part of the reason why AH struggles with Serbia so much in 1914.
2. Germany needs more manpower - in both my Entente wins the German front started to crumble in mid to late 1917 due to lack of reinforcements and unit quality.
3. Countries should prioritize their own front more - in Italy I had British units holding the frontline while the Italians sent off their men to the Western front, while I was using exclusively Austrians there.
4. Railroad guns need a use, introduce them earlier in the war. I had 4 labs working on their focused research and didn't get them before early 1918, plus another 10 turns production time.
5. You should be able to gift units like artillery to other nations and then use their ammo. Bulgaria and Turkey cannot produce their own guns but can produce ammo, and the Central Powers cannot afford to use their own ammo to support these fronts.
6. Africa: in my last game the British sent 2 tank units, several corps and garrisons as well as 2 fighter and 2 bomber squadrons to crush the Turks. If they had used this kind of power in France around 1917 they could have broken through. UK needs to prioritize.
7. Navy. If Germany manages to defeat the Royal Navy they should be able to open trade routes for extra resources. To be honest, I do not know if this is not in already, since I haven't sunk the RN so far, but breaking the blockade needs to be worth something.
8. It would be super-duper awesome if you could play as a single nation instead of a whole alliance (have the other nations managed by the AI, including stuff like help requests).
9. Diplomacy. A bit more options requiring resources would be nice here too, like convincing Italy to stay neutral or joining the Center Powers instead.
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Gilmer
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RE: Feedback

Post by Gilmer »

I'm not a great player and in my second game as Entente, I did a lot better, but it seems that Germany and AH seems quite capable of handling anything I do. They seem to have plenty of units on every front. I was able to form a pretty decent line along the Calais/Verdun/Dijon lines and it was pretty stable.

Actually, I formed pretty stable lines on the big 3 fronts. But, it's 1915 now and during the winter, I was just not able to do enough damage to the CP to keep them from beginning to roll up my lines. Especially after Turkey gets in and I have to divert some units to the South to keep them from roaming free down there close to Batumi? (I can't remember what cities are where.)

It seems like Germany's garrisons bloody my nose pretty good - regardless of if they are regular or garrison or entrenched, even with some upgrades. I'd love to have a +1/+2 type addition to preferences types to rolls in battles and things. I'm not sure if the game can handle that.
"Venimus, vidimus, Deus vicit" John III Sobieski as he entered Vienna on 9/12/1683. "I came, I saw, God conquered."
He that has a mind to fight, let him fight, for now is the time. - Anacreon
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Gilmer
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RE: Feedback

Post by Gilmer »

ORIGINAL: BYU 14

ORIGINAL: warspite1

ORIGINAL: Myrddraal


Yeah, I'm really sorry about that. The patch is coming soon!
warspite1

From what I've seen, if there is a game imbalance, its that the CP are too strong. PLEASE don't take anything away from Russia!!!

Agree with Warspite, Russia when playing as the Entente is the toughest nation to manage, please don't weaken it. I love the balance on the western front now that I have figured out what I am doing and refined my strategy. Currently locked in a bloody stalemate there in 1916 and neither side shows signs of collapse. Russia on the other hand is going to screw me if they can't at least get through 1917.

Two things I have learned is you have to play ultra defensive with Russia and set your lines back a bit so you can hold on. they have a vast expanse to cover and if you try to advance too early you are done for. Second thing, get some british troops to Alexandrea and hold the suez canal. This is vital as that extra transport is vital to the Brits war effort.

Thanks for the good tips. I played Russia as not giving up land and sometimes going forward, early. I think this has caused me to have too many losses for Russia. I was doing well until the winter of 1914/1915, then it started to gradually come apart.

And that's a good tip for the Suez. I neglected it accidentally and all of Egypt was gone.
"Venimus, vidimus, Deus vicit" John III Sobieski as he entered Vienna on 9/12/1683. "I came, I saw, God conquered."
He that has a mind to fight, let him fight, for now is the time. - Anacreon
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Gilmer
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RE: Feedback

Post by Gilmer »

My wish list. Not sure if possible.

1. A way to get the AI fight itself. I have used this before as a way to get an idea on how the AI fights each side, especially if I am able to watch both sides with no FOW.

2. A way to switch sides. Not as big for me, but it would be kind of nice.
"Venimus, vidimus, Deus vicit" John III Sobieski as he entered Vienna on 9/12/1683. "I came, I saw, God conquered."
He that has a mind to fight, let him fight, for now is the time. - Anacreon
Falke
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RE: Feedback

Post by Falke »

ORIGINAL: H Gilmer


Thanks for the good tips. I played Russia as not giving up land and sometimes going forward, early. I think this has caused me to have too many losses for Russia. I was doing well until the winter of 1914/1915, then it started to gradually come apart.

As Russia you should save up and buy a Bomber Asap, this is more important for them than Buying an Artillery because:-
a) Bomber Tech is maxed for them
b) Early AA tech is not so good.
c) The range means it can be used where needed.
d) Due to a) & b) it is nearly as effective as artillery in 15/16
e) It only uses 2 Ammo so can bomb every turn.
f) Initial Russian Ammo is 4? (or 5), for effective art. use this needs to be increased,but costs PP
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Grim.Reaper
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RE: Feedback

Post by Grim.Reaper »

Finally took the plunge.......and I don't have a clue as to what I am doing:)

Although very early, some comments so far.

- Map is very large and nice to look at....really easy to see the information.
- User interface seems fairly easy to execute commands....however I can tell it is going to take some experience to know what commands to issue:)
- I am by no means a good strategy game player, so maybe just me, the AI on balance is kicking my $#$#! early in my game...nonstop hitting me all over the place

I believe most of these improvement opportunities have been mentioned already, but I will add them anyway.
- Russians need a different color....hard to tell difference between germans at first glance
- especially for a newbie like myself, an UNDO button is a must, which I know is coming.....not being familiar with the game, I have made many mistakes that I would like to have taken back
- maybe this already exists, but with a lot of units spread out across everywhere, is there any easy way to know which units haven't moved or taken action? Would be nice if there was some indicator on each unit.


Well, that is it for now, back to getting my butt handed to me:(
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Amaranthus
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RE: Feedback

Post by Amaranthus »

There is meant to be a hotkey to allow you to cycle through unmoved units (PgUp/PgDwn) but it is not working (at least on my Win7 PC, and I assume anyone else). I guess this will be fixed in the first patch. I know an undo move is also on the list of things to do (which would work provided you'd not revealed a FoW hex).
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