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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IvanGrozni
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RE: UPDATE ON NEW PATCH.

Post by IvanGrozni »

The beta doesn't work on my pc. When I try to start a new game it just keep on loading and without the rotating wheel on the screen(I just have a white empty box in that place).
I also can't reply to multiplayer moves - the same problem during loading. (sorry warspite).
Did anyone else had these problems ?

I know it's holiday season so I don't expect the official patch soon.
In the meantime, I found a great game called Faster Than Light which is quite fun (I've nevere played indie games before), so if you don'

And Merry Christmas to you all.
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

ORIGINAL: 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.

Hi thanks for your observation regarding the 1.40 patch.


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stockwellpete
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RE: UPDATE ON NEW PATCH.

Post by stockwellpete »

I have had a long session playing "single player" with the Grand Campaign 1914-18. The first thing to say is that it crashes on 25 November 1915 during the AI turn. I was saving the game every 4-5 turns so I went back and tried to play again but it crashed in exactly the same place - so I cannot continue.

First impressions

i) Schlieffen Plan is now impossible to achieve. Playing on easiest level I could only take Brussels before my attack was halted. There were just too many troops in the way. This is a big loss to the game as trying to pull off Schlieffen was very exciting.

ii) the Belgians seem to be able to produce units even after losing Brussels. They had 6 units when my game crashed. This is wrong historically.

iii) when the winter season starts my map does not go all snowy.

iv) I was getting lots of mis-clicks using the Repair and Upgrade buttons

v) The Focus Points facility in the Research panel was erratic. Sometimes I could still allocate focus points even when my total was zero; sometimes I lost 2 points when only allocating one focus to a technology.

vi) the Russians mobilise far too many units, far too quickly, and for far too long at the start of the game in my opinion. The Eastern Front then gets bogged down in trench warfare very quickly but my understanding is that it was much more mobile than the Western Front (apart from 1914 on the Western Front, of course).

vii) the German convoys from southern Africa are a puzzle. What are they meaning to represent exactly? Quite often two such convoys will come in close proximity but I don't think Germany had foreign trade of that value from German SW Africa (they had some from Morocco though). Also, Germany didn't have a big merchant navy so whose ships are they that are being sunk by the English? Did these ships still try to go up the English Channel after the war had started? I am not sure about any of this at all.

viii) The Turks became very powerful in my game, bottling up the English by Suez and then invading the Caucasus. They seemed a bit too strong for me, although the artillery and cruiser options are welcome.

ix) the naval warfare is getting better and the submarines are exciting to use now. The new small garrison unit is interesting but it prevents stronger units defending key towns at the moment.

x) overall the new patch will improve the game quite a bit although I still feel that we only have two-thirds of a game. It needs more historical events with choices to be made by the players, diplomatic elements, espionage (so you can get some idea how the morale/economy of the enemy is), colonial elements, and political elements should all be represented in due course. Battleships should be called "dreadnoughts" and the cheaper infantry units should not be called "garrisons" (maybe divisions).
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

I have removed download link.
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

ORIGINAL: Ivan Grozny

The beta doesn't work on my pc. When I try to start a new game it just keep on loading and without the rotating wheel on the screen(I just have a white empty box in that place).

There are no rotating wheels with the beta or videos!

The reason you maybe having problems playing the beta,might be down to a previous save game issue,if you have any games saved from 1.30 version of the game,try deleting these then run the 1.40 beta patch.
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

I'm uploading a new all inclusive link at the present time.

I have been listening to your game issues,and I have been busy addressing them. I'm play testing with increased Rail & Transport upgrade cost's along with a number of other minor tweaks to game play, I will make a comprehensive link available pretty soon,that will hopefully fix, a lot of the issues previous post's have been highlighting.[;)]
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stockwellpete
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RE: UPDATE ON NEW PATCH.

Post by stockwellpete »

kirk23, vii) The German convoys from southern Africa are a puzzle. = The German merchant fleet was the second largest in this time period,they traded far and wide.

Yes, I stand corrected there, Kirk. I didn't actually realise that the various merchant marines comprised of ships that were privately owned. I have got these figures for June 1914 now . . .

British Empire: United Kingdom, Dominions and Colonies
12,440,000 tons net
47.9 % of world total

Germany
3,096,000
11.9

United States*
1,195,000
4.6

Norway
1,153,000
4.4

France
1,098,000
4.2

Japan
1,048,000
4.0

Netherlands
910,000
3.5

Italy
871,000
3.4

Other Countries
4,179,000
16.1

http://www.naval-history.net/WW1Book-MN ... 1_Hurd.htm


The thing I have realised now though is that Britain didn't really use convoys systematically until late on in the war (from May 1917 across the Atlantic)

http://en.wikipedia.org/wiki/Convoys_in_World_War_I


The Germans had resumed unrestricted submarine warfare announced in February 1917 (they had done this in 1915 too) . . .

http://en.wikipedia.org/wiki/U-boat_Cam ... rld_War_I)



stockwellpete
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RE: UPDATE ON NEW PATCH.

Post by stockwellpete »

kirk23, The Russians mobilise far too many units, I will look at reducing there available strength at game start.

I think this is quite difficult to model because the Russians got off to a quick start and surprised the Germans in E. Prussia - but then the Germans appointed new commanders (Hindenburg and Ludendorf) and instead of evacuating eastern Prussia they fought it out and defeated the Russians at Tannenberg and Masurian Lakes. Despite these defeats though, the Russians were more successful against the Austrians. In the game however, it seems to be the other way round a bit - so perhaps the main Russian thrust should be against Austria rather than against the Germans? The other thing is that the Russians ran out of ammunition for their infantry in December 1914 and a lot of the were just fighting with bayonets - so perhaps the new recruits at this time should really have serious penalties when they are first mobilised in the game (and maybe their situation could improve a bit as 1915 progresses?)
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

Yes the AI needs to be tweaked a little,it should indeed consentrate more fighting the Austrians
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

I have removed the comprehensive download link.
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stockwellpete
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RE: UPDATE ON NEW PATCH.

Post by stockwellpete »

kirk, have you checked those plucky little Belgians? I ended up fighting six of their units in late 1915 even though Brussels had fallen a year earlier.
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

Yip the plucky Belgians have been restricted,plus Britain now only has 2 Transports available to move her land forces.I always thought that 4 Transports were too much.With this change not only does it stop Britain assisting France quite as much,but it slows her expansion in Egypt.By the way I also weakened Turkey since you said Turkey was too strong.
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Haplo_Patryn
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RE: UPDATE ON NEW PATCH.

Post by Haplo_Patryn »

Great patch. One problem I've detected playing with Central Powers is that the German merchant ships from Africa are not being attacked or destroyed by the allied navy, even when they're crossing the English channel.

Russia have a lot of troops and figthers very soon (beginning of 1915) while Germany have a lot of problems to conduct offensive actions and is bogged down very soon in a trenchwarfare.

Your link for the fixes is not working for me (not Int. Explorer neither using Google Chrome).
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stockwellpete
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RE: UPDATE ON NEW PATCH.

Post by stockwellpete »

ORIGINAL: kirk23

Yip the plucky Belgians have been restricted,plus Britain now only has 2 Transports available to move her land forces.I always thought that 4 Transports were too much.With this change not only does it stop Britain assisting France quite as much,but it slows her expansion in Egypt.By the way I also weakened Turkey since you said Turkey was too strong.

Yes, I was playing at the easiest level and both the Western and Eastern Fronts were fairly well deadlocked, but Turkey had locked the British up in Sinai and were starting to make inroads against Russia in the Caucasus. I was able to build 2x artillery units, an extra cruiser unit, increase the shell production to 8 each turn and build 3 extra research labs by the time the game crashed in November 1915. So really they were the most dynamic power at that point in the game. I am wondering whether there should be upper limits for some types of unit for some of the countries? So, for example, maybe Turkey should not be able to build more than two artillery or cruiser units at any one time? And maybe there should be variable upper limits on cavalry, fighters and bombers etc for each of the powers? Or maybe this could be introduced later as a "historical parameters" option that you could tick a box for at the start of a game?
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

ORIGINAL: Haplo_Patryn

Your link for the fixes is not working for me (not Int. Explorer neither using Google Chrome).

Google Chrome have you tried right click save as option?
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

ORIGINAL: stockwellpete

I am wondering whether there should be upper limits for some types of unit for some of the countries? So, for example, maybe Turkey should not be able to build more than two artillery or cruiser units at any one time? And maybe there should be variable upper limits on cavalry, fighters and bombers etc for each of the powers? Or maybe this could be introduced later as a "historical parameters" option that you could tick a box for at the start of a game?

I like the idea of upper limits for some unit builds.
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Haplo_Patryn
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RE: UPDATE ON NEW PATCH.

Post by Haplo_Patryn »

Yep, not working. Missing file, the file has not been found, etc.
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

I have removed comprehensive download link.
Make it so!
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Hellfirejet
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RE: UPDATE ON NEW PATCH.

Post by Hellfirejet »

What do you all think of the changes made to Submarines in game?
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Hotschi
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RE: UPDATE ON NEW PATCH.

Post by Hotschi »

Hello everyone, am the newbie around, got this game yesterday.

First of all, I am a bit confused about installing the latest patch - do I need to install the Beta 1.40 patch and this new fix, or just this fix?
"A big butcher's bill is not necessarily evidence of good tactics"

- Wavell's reply to Churchill, after the latter complained about faint-heartedness, as he discovered that British casualties in the evacuation from Somaliland had been only 260 men.
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