1.4.2 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

amtrick
Posts: 82
Joined: Mon Dec 30, 2013 4:28 pm
Location: United States

RE: 1.4.2 PATCH

Post by amtrick »

Although it may significantly change gameplay, some consideration in the 1.5 version needs to be given to expanding artillery shell production.

Consider that in real terms German shell production in 1914 totaled about 1.4 million shells. In 1915 it was 8.9 million shells and in 1916 it rose to 36 million shells. Even assuming there was no shell production prior to August 1914, this means that German shell production increased by 165% between 1914 and 1915, and by 300% between 1915 and 1916.

Now in game terms Germany starts out with a production of 10 (enough for one major barrage per turn) and can raise this to 11 (a 10% increase) by spending 80 PP – a little over 1 week’s total PP. To increase shell production by 165% (as happened in the war), shell production would have to be raised to about 26 per turn. This would require 16 incremental increases of 1 each time production was increased. Each incremental increase requires about 8 more PP than the last. Since the cost of an incremental increase quickly far outstrips the PP available (the last increment would require 208 PP) it would take about 32 game turns to raise the shell production from historical 1914 to 1915 levels. Not a feasible thing to do, since it means producing nothing else and not being able to repair or upgrade existing units.

The fact that each incremental increase is a smaller percentage than the one before and costs more PP isn’t realistic (IMHO), because it flies in the face of economies of scale. The first increases are the easiest, since they don’t require new factories (just add shifts to the existing ones). Realistically, getting a 30% increase in production should almost be free! Even building new factories results in factories that produce shells more efficiently …. so per shell costs should actually go down over time and in game turns the next increment of 1 might actually cost fewer PP than the one before, not more.

I know that moving the gameplay to a point where one massive barrage obliterates an entire front line probably isn’t so good. I also realize I’m not privy to all the design elements of the game, but it seems it is just too hard to ramp up shell production when compared to the historical realities.
RickD
User avatar
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by operating »

Check out the efficiency rating on this newly deployed sub (efficiency rating 10), however the unit info button has a different efficiency rating of 8.


Image
Attachments
ctgw_1393899420.jpg
ctgw_1393899420.jpg (376.14 KiB) Viewed 367 times
and one flew over the Cuckoos nest
Housies
Posts: 55
Joined: Tue Mar 04, 2014 12:50 pm

RE: 1.4.2 PATCH

Post by Housies »

Just wanted to say thanks to Kirk and the team behind making the newest patch happening. Did a SP till winter 1914.
Playing a test game over MP with Yote at the moment, first winter coming up.
I believe the Von Schlieffen plan is not possible anymore due to the railroad capacity for the french.

The serbs however are having more difficulties to hang in there thanks to the arty and fighter for A-H and their increased PP.

W'll see how this evolves.

One question on Sub killing: I see the cruisers start with a sub attack stat in the beginning, however I can't attack a sub. Is this intended?
Objekt730
Posts: 39
Joined: Mon Feb 17, 2014 10:05 pm

RE: 1.4.2 PATCH

Post by Objekt730 »

ORIGINAL: Housies

One question on Sub killing: I see the cruisers start with a sub attack stat in the beginning, however I can't attack a sub. Is this intended?

Subs can only be attacked if they're directly adjacent to one of your stationary ships. If you move a ship adjacent to the enemy sub, it can't be attacked.
User avatar
Hellfirejet
Posts: 3040
Joined: Fri Oct 15, 2010 1:19 pm
Location: Fife Scotland
Contact:

RE: 1.4.2 PATCH

Post by Hellfirejet »

ORIGINAL: Housies

One question on Sub killing: I see the cruisers start with a sub attack stat in the beginning, however I can't attack a sub. Is this intended?

If a Cruiser ends its move on a hex containing a Submarine,then you can attack. Also if a Submarine attacks a ship it reveals its position,with the result on your turn, you can attack the Sub![;)]
Make it so!
User avatar
Hellfirejet
Posts: 3040
Joined: Fri Oct 15, 2010 1:19 pm
Location: Fife Scotland
Contact:

RE: 1.4.2 PATCH

Post by Hellfirejet »

ORIGINAL: kirk23

I have noticed many more new names appearing on the forum today,I don't know if you are just browsing,or if you have already purchased a copy of this great game,what is in the game at the moment, is just scratching the surface of the games true potential,the game is very easy to edit using the scripts in the database,plus you can add your own favourite commanders to the game,see photo below Admiral Hipper is not in the stock game, but he is very easy to add to the game as shown here!So if you are sitting on the fence, wondering if you should buy a copy of this game or not,now is the time to get it while its on a 50% sale price its a real bargain![:)]

Image

Gamers who like to edit there games like I do,here are some more things you can do,to make the game look however you want it too![;)]

Image
Attachments
Britsihcommanders..jpg
Britsihcommanders..jpg (280.96 KiB) Viewed 367 times
Make it so!
User avatar
Hellfirejet
Posts: 3040
Joined: Fri Oct 15, 2010 1:19 pm
Location: Fife Scotland
Contact:

RE: 1.4.2 PATCH

Post by Hellfirejet »

New British Admiral early in the war,by the way I have 4 Generals for Serbia,where as the standard game comes with NONE ![:D]

Image
Attachments
Callaghan.jpg
Callaghan.jpg (186 KiB) Viewed 367 times
Make it so!
Housies
Posts: 55
Joined: Tue Mar 04, 2014 12:50 pm

RE: 1.4.2 PATCH

Post by Housies »

ORIGINAL: Objekt730

ORIGINAL: Housies

One question on Sub killing: I see the cruisers start with a sub attack stat in the beginning, however I can't attack a sub. Is this intended?

Subs can only be attacked if they're directly adjacent to one of your stationary ships. If you move a ship adjacent to the enemy sub, it can't be attacked.

That explains. So it is nearly impossible to kill subs. Only if he is stupid enough to attach a ship when there is already a cruiser next to it.
Are there technologies later in the game that can reveal subs?
User avatar
Hellfirejet
Posts: 3040
Joined: Fri Oct 15, 2010 1:19 pm
Location: Fife Scotland
Contact:

RE: 1.4.2 PATCH

Post by Hellfirejet »

ORIGINAL: Housies

ORIGINAL: Objekt730

ORIGINAL: Housies

One question on Sub killing: I see the cruisers start with a sub attack stat in the beginning, however I can't attack a sub. Is this intended?

Subs can only be attacked if they're directly adjacent to one of your stationary ships. If you move a ship adjacent to the enemy sub, it can't be attacked.

That explains. So it is nearly impossible to kill subs. Only if he is stupid enough to attach a ship when there is already a cruiser next to it.
Are there technologies later in the game that can reveal subs?

Yes you can research new tech,that will improve your nations ability to detect Submarines![:)]
Make it so!
amtrick
Posts: 82
Joined: Mon Dec 30, 2013 4:28 pm
Location: United States

RE: 1.4.2 PATCH

Post by amtrick »

I don't think I've actually thanked anyone for the new patch. SO .... THANKS! [&o] I am really enjoying the game.

I'm playing CP. Have gotten to the winter of 1916-1917. Have managed to finally breakthrough in both France and Italy and I'm pretty much sweeping up everything in front of me. Holding on in the East, hoping for surrender in the West or a Russian Revolution to take the heat off there.

I've been sending in observations/questions as I go ... hope I'm not being a pest. In any case, here are some more.

1. The AI continues to be slow. I've found if I shut down the game all the way every couple of turns, it picks up steam when I sign back on. Back in my own (corporate) software development days, this seems to indicate the game is not efficiently releasing RAM between turns, so it slowly "clogs up". Just an observation, take it with a grain of salt.

2. As the AI slows, it tends to "flicker", with the screen suddenly minimizing itself, then coming back. No idea what that could be about.

3. In 1916 I put a Turkish garrison into production. Two turns later, out popped a Turkish SMALL Garrison. I checked ... it is what I got. Since you aren't supposed to be able to build those things, something is clearly out of whack. All Turkish and other) builds have been fine up to now.

4. Why does the AI have control of the CP merchant convoys? Why can't I move them around to safer waters or near to my escorts? I completely control the harbors at Brest and Nantes, yet the stupid South Atlantic merchant convoys keep trying to force their way into the English Channel ... right into the teeth of the British/US/French combined fleet that likes to hang out there. Give me control of the merchant convoy movement. If you can you might add a notification that comes up when I don't move them (something like the "Unmoved Transport" warning I get). At the least have the AI send them to the nearest friendly port, rather than sticking to the 1914 hard-coded routes.

5. You gotta fix the Small Garrisons so they don't wander around the map. To date I have had one case when about 8 SGs mounted an invasion of northern Turkey, and I had to waste a considerable bit of time and units chasing them down, and one case when the entire Alsace-Lorraine front was being held by SGs (about six of them) occupying heavy entrenchments, absorbing losses that get replaced "free of charge", and just switching places with another behind them when their losses mounted up. Help! Please!

BTW, I have been able to set up a very effective screen of seven subs in the Atlantic that have choked off the British and French merchant convoys and all the troop reinforcements coming from the US and Portugal. I credit the sub campaign with making the breakthrough in France possible ... just turn off the PP spigot and watch the Entente starve!


RickD
User avatar
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by operating »

3. In 1916 I put a Turkish garrison into production. Two turns later, out popped a Turkish SMALL Garrison. I checked ... it is what I got. Since you aren't supposed to be able to build those things, something is clearly out of whack. All Turkish and other) builds have been fine up to now.

Amtrick, By any chance did the Arab Revolt (first turn of Jan. 1917) happen during your garrison production?
and one flew over the Cuckoos nest
amtrick
Posts: 82
Joined: Mon Dec 30, 2013 4:28 pm
Location: United States

RE: 1.4.2 PATCH

Post by amtrick »

Actually, the Arab Revolt did happen about the same time, or it might have even been on the same turn!
RickD
User avatar
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: amtrick

Actually, the Arab Revolt did happen about the same time, or it might have even been on the same turn!
OK, This is what happened: The SG is automatically returned to the production panel from Medina, that's why it's there. Because: the Arab Revolt (Arabia) takes ownership of Medina, much like in "Lawrence of Arabia", except in the movie, they slaughter all the Turks. Usually 2 Turk garrisons and either an infantry or cavalry unit can squash the camel jockeys by spring or early summer taking back Medina, then take the SG and deploy it back in the city.
and one flew over the Cuckoos nest
User avatar
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by operating »

Kirk, FYI...


Image
Attachments
ctgw_1394162240.jpg
ctgw_1394162240.jpg (362.1 KiB) Viewed 369 times
and one flew over the Cuckoos nest
User avatar
Hellfirejet
Posts: 3040
Joined: Fri Oct 15, 2010 1:19 pm
Location: Fife Scotland
Contact:

RE: 1.4.2 PATCH

Post by Hellfirejet »

I'm going on holiday for a week,I will check in on the forum on my return,in the mean time I hope you all enjoy playing the game.[;)]
Make it so!
User avatar
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: kirk23

I'm going on holiday for a week,I will check in on the forum on my return,in the mean time I hope you all enjoy playing the game.[;)]

What! I have a spare laptop with a satellite pickup, you can have[:(]... Only kidding, have a good trip[:)]...
and one flew over the Cuckoos nest
User avatar
warspite1
Posts: 42130
Joined: Sat Feb 02, 2008 1:06 pm
Location: England

RE: 1.4.2 PATCH

Post by warspite1 »

Playing the CP against a human opponent and we are in early 1915. Just noticed the Bulgarians have stopped their march to war.... Could someone please explain what the rules are on this?
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
User avatar
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: warspite1

Playing the CP against a human opponent and we are in early 1915. Just noticed the Bulgarians have stopped their march to war.... Could someone please explain what the rules are on this?
Warspite,
Everyone on the planet knows you are no "rookie", with fifteen thousand plus posts (quite an accomplishment I might add). I'm going to take a guess: Did CP use poison gas first? it's about that time when it get's developed. If CP used the gas first: 1. public outrage, 2. Italy enters before may 1915 (I think), 3. Bulgaria falters in it's march to war.
Going to assume you are CP.

Operating
and one flew over the Cuckoos nest
User avatar
Orm
Posts: 31960
Joined: Sat May 03, 2008 7:53 pm
Location: Sweden

RE: 1.4.2 PATCH

Post by Orm »

ORIGINAL: operating

ORIGINAL: warspite1

Playing the CP against a human opponent and we are in early 1915. Just noticed the Bulgarians have stopped their march to war.... Could someone please explain what the rules are on this?
Warspite,
Everyone on the planet knows you are no "rookie", with fifteen thousand plus posts (quite an accomplishment I might add). I'm going to take a guess: Did CP use poison gas first? it's about that time when it get's developed. If CP used the gas first: 1. public outrage, 2. Italy enters before may 1915 (I think), 3. Bulgaria falters in it's march to war.
Going to assume you are CP.

Operating
Gas not yet used in our game.

I play the Entente in this game and I consider Bulgaria not entering the war as a game-breaker. No fun at all. When I noticed it I considered surrendering at once. Only reason I didn't is because I plan to DOW Bulgaria instead. I just hope that the penalty for that is not to great.
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
User avatar
warspite1
Posts: 42130
Joined: Sat Feb 02, 2008 1:06 pm
Location: England

RE: 1.4.2 PATCH

Post by warspite1 »

ORIGINAL: operating

ORIGINAL: warspite1

Playing the CP against a human opponent and we are in early 1915. Just noticed the Bulgarians have stopped their march to war.... Could someone please explain what the rules are on this?
Warspite,
Everyone on the planet knows you are no "rookie", with fifteen thousand plus posts (quite an accomplishment I might add). I'm going to take a guess: Did CP use poison gas first? it's about that time when it get's developed. If CP used the gas first: 1. public outrage, 2. Italy enters before may 1915 (I think), 3. Bulgaria falters in it's march to war.
Going to assume you are CP.

Operating
warspite1

Good assumption - considering I told you in my opening sentence [:D]

When Romania was stopped from coming in the war because the Russians were in trouble, the feedback was that this was wrong. The Russians doing badly means the Entente are unlikely to win - the Romanians not coming in just makes that an almost certainty - so what's the point - where is the fun?

And now with the Bulgarians? WHY would poison gas stop Bulgaria coming into the war? It didn't in real life. This just ruins the game for no good reason....

Sorry but I think too many rules are being tampered with too quickly with goodness know what results...
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Post Reply

Return to “Commander - The Great War”