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!

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RE: 1.4.2 PATCH

Post by Hellfirejet »

Battleship in game stats.

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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: kirk23
ORIGINAL: operating

Hi Kirk,

Can't find your post on naval bombardments. Personally I like the present use of it (effect and ammo cost). IIRC, You were talking about lowering the effect and raising the ammo cost, of which I am having mixed feelings about. What I am troubled about mostly is the effect part, Take Malta for instance: CP has 1 transport (Germany) and 1 transport (Turkey), in the past (usually SP) having naval dominance of the MED. SEA, I would try to take some of the islands or Gibralter, If the BB used, only caused efficiency loss, instead of causing unit step losses, it would be a pretty hard task to capture this or other locations. Units in transport would be losing their efficiency also, especially if they are trying to disembark onto an enemy held location (usually took a # of combined attacks to gain success) (or abandon the idea due to lack of defenders attrition losses). Galipoli is another scenario that would be almost impossible to get ashore, without Turkey step losses from BB bombardment. Antwerpt, would be toast if the English BBs and or cruisers were not able to cause CP step losses. As a rule most bombardments at present "might" cause a step loss and a loss of efficiency and would take a number of turns of hitting the same target, before resulting in a 2 step loss (usually from lowering efficiency from repeated attack turns). Yes, ammo looks to be more plentiful in the next patch (if bought), but that will be negated, with the increases to naval bombardment ammo costs and I believe the cost to air Bomber and fighter ammo costs (that part I agree with on air power), but am having trouble with the new restrictions on naval bombardment. If anybody has any antidotes or suggestions, please chime in both pro or con.

[&:], Bob

Your in a panic for no reason,naval Bombardment still causes Strength & Efficiency damage,and Ammunition cost is only 3.[;)]

If anyone needs a major reason, for keeping the Battleship fleet,then naval bombardment is the perfect answer.[:)]



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Hi Kirk,
I'd rather find that out now, instead of after a patch release, since cruiser bombardment became available I have enjoyed the game all that much more. Would hate to go back to the dark days, where it took 6 ammo to do a BB bombardment that did squat. With all the wonderment you have been putting out there almost daily lately, just did not want to lose track of some game features that may or may not change.

Thanks, Bob
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RE: 1.4.2 PATCH

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Battleship targets Infantry unit,that has no entrenchment level,after the Infantry unit foolishly moved into a coastal hex,there can only be one outcome,when 12" or even 15" shells start to fall.[;)]

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RE: 1.4.2 PATCH

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Hello again Kirk,

Hypothetical Question: Would it be possible to have a Entente cruiser deploy to the Persian Gulf? If so, Could it exit the Persian Gulf to the Red Sea?

Just thinking, Bob
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RE: 1.4.2 PATCH

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ORIGINAL: kirk23

Battleship targets Infantry unit,that has no entrenchment level,after the Infantry unit foolishly moved into a coastal hex,there can only be one outcome,when 12" or even 15" shells start to fall.[;)]

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Kirk,

Turn 117, my 2 class 4 German BBs bombarded an American Infantry (class 12 - 10 strength) (trench level 12) (9 efficiency). Results: infantry I strength loss and knocked efficiency down to a 5 (yellow). The same infantry had been bombarded by 1 BB the turn before. Would like to have another crack at him next turn, just to see the results. Can see the English navy and American navies are in striking distance, could be a 1 turn end of game naval battle.[:)]

Bob
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RE: 1.4.2 PATCH

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ORIGINAL: operating

Hello again Kirk,

Hypothetical Question: Would it be possible to have a Entente cruiser deploy to the Persian Gulf? If so, Could it exit the Persian Gulf to the Red Sea?

Just thinking, Bob


Or, Could a troop transport act as a supply ship to disembarked unit or units on the shoreline of the Persian Gulf? (tried it in SP the transport would not supply the disembarked)
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RE: 1.4.2 PATCH

Post by Hellfirejet »

ORIGINAL: operating

ORIGINAL: operating

Hello again Kirk,

Hypothetical Question: Would it be possible to have a Entente cruiser deploy to the Persian Gulf? If so, Could it exit the Persian Gulf to the Red Sea?

Just thinking, Bob


Or, Could a troop transport act as a supply ship to disembarked unit or units on the shoreline of the Persian Gulf? (tried it in SP the transport would not supply the disembarked)

I came at the problem from a different direction,I have made Basra a Capital,with the result no supply problem anymore.

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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: kirk23

ORIGINAL: operating

ORIGINAL: operating

Hello again Kirk,

Hypothetical Question: Would it be possible to have a Entente cruiser deploy to the Persian Gulf? If so, Could it exit the Persian Gulf to the Red Sea?

Just thinking, Bob


Or, Could a troop transport act as a supply ship to disembarked unit or units on the shoreline of the Persian Gulf? (tried it in SP the transport would not supply the disembarked)

I came at the problem from a different direction,I have made Basra a Capital,with the result no supply problem anymore.

Image

That's OK for scenarios during and after 1915. I am trying to think of how to handle a supply problem for 1914 invasions. Just how were the British successful in capturing Basra in the first place? As indicated in later scenarios. Of course we know historically there were ships there to support invasions, just trying to search for a way in the game to keep Turkey on it's toes.

Sometimes in MP an opponent will think I have abandoned Kuwait and Basra and land some units there, only to get demolished by lesser quality troops, because they are "red dot" out of supply. I can live without the supply issue or the senseless Persian Gulf invasions, but somebody went through the effort to place deployment hexes at the edge of the Gulf map. Why not make better use of them? Like deploying warships there, like around Malta, ect.. ect.. (maybe a gunboat) or make troop transports a kind of supply ship too. It must be a PITA to do, sorry to bring it up.

<edit>

I'm not keen on the idea of giving Basra to England in the 1914 scenario. Make them work for it.....
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RE: 1.4.2 PATCH

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I have left a message with the software wiz kid,to see if there is a way,to have Battleships & Cruisers offer supply to land forces,say within 2 or 3 hexes from the coast,fingers crossed something can be done to fix this long standing problem,since the game was released![;)]
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RE: 1.4.2 PATCH

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ORIGINAL: operating
ORIGINAL: kirk23

ORIGINAL: operating





Or, Could a troop transport act as a supply ship to disembarked unit or units on the shoreline of the Persian Gulf? (tried it in SP the transport would not supply the disembarked)

I came at the problem from a different direction,I have made Basra a Capital,with the result no supply problem anymore.

Image

That's OK for scenarios during and after 1915. I am trying to think of how to handle a supply problem for 1914 invasions. Just how were the British successful in capturing Basra in the first place? As indicated in later scenarios. Of course we know historically there were ships there to support invasions, just trying to search for a way in the game to keep Turkey on it's toes.

Sometimes in MP an opponent will think I have abandoned Kuwait and Basra and land some units there, only to get demolished by lesser quality troops, because they are "red dot" out of supply. I can live without the supply issue or the senseless Persian Gulf invasions, but somebody went through the effort to place deployment hexes at the edge of the Gulf map. Why not make better use of them? Like deploying warships there, like around Malta, ect.. ect.. (maybe a gunboat) or make troop transports a kind of supply ship too. It must be a PITA to do, sorry to bring it up.

<edit>

I'm not keen on the idea of giving Basra to England in the 1914 scenario. Make them work for it.....

Screen shot is from the 1916 scenario,in 1914 Basra is controlled by Turkey![;)]
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RE: 1.4.2 PATCH

Post by operating »

Screen shot is from the 1916 scenario,in 1914 Basra is controlled by Turkey!


Monsieur Kirk,

Have not played a 1916 scenario in quite awhile, never in MP, so I am going to hold off commenting on the Basra Capital change, but would ask if Bagdad is still a Capital? also, if Basra is a British Capital can it deploy units from the production queue directly there? Which does not sound right. For one of the changes to the game was the introduction of the ability of Persia to build units, where there "none" before. I'll have to refresh myself as to if they (Persia) even had units at all then, in that 1916 scenario. IIRC the British should have been within 30 hexes of the Persian Capital to be in full supply.
Kirk wrote;
I have left a message with the software wiz kid,to see if there is a way,to have Battleships & Cruisers offer supply to land forces,say within 2 or 3 hexes from the coast,fingers crossed something can be done to fix this long standing problem,since the game was released!


Never thought about supply going that deep from a ship. It would create chaos. I know I would have a blast with it, however, I would pity the hoops a defending nation would have to jump through to get units in place, especially with limited RR points or lack of nearby cities to deploy units off the production queue. Sheer chaos!

Boston, Bob


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RE: 1.4.2 PATCH

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Heavy German mortars firing on Przemysl forts before the attack.


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RE: 1.4.2 PATCH

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I have asked the software wiz kid,to see if an official fix can be made,for the Naval supply problem in the Persian Gulf.I have removed Basra Capital status,it is now just a City,I have done a trial run, by placing a British Cruiser into the Persian Gulf,to supply Britain's land forces there,but as you can see,even the Cruiser is out off supply range,and its trapped in the Persian Gulf without an exit.I will end this on a positive note,Transports now have a combat sound added,when landing troops onto the enemy coast,as they did not have an attacking sound file before![:)]

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RE: 1.4.2 PATCH

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ORIGINAL: kirk23

I have asked the software wiz kid,to see if an official fix can be made,for the Naval supply problem in the Persian Gulf.I have removed Basra Capital status,it is now just a City,I have done a trial run, by placing a British Cruiser into the Persian Gulf,to supply Britain's land forces there,but as you can see,even the Cruiser is out off supply range,and its trapped in the Persian Gulf without an exit.I will end this on a positive note,Transports now have a combat sound added,when landing troops onto the enemy coast,as they did not have an attacking sound file before![:)]

Image

First off, I would attack Kuwait first, to achieve half supply, also a cruiser could bombard it and at the same time supply a disembarked unit or two. question what a out of supply cruiser would do? lose a strength step each turn, would it be able to bombard, if so at what capacity and would an out of supply cruiser be able to supply units? Once capturing Kuwait should resolve the supply problem for the ship (port) and maybe turn the Gulf waters to neutral. Then again, those waters should not have red dots to begin with, unless the Straights of Hormus (off map) are being considered a land hex.

Logistically: A cruiser takes 12 turns in the production queue, so a cruiser could not be next to Kuwait for at least 13 turns, maybe 14 or more turns if out of supply (an unknown situation). Kirk, How many hexes can a out of supply cruiser travel?

Black Sea is all neutral sea hexes to both sides, same with the Baltic and Red seas. Oh! I think I see now why the Persian Gulf would be red dot, is because it is further than 25 hexes from a friendly port. Funny thing is that transports are in supply when in the Persian Gulf! How can that be? while cruisers are out of supply......
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RE: 1.4.2 PATCH

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1917 Scenario 2nd July Greece joins the Entente.[:D]

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RE: 1.4.2 PATCH

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German research 1918 scenario. ( I bet there are things on here you have never seen before )[:D]

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RE: 1.4.2 PATCH

Post by Hellfirejet »

Can someone tell me why the game has Greece as neutral in March 1918,Greece should still be in the war.[&:]( I'm discovering all these errors in the game,while I'm fixing all the Tech research that is all over the place )

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RE: 1.4.2 PATCH

Post by Hellfirejet »

Greece are now in the war in 1918 Ok![:D]

Greece will be getting Artillery in game.[8D]

Greece
Field artillery
7.5cm Schneider-Creusot QF guns
Mountain artillery
7.5cm QF Schneider or Krupp OP guns
Siege artillery
17cm, 15cm, & 10.5cm guns

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RE: 1.4.2 PATCH

Post by operating »

Kirk,

You mentioned someplace, whereby capturing enemy hexes/territory it increases NM for the aggressor. What is the formula for how this increases NM? And what is the effect on the nation losing hexes? Mind you I am only talking about "non-city hexes". I will try and find the post to refresh this.

Bob
Morale is also based on other in game mechanics,like one or more of your Enemies surrendering,along with a few other things the AI calculates,did you know that you gain National Morale,by simply expanding your borders invading your enemies territory, plus I'm sure you noticed that at the start of the game,most Countries start with their National Morale in excess off 100%

< Message edited by kirk23 -- 5/23/2014 7:39:09 PM >


Found it.....
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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: kirk23
ORIGINAL: operating
Kirk,

What is NM% loss to owner for losing city?

Curious, Bob

<edit>

Is the NM% loss the same for losing a capital city vs city or fort?

< Message edited by operating -- 4/9/2014 2:30:38 PM >


Kirk,

Read page 26 about National Morale (NM) in the Manual: it does not explain the difference in NM percentages between Capital Cities and Cities, only that one is greater than the other. Forts are not covered in this section as to losing or capturing and it's effect on NM. Nor, is there any reference to cities with ports (which are of additional value) (supply fleet destination). Trying to weigh in on an MP end game strategy, where I am losing on one front, yet winning on another, need some hard numbers.

Thanks, Bob

Hi Bob,I tracked this down in the Game Morale script.

The heading states NO LONGER USED?

-- no longer used
--~ function CaptureMoraleEffect(captor, construction)
--~ if construction.type == Construction.TYPE_CITY or construction.type == Construction.TYPE_FORTRESS then
--~ -- morale loss for original owner
--~ local owner = construction.hex.originalFaction
--~ ChangeFactionMorale(owner, -100)

--~ -- morale boost for captor's factions
--~ for faction in captor.factions do
--~ ChangeFactionMorale(faction, 50)
--~ end
--~ elseif construction.type == Construction.TYPE_CAPITAL then
--~ -- morale loss for original owner
--~ local owner = construction.hex.originalFaction
--~ ChangeFactionMorale(owner, -200)

--~ -- morale boost for captor's factions
--~ for faction in captor.factions do
--~ ChangeFactionMorale(faction, 100)
--~ end
--~ end
--~ end

If you loose a City or Fortress = -10% Morale loss to your Nation.
If you loose a Capital City = -20% Morale loss to your Nation.

If you Capture a City or Fortress = +5 Morale boost.
If you Capture a Capital City = +10 Morale boost.
Kirk the Wizard,[;)]

Question: My opponent captured some of my cities and a Capital (realize that I take a hit in NM). Then I recaptured those cities and Capital; (3 part question), Does the owning nation of the cities and Capital regain NM if an ally does the recapturing? or does the ally get an NM increase? Also, Does my opponent take a NM hit upon losing those captured cities and Capital?

Stats crazy, Bob[:)]
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