Thoughts on 1.60 beta 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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AdmiralSarek
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RE: Thoughts on 1.60 beta patch

Post by AdmiralSarek »

Cool manual convoys, I was going to ask for the ability to do that
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wolf14455
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RE: Thoughts on 1.60 beta patch

Post by wolf14455 »

Nice, I like that alot.[:)]
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RE: Thoughts on 1.60 beta patch

Post by operating »

Yes, convoys have been a bone of contention, it will be interesting to see how members manage them. Kirk: Will this manual convoy play be optional?
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RE: Thoughts on 1.60 beta patch

Post by operating »

Kirk,

What do you think about when a country surrenders "unconditionally" (they are totally wiped out, all cities lost); That their Management assets go to the Victor?

Just thinking, Bob
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RE: Thoughts on 1.60 beta patch

Post by operating »

Kirk,

Any chance that England and Germany could get an additional 1 each transport capacity at the start of their respective turns? Or when these countries get Naval Research that they then get an additional troop transport included? Since it would be about the time that commercial ships were being commandeered for military use.

Just thinking, Bob
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RE: Thoughts on 1.60 beta patch

Post by operating »

Kirk,

If I wanted to "demolish" my own city (destroy my own PP) before vacating it. Would that be possible to have as a tactic in the game? In other words: I cannot hold the city without sacrificing the unit that is presently there, yet the city is worth 7 PP, but I do not wish to just hand over that kind of PP value. So I am looking for a solution to deny the enemy those points.

Bob...
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RE: Thoughts on 1.60 beta patch

Post by operating »

Kirk,

Is there a reason why airships do not have "Depth Charges" this version versus all the past versions?

Bob
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RE: Thoughts on 1.60 beta patch

Post by operating »

Kirk,

Making a request that next turn PP and PPs that are in the bank be posted on the Management page, to make it easier to figure or guess when a player may have enough PP to buy: Ammo, RR or Transports. As it is, it's a PITA to jump from one window to another, especially if you are like me, who has short term loss of memory. [:)]

Thanks, Bob

EDIT: It would be easier to spot than the Finances Overview window...



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DanielHerr
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RE: Thoughts on 1.60 beta patch

Post by DanielHerr »

Kirk, did you use the same method as me for removing convoy movement, and will this ship in 1.6? I deleted the following in ManageConvoys, game_convoys.lua:

Code: Select all

if not arrived then
   -- Move convoy automatically
   -- For player only! AI should do the same in AI scripts
   if alliance.id == playerAlliance.id then
     table.insert(gameplay.convoys, unit)
   end
 end
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RE: Thoughts on 1.60 beta patch

Post by operating »

Kirk,

Slight problem: Countries like Bulgaria that have an artillery tech tree have to develop Rail Road Super Guns, but upon completion of the RR Gun tech, the host country does not have the availability of the RR Gun in their Production Panel!!!!!

Bob

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RE: Thoughts on 1.60 beta patch

Post by operating »

ORIGINAL: operating

Kirk,

Slight problem: Countries like Bulgaria that have an artillery tech tree have to develop Rail Road Super Guns, but upon completion of the RR Gun tech, the host country does not have the availability of the RR Gun in their Production Panel!!!!!

Bob

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Completed tech


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RE: Thoughts on 1.60 beta patch

Post by operating »

Noticed the Full supply rule of being within 30 hexes of a Capital is in effect during MP matches! Good job![:)]
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RE: Thoughts on 1.60 beta patch

Post by Hellfirejet »

ORIGINAL: operating

Kirk,

Slight problem: Countries like Bulgaria that have an artillery tech tree have to develop Rail Road Super Guns, but upon completion of the RR Gun tech, the host country does not have the availability of the RR Gun in their Production Panel!!!!!

Bob

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This has been fixed for the 1.6 official release whenever that happens.
Make it so!
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Hellfirejet
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RE: Thoughts on 1.60 beta patch

Post by Hellfirejet »

ORIGINAL: operating

Kirk,

Is there a reason why airships do not have "Depth Charges" this version versus all the past versions?

Bob

Airships carried small bombs, they never ever carried Depth charges hence the reason they are not allowed to be carried in game.[;)]
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Hellfirejet
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RE: Thoughts on 1.60 beta patch

Post by Hellfirejet »

ORIGINAL: DanielHerr

Kirk, did you use the same method as me for removing convoy movement, and will this ship in 1.6? I deleted the following in ManageConvoys, game_convoys.lua:

Code: Select all

if not arrived then
   -- Move convoy automatically
   -- For player only! AI should do the same in AI scripts
   if alliance.id == playerAlliance.id then
     table.insert(gameplay.convoys, unit)
   end
 end

I have altered a great many scripts, and I really can't mind when I changed how Convoys are handled, but hopefully this will be in the official release when it does finally become available.
Make it so!
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warspite1
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RE: Thoughts on 1.60 beta patch

Post by warspite1 »

ORIGINAL: kirk23

ORIGINAL: operating

Kirk,

Is there a reason why airships do not have "Depth Charges" this version versus all the past versions?

Bob

Airships carried small bombs, they never ever carried Depth charges hence the reason they are not allowed to be carried in game.[;)]
warspite1

Good work kirk23, and that is really good to hear - another example of how the original game was too heavily weighted toward air power. This is 1914-1918 not 1939-1945 after all!! [;)]
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RE: Thoughts on 1.60 beta patch

Post by operating »

Kirk,

Admiral Sarek and myself are in our 84th turn of a MP match and have been experiencing what may be a BUG from airship/zeppllin sub attacks that cause friendly fighters to lose strength points, it's absolutely maddening, and seems so unnecessary. Below are the before and after SS of one such attack as an example.

Bob



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RE: Thoughts on 1.60 beta patch

Post by operating »

ORIGINAL: operating

Kirk,

Admiral Sarek and myself are in our 84th turn of a MP match and have been experiencing what may be a BUG from airship/zeppllin sub attacks that cause friendly fighters to lose strength points, it's absolutely maddening, and seems so unnecessary. Below are the before and after SS of one such attack as an example.

Bob



Image

Attack results




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RE: Thoughts on 1.60 beta patch

Post by operating »

Kirk,

Question: Is there any value to adding labs to a "single" tech beyond the present 4 armor labs? For it seems a 5th lab has "no effect" on tech development...

Bob



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RE: Thoughts on 1.60 beta patch

Post by operating »

ORIGINAL: operating

Kirk,

Question: Is there any value to adding labs to a "single" tech beyond the present 4 armor labs? For it seems a 5th lab has "no effect" on tech development...

Bob



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With 5 labs






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