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

Post Reply
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: operating

Any chance that Serbia and other nations will get commanders in 1.5.0?



Image

Hi operating Serbia has 6 Generals as per my mod,but at the present time none in the standard game,I think the stumbling block to adding more generals etc,is creating art for them,and image copy-right.[;)]
Make it so!
User avatar
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by operating »

Hello Kirk,

creating art for them,and image copy-right----Does that mean that commanders in the standard game are at a "dead end" (expensive)? I have no idea about art or image rights, I only wish I could be of some help in squaring this game.

Thanks, Bob
and one flew over the Cuckoos nest
suprass81
Posts: 234
Joined: Tue Apr 23, 2013 2:48 am

RE: 1.4.2 PATCH

Post by suprass81 »

After my first MP game I have to say that changes are quite good. But in my oppinion there are still some things to do. I've played only to mid 1915 before game ends after many crashes... :/
but here is what I think about "gameplay"
Cavalry units are useless for me now. They are to weak. In my oppinion thay should be as good as infantry at the begining- after both sides develop some of new research cavalry will be less usefull (as it was in WW I)
Armoured trains are usless. Maybe thay should be like mobile arty platform- they could shot after move. They could have 2 hexes range and cause only effectivnes drop as an element of surprise barrage (-2 at the begining of war).
Bombers and zeppelins (baloones) have to big range of attack or are too effective against fighters. When you descover enemy's fighter squadron thay can easy destroy it. I don't know how it looks in the later war.

What do you think guys?

P.S. It was my firs MP game in 1.4.2 ;)
User avatar
Connfire
Posts: 872
Joined: Fri Jul 18, 2008 1:56 am
Location: Connecticut, USA

RE: 1.4.2 PATCH

Post by Connfire »

Interesting suggestions.

Paralleling history, I think cavalry get more useless as the game progresses by design. I do wonder if they'd be more viable if both they and armoured cars received a bonus against artillery, since historically they caused havoc whenever they got behind enemy lines.

I REALLY like your idea of converting armoured trains into move and shoot artillery platforms vs. unit effectiveness. My game experience is limited at this point, but I just can't seem to find a use for the Russian train.

Don't know much how zeppelins and aircraft did against each other in real life. I think relatively speaking, in 1914 balloon technology was further along then aircraft, which were only invented a decade earlier. Maybe fighters should become more effective against zeppelins as they upgrade?
User avatar
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: operating


Image

Still a "NO SHOW" almost a year after eligibility to deploy, also holds up commander that's next in line, this is a BIG problem in a MP game.
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 »

Finally turn 45 March 1916 this MFer Kemal Pasha is deployed, there is still 2 other CP generals that are still being held captive in the commander queue, that would have been "priceless" to have been deployed sooner![:@]
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 »

ORIGINAL: operating

Finally turn 45 March 1916 this MFer Kemal Pasha is deployed, there is still 2 other CP generals that are still being held captive in the commander queue, that would have been "priceless" to have been deployed sooner![:@]

Hi operating, I really want to fix the games problem with commander activation once and for all,at the present time this is not down to me,I need the go ahead from the powers that be.As you know, I have added a great many new commanders to my huge mod,and they activate without any problems all of them,why they do this is because I removed all the stupid red tape & tech restrictions,in short I made it straight forward and simple,I would love to do this for the official game as well,but I await the official nod to proceed with the in game commanders script overhaul![:)]
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

ORIGINAL: operating

Finally turn 45 March 1916 this MFer Kemal Pasha is deployed, there is still 2 other CP generals that are still being held captive in the commander queue, that would have been "priceless" to have been deployed sooner![:@]

Hi operating, I really want to fix the games problem with commander activation once and for all,at the present time this is not down to me,I need the go ahead from the powers that be.As you know, I have added a great many new commanders to my huge mod,and they activate without any problems all of them,why they do this is because I removed all the stupid red tape & tech restrictions,in short I made it straight forward and simple,I would love to do this for the official game as well,but I await the official nod to proceed with the in game commanders script overhaul![:)]
Hello Kirk, You know I'm just keeping a red button on the issue. Also, with the time you spend dealing with tech stuff (assuming): You might not be 45 turns (and counting) into a MP test match to see some of the shortcomings of play.
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 »

ORIGINAL: operating

ORIGINAL: kirk23

ORIGINAL: operating

Finally turn 45 March 1916 this MFer Kemal Pasha is deployed, there is still 2 other CP generals that are still being held captive in the commander queue, that would have been "priceless" to have been deployed sooner![:@]


Hi operating, I really want to fix the games problem with commander activation once and for all,at the present time this is not down to me,I need the go ahead from the powers that be.As you know, I have added a great many new commanders to my huge mod,and they activate without any problems all of them,why they do this is because I removed all the stupid red tape & tech restrictions,in short I made it straight forward and simple,I would love to do this for the official game as well,but I await the official nod to proceed with the in game commanders script overhaul![:)]
Hello Kirk, You know I'm just keeping a red button on the issue. Also, with the time you spend dealing with tech stuff (assuming): You might not be 45 turns (and counting) into a MP test match to see some of the shortcomings of play.


No you keep reporting any problems, and I will try and fix them,one bit of news I have been given the green light to sort out all the commander activation stuff,I'm working on that now![;)]
Make it so!
Fred Sanford
Posts: 91
Joined: Sun Sep 22, 2013 8:05 pm

RE: 1.4.2 PATCH

Post by Fred Sanford »

Maybe instead of the Rail Gun, have two flavors of Artillery: A Heavy Army Artillery Group (the current version), and a Medium Corps Artillery Group that is smaller and less powerful, but only uses 5 ammo and costs 25pp?
User avatar
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: kirk23

ORIGINAL: operating

ORIGINAL: kirk23





Hi operating, I really want to fix the games problem with commander activation once and for all,at the present time this is not down to me,I need the go ahead from the powers that be.As you know, I have added a great many new commanders to my huge mod,and they activate without any problems all of them,why they do this is because I removed all the stupid red tape & tech restrictions,in short I made it straight forward and simple,I would love to do this for the official game as well,but I await the official nod to proceed with the in game commanders script overhaul![:)]
Hello Kirk, You know I'm just keeping a red button on the issue. Also, with the time you spend dealing with tech stuff (assuming): You might not be 45 turns (and counting) into a MP test match to see some of the shortcomings of play.


No you keep reporting any problems, and I will try and fix them,one bit of news I have been given the green light to sort out all the commander activation stuff,I'm working on that now![;)]

Yippie-Kiiyooo-Kiiyaaa! Miracles never cease! Unbelievable! Justice will be done! An Act of Congress! Praise be the Lord! THANK GOD!!!!!![:D] [:D][:D]
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 »

ORIGINAL: operating
ORIGINAL: kirk23

ORIGINAL: operating



Hello Kirk, You know I'm just keeping a red button on the issue. Also, with the time you spend dealing with tech stuff (assuming): You might not be 45 turns (and counting) into a MP test match to see some of the shortcomings of play.


No you keep reporting any problems, and I will try and fix them,one bit of news I have been given the green light to sort out all the commander activation stuff,I'm working on that now![;)]

Yippie-Kiiyooo-Kiiyaaa! Miracles never cease! Unbelievable! Justice will be done! An Act of Congress! Praise be the Lord! THANK GOD!!!!!![:D] [:D][:D]

I take it your all for this change to the commanders script![:D]
Make it so!
User avatar
Orm
Posts: 31960
Joined: Sat May 03, 2008 7:53 pm
Location: Sweden

RE: 1.4.2 PATCH

Post by Orm »

In a game against the AI it looked to me as the AI used to many rail moves. During turn 5 France railed at least three units and Belgium railed one unit.
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
Orm
Posts: 31960
Joined: Sat May 03, 2008 7:53 pm
Location: Sweden

RE: 1.4.2 PATCH

Post by Orm »

Is the "invisible" ships bug fixed in next version?

Image
Attachments
CTGW12.jpg
CTGW12.jpg (197.97 KiB) Viewed 666 times
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
Orm
Posts: 31960
Joined: Sat May 03, 2008 7:53 pm
Location: Sweden

RE: 1.4.2 PATCH

Post by Orm »

And from time to time enemy submarines are shown for no apparent reason.

Image
Attachments
CTGW11.jpg
CTGW11.jpg (219.12 KiB) Viewed 666 times
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
operating
Posts: 3158
Joined: Sat Jan 19, 2013 11:34 am

RE: 1.4.2 PATCH

Post by 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?
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,

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
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 »

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.
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
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.

Thanks Kirk,[:)]

That is just what the doctor ordered, cold hard facts (numbers)! For the past year and a half, have been guessing what those values are, for in a game, there is so much back and forth, it's hard to keep track of what NM is doing or responding to in different outcomes.

Again; Thankyou very much, Bob
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 »

France just surrendered in my game versus the AI. I had captured every city and fort in mainland France and sunk their BB before France surrendered. It took me almost a year to subdue France after I had captured Paris. I had also sunk two of the French convoys. After the peace France only control three hexes, in mainland France, located next to Switzerland. Is this as intended?
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
Post Reply

Return to “Commander - The Great War”