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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Hellfirejet
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RE: 1.4.2 PATCH

Post by Hellfirejet »

Hi Bob, The below apply to the individual Country.But if a Major power surrenders,then everyone who is part of that alliance takes a Morale hit.

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.


Might I suggest you just click the end turn, without defending,and watch the AI forces capture your Capital.Watch what happens to your Nations morale percentage takes a big drop,as also stated previously,your country also looses morale if you take heavy casualties in battle,or loose your Battlefleet.[;)]
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operating
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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: kirk23

Hi Bob, The below apply to the individual Country.But if a Major power surrenders,then everyone who is part of that alliance takes a Morale hit.

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.


Might I suggest you just click the end turn, without defending,and watch the AI forces capture your Capital.Watch what happens to your Nations morale percentage takes a big drop,as also stated previously,your country also looses morale if you take heavy casualties in battle,or loose your Battlefleet.[;)]
I should have been a little more explicit; The Capital is Algiers with Tunis and Sfax as cities. While my entire Entente fleets were occupied bashing Split, Trieste, a Turk garrison snuck under the radar to make the captures of these cities, the damage was done before I could react. It was not a fatal blow, it was one that I did recover from by recapturing and killing 2 units. When I posted the above question, I had just recaptured everything and thought immediately to ask you about results, did not wait a turn to see what (if any) these actions might do to NM. Again, I can not see what the results are or know positively how it would affect my opponent. I expect that these cities will fully recover for they were originally mine. What I was not sure of, is if the same city get's captured and recaptured a number of times, would your above STATS hold true each and every time? or does it change in some way to some degree?.
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Hellfirejet
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RE: 1.4.2 PATCH

Post by Hellfirejet »

Yes you need to watch out for this,Capitals in your Colonies same rule applies.If the Central Power player,captures Algiers,France looses -20 Morale the same as if it were Paris,and if and when you recapture it,you only recover + 10 Morale.[;)]
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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: kirk23

Yes you need to watch out for this,Capitals in your Colonies same rule applies.If the Central Power player,captures Algiers,France looses -20 Morale the same as if it were Paris,and if and when you recapture it,you only recover + 10 Morale.[;)]
Kirk,

Whereas, an Italian garrison recaptured Algiers and a English cavalry recaptured Tunis and Sfax, does France get a NM boost out of this by getting these cities back?

Bob
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RE: 1.4.2 PATCH

Post by operating »

Amtrick wrote:
3. Convoys should be moved by the human player. Unless I missed a setting somewhere (entirely possible) the AI moves all convoys. And South Atlantic CP convoys will doggedly keep trying to make for Cuxhaven, even if the CP controls Brest or Nantes. Just not very realistic. And very frustrating to see all though PPs chewed up in the English Channel.

Kirk,

Can changes be implemented to the convoy system? Yes, the AI convoy makes for less micro-management, but it does take away the elusiveness of how it could function. Might there be a in game selection button to let the AI control convoys or player controlled convoys. The smart player can lie in wait for a somewhat predictable convoy. Have had some games recently, where my opponent had this uncanny ability to ambush convoys rather frequently.

I can understand where Amtrick is coming from about CP convoys and what he would like to see done. On the other side of the coin, English convoys could go to Port Siad or port Suez to unload, also Gibralter to be fair, actually I feel they should go to England. After clearing Brest, there is very little chance a CP convoy would go undetected through the English Channel. If in SP the English navy never misses on the opportunity to sink a convoy there.

Just thinking, Bob
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Connfire
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RE: 1.4.2 PATCH

Post by Connfire »

I agree with the above post. As far as which ports convoys can unload, what if the rule was convoys can offload at any port with uninterrupted rail access to the nation's homeland? This way British and French can't offload in the colonies, but to use amtick's example German convoys can offload in captured French ports.

In any event, I would also prefer to see convoys under human control. To continually ram German convoys into choke points controlled by the Allies with 0% chance of survival is not realistic - the sailors would rebel. It is probably a good thing that convoy losses don't effect German NM. Perhaps a warning, similar to that when you end a turn without moving a country's units, could be implemented to remind players who forget to move their convoys?
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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: Connfire

I agree with the above post. As far as which ports convoys can unload, what if the rule was convoys can offload at any port with uninterrupted rail access to the nation's homeland? This way British and French can't offload in the colonies, but to use amtick's example German convoys can offload in captured French ports.

In any event, I would also prefer to see convoys under human control. To continually ram German convoys into choke points controlled by the Allies with 0% chance of survival is not realistic - the sailors would rebel. It is probably a good thing that convoy losses don't effect German NM. Perhaps a warning, similar to that when you end a turn without moving a country's units, could be implemented to remind players who forget to move their convoys?
Each Entente convoy that reaches it's home country increases that country's MP by 1 (page 25 of the Manual/Convoys) (the Manual is somewhat ambiguous in it's wording, it leaves out specific language concerning CP convoy MP bonus point, even though all supply ships use the same route of travel, particularly from the South Atlantic where Germany has Colonies).

Connfire's thoughts and suggestions, mirror mine.

<edit>

Just thought of this: If an Entente convoy has the value of I MP, then if this convoy is sunk, maybe the owning country should loose 1 MP or a NM loss %. due to this loss of 1 MP.
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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: kirk23

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

Image
The 1918 scenario starts March 21st, ends in 21 turns, it looks like the triple gun turrets won't be available for at least 10 turns, maybe more, then another turn to apply tech, and at what cost? Do all the naval nations have this same tech tree picture? Germany has one BB and a few cruisers, I'm sure Entente has a lot more in their fleets. Just a little skeptical.
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Tomokatu
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RE: 1.4.2 PATCH

Post by Tomokatu »

Sounds to me as though the solution is to make the play open-ended ie. delete the forced end in 1918 and rely on the other surrender or capturing the capital conditions to end the game. It would certainly make the tech tree options valid for a CP player who has managed to keep the High Seas Fleet in being.
Can this be done? (It may already be the case in MP, I don't know)
Should it be considered in the scenarios?
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Connfire
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RE: 1.4.2 PATCH

Post by Connfire »

I agree with Tomakatu's statement. Can we have an option to not have the game finish at the end of 1918? Maybe games like this can include a "Surrender" button if the game appears hopeless for either side?
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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: Connfire

I agree with Tomakatu's statement. Can we have an option to not have the game finish at the end of 1918? Maybe games like this can include a "Surrender" button if the game appears hopeless for either side?
Tomokatu & Connfire,

There is a "SURRENDER" button that can be hit at anytime in MP during your turn. As for myself, I hate using it, there are players who do abuse it.

Yes, it would be nice to go beyond the finish date in SP and MP. Right now, the end of scenario messages makes it almost too annoying to continue on, just for the fun of it.

Tomokatu, If a country's sole Capital is captured, that country losses the tech tree screen, it does not mean you lose your tech labs, it just means you have no tech choices, no additional labs, no ability to eliminate labs, until you recapture that Capital.

Bob
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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: Tomokatu

Sounds to me as though the solution is to make the play open-ended ie. delete the forced end in 1918 and rely on the other surrender or capturing the capital conditions to end the game. It would certainly make the tech tree options valid for a CP player who has managed to keep the High Seas Fleet in being.
Can this be done? (It may already be the case in MP, I don't know)
Should it be considered in the scenarios?
What I do notice is: There is no "surrender" button in SP. Nor, can a player in SP or MP surrender individual countries if he so wishes. The reason I bring that to light: Is there might be a strategic value in doing so. It might sound insane to do, however, if one of your countries is about to fall (Lose capital with no chance of recapture), it might be advantageous to deny the potential victor the capital and or any other remaining owned hexes by surrendering. If the potential victor then attacks that newly neutral country, then that neutral country automatically get's 30 PP + 30 NM I believe, plus it might diplomatically cause other countries to go on the "March to war". The other benefit is: If you now have other friendly units on hexes of the proposed nation to surrender (go neutral), all those units will be repatriated to the production queue at full strength and efficiency, whereupon, you, the owner of those units can place them immediately on the map on that turn or the next. Not only that: when you place those repatriated units on the map, they can move immediately for positioning or attack, and also be upgraded if techs warrant it, if not attacking. This is not spelled out in the MANUAL. This happened to me in an MP match: France surrendered, my English and Italian units (on French hexes) were repatriated, then my opponent violated France's recent neutrality to gain more territory, that's how I arrive at the above diatribe.
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RE: 1.4.2 PATCH

Post by operating »

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
Hello Kirk,

Don't know if you gave up on the Persian Gulf supply dilemma, but got to thinking, What if? : ships could go up river 1 or more hexes to remain a direct supply source, or ships in the mouth of a river could supply units (directly in contact with a hex with a river hex side) upstream for 1 or more hexes.

Just thinking, Bob
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JeffroK
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RE: 1.4.2 PATCH

Post by JeffroK »

Move Basra 1 hex SE, given the scale of the map it wouldnt be too far out.
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RE: 1.4.2 PATCH

Post by operating »

ORIGINAL: JeffK

Move Basra 1 hex SE, given the scale of the map it wouldnt be too far out.
It's not so much about Basra, the British army surrendered at Kut. If supply was done right the English could have gone all the way to Bagdad, by gunboat, transports or by land, as long as they kept in supply up/near the river, as was originally intended.
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