Is this really working as designed??

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

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Hellfirejet
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RE: Is this really working as designed??

Post by Hellfirejet »

ORIGINAL: battlevonwar

I noticed there is no real reason for the Germans to pursue a U-boat campaign either which would help lessen the over strength British Forces. U-boats should be brought down in cost 1, Bombers should be reduced in attack on ground units 2, Russian and USA entry should be randomized but these are things we've all been discussing for ages!

Without these fixes after 5-10 games the game is predictable. Russians cannot defend. USA never enters. The only way to win as the Entente is to go on an offensive in 1915 that wins the war if it's possible? I doubt it! It would require in an inept CP that leaves all it's important strategic points open...

Anyone can check the SCRIPTS! Russians surrender in 1916 every time if you beat down their Morale. EVERY SINGLE TIME

SCRIPTS ARE EASILY EDITED !

1 = Uboats should be reduced in cost. ( Done )
2 = Bombers reduced ground attack. ( Done )
3 = Russia surrenders 1916 because of morale penalties. ( Done )Morale penalties reduced + events don't kick in until February 1917.

Please upload these fixes + many others so that gamers can test the game further.( Please backup your script file before replacing with this new script file )
http://www.gamefront.com/files/23645765 ... +Edits.zip

Footnote : It might be beneficial if the game designers, responded to their customers requests for fixes, instead off planning future upgrades,Lord Zimoa last responded to this thread nearly three weeks ago, please fix the game now before your customers depart for pastures new never to return![:@]
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suprass81
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RE: Is this really working as designed??

Post by suprass81 »

ORIGINAL: kirk23
ORIGINAL: battlevonwar

I noticed there is no real reason for the Germans to pursue a U-boat campaign either which would help lessen the over strength British Forces. U-boats should be brought down in cost 1, Bombers should be reduced in attack on ground units 2, Russian and USA entry should be randomized but these are things we've all been discussing for ages!

Without these fixes after 5-10 games the game is predictable. Russians cannot defend. USA never enters. The only way to win as the Entente is to go on an offensive in 1915 that wins the war if it's possible? I doubt it! It would require in an inept CP that leaves all it's important strategic points open...

Anyone can check the SCRIPTS! Russians surrender in 1916 every time if you beat down their Morale. EVERY SINGLE TIME

SCRIPTS ARE EASILY EDITED !

1 = Uboats should be reduced in cost. ( Done )
2 = Bombers reduced ground attack. ( Done )
3 = Russia surrenders 1916 because of morale penalties. ( Done )Morale penalties reduced + events don't kick in until February 1917.

Please upload these fixes + many others so that gamers can test the game further.( Please backup your script file before replacing with this new script file )
http://www.gamefront.com/files/23645765 ... +Edits.zip

Footnote : It might be beneficial if the game designers, responded to their customers requests for fixes, instead off planning future upgrades,Lord Zimoa last responded to this thread nearly three weeks ago, please fix the game now before your customers depart for pastures new never to return![:@]


I can't download this file. Some kind of error.
I've got question: Is there a way to keep oryginal version and changed one same time to play both version? Or do I have to switch script every time I want to change "version"
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Hellfirejet
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RE: Is this really working as designed??

Post by Hellfirejet »

Hi the link is working I have just checked it, and has been downloaded at least 5 times in less than an hour.

What I do regarding installing the different scripts is this, I install a complete duplicate version of the game, in a new directory, mine is stored within a directory simply called GAME.

Their are changes on Land, Air & Sea. Below is a photo of naval engagements near the German coast, results obtained by these combats are historical and not fiction that the standard game coughs up!

1st combat near the Dutch coast, a German cruiser fleet engages a British cruisers fleet without loss to either side.

2nd combat German U boat fleet attacks a British cruiser fleet, inflicting 1 point of damage or 1 ship lost!

3rd combat German Battleship fleet attacks a British cruiser fleet, inflicting 3 points damaged or 3 cruisers sunk!

4th combat a German Battleship & Cruiser fleet, attack a British cruiser Fleet inflicting 4 points damage to the British cruiser fleet or 4 cruisers sunk, while the German cruiser fleet suffered 1 point damage or 1 cruiser sunk!

NB: In the stock bog standard version of the game, at least one of the above combats would have resulted in the complete destruction of a fleet, speaking from a purely naval minded gamer point of view, I see no point in building a new fleet, if its so fragile, that it can't survive even a single combat action, the costs involved would be better used elsewhere. But with my tweaks to the data scripts, no fleet will be destroyed by a single combat action, nope never will not happen not on my watch it won't.

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suprass81
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RE: Is this really working as designed??

Post by suprass81 »

ORIGINAL: kirk23

Hi the link is working I have just checked it, and has been downloaded at least 5 times in less than an hour.

What I do regarding installing the different scripts is this, I install a complete duplicate version of the game, in a new directory, mine is stored within a directory simply called GAME.

Their are changes on Land, Air & Sea. Below is a photo of naval engagements near the German coast, results obtained by these combats are historical and not fiction that the standard game coughs up!

1st combat near the Dutch coast, a German cruiser fleet engages a British cruisers fleet without loss to either side.

2nd combat German U boat fleet attacks a British cruiser fleet, inflicting 1 point of damage or 1 ship lost!

3rd combat German Battleship fleet attacks a British cruiser fleet, inflicting 3 points damaged or 3 cruisers sunk!

4th combat a German Battleship & Cruiser fleet, attack a British cruiser Fleet inflicting 4 points damage to the British cruiser fleet or 4 cruisers sunk, while the German cruiser fleet suffered 1 point damage or 1 cruiser sunk!

NB: In the stock bog standard version of the game, at least one of the above combats would have resulted in the complete destruction of a fleet, speaking from a purely naval minded gamer point of view, I see no point in building a new fleet, if its so fragile, that it can't survive even a single combat action, the costs involved would be better used elsewhere. But with my tweaks to the data scripts, no fleet will be destroyed by a single combat action, nope never will not happen not on my watch it won't.

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This looks great
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warspite1
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RE: Is this really working as designed??

Post by warspite1 »

So what are the pressing issues that need fixing people?

I have six on my list:

1. Russian morale reduction is simply too harsh. Yes, this needs to be linked to losses of cities and men, but needs to take into account other factors e.g. how well the allies are doing.
2. THIS IS A GAME. If you have a situation where Russia exits the war - for goodness sake do NOT stop Romania and Portugal from entering. Give the Entente a reason to continue the game. This may be less of an issue if the Russians are given more sensible surrender conditions.
3. One British cruiser could not bottle up the Kiel canal. This comes back to a suggestion I made many many months ago. Enemy ships operating in coastal waters have to suffer wastage the longer they are there e.g. this depicts mines, torpedo boats, coastal guns etc. Certain areas should be extremely harsh in delivering pain to the enemy.
4. Please sort out supply. If France falls there is NO way back for the Entente.
5. USA was a feature of WWI - please bring that into this game.
6. Strategic bombing in WWI is RIDICULOUS!

Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
suprass81
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RE: Is this really working as designed??

Post by suprass81 »

ORIGINAL: warspite1

So what are the pressing issues that need fixing people?

I have six on my list:

1. Russian morale reduction is simply too harsh. Yes, this needs to be linked to losses of cities and men, but needs to take into account other factors e.g. how well the allies are doing.
2. THIS IS A GAME. If you have a situation where Russia exits the war - for goodness sake do NOT stop Romania and Portugal from entering. Give the Entente a reason to continue the game. This may be less of an issue if the Russians are given more sensible surrender conditions.
3. One British cruiser could not bottle up the Kiel canal. This comes back to a suggestion I made many many months ago. Enemy ships operating in coastal waters have to suffer wastage the longer they are there e.g. this depicts mines, torpedo boats, coastal guns etc. Certain areas should be extremely harsh in delivering pain to the enemy.
4. Please sort out supply. If France falls there is NO way back for the Entente.
5. USA was a feature of WWI - please bring that into this game.
6. Strategic bombing in WWI is RIDICULOUS!

I think your list is very good except 6th point. In my oppinion bomber ground attack should be downed. Or there should be an anti- air upgrades for arty, or fighters could be little more effective against bombers.
I would add a 7th point to your list- bring back to life armour trains (for now I can't see use for them) and make something to enable rail-art.
But this is only my point of view.
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Hellfirejet
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RE: Is this really working as designed??

Post by Hellfirejet »

I would add a 7th point to your list- bring back to life armour trains (for now I can't see use for them) and make something to enable rail-art. But this is only my point of view.

What changes to Armoured Trains would make them more effective?
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suprass81
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RE: Is this really working as designed??

Post by suprass81 »

ORIGINAL: kirk23

I would add a 7th point to your list- bring back to life armour trains (for now I can't see use for them) and make something to enable rail-art. But this is only my point of view.

What changes to Armoured Trains would make them more effective?

For now they are usless in defence and attack ability is limited. Maybe some more shock and defence. I don't know what was their purpuse in real war... I'll check this.
suprass81
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RE: Is this really working as designed??

Post by suprass81 »

ORIGINAL: suprass81

ORIGINAL: kirk23

I would add a 7th point to your list- bring back to life armour trains (for now I can't see use for them) and make something to enable rail-art. But this is only my point of view.

What changes to Armoured Trains would make them more effective?

For now they are usless in defence and attack ability is limited. Maybe some more shock and defence. I don't know what was their purpuse in real war... I'll check this.


Ok. Here is my proposition-
From what I know and heard from "uncle Internet" armour train should be a mobile support unit. Something like mobile nests of machineguns, field arty and some transport for infantry. It's offensive abilities are limited- railway usually doesn't lead to enemy's line. So- I think that armoured train should do minimum damage to enemy but should have high shock value- 3 for the strt. And to avoid destruction with two corpses- ability to withdraw with minimal losses after attacked- something like armoured cars ability. It should take no damage while attacking or only minimum losses. Then it could be a mobile support platform. What do you think about this?
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Hellfirejet
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RE: Is this really working as designed??

Post by Hellfirejet »

Changes made to Armoured train include +3 shock updated and enhanced mod, this will be the final download for at least a couple off months.

VERY IMPORTANT !!

If you have downloaded this mod, could you please download this newer link created today, I have patched 2 or 3 errors, sorry for inconvenience.

http://www.gamefront.com/files/23659402 ... forces.zip
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operating
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RE: Is this really working as designed??

Post by operating »

I might have posted this before; If Russia stays above 80% do the revolts and stuff (morale drop) like it happen?
and one flew over the Cuckoos nest
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Hellfirejet
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RE: Is this really working as designed??

Post by Hellfirejet »

It's been a while since I changed the Russian settings, but what happens now if I can remember is this, the morale drop still take effect at 80% etc, but it has been reduced from -35% too only - 15% plus instead of it happening in 1916, it now only comes into effect from February 1917.
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operating
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RE: Is this really working as designed??

Post by operating »

ORIGINAL: operating

I might have posted this before; If Russia stays above 80% do the revolts and stuff (morale drop) like it happen?

Kirk23

You came close to answering the above question, which might have an effect on how members manage their games. I get what you say if you are 80% or below and the timeline. The bigger question is how someone can avoid the penalty, thus keep Russia viable in the Entente camp.
and one flew over the Cuckoos nest
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Hellfirejet
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RE: Is this really working as designed??

Post by Hellfirejet »

Since National morale is based on production output, army size and game events. All my mods have a little more Production output per country which is good for morale, along with increased FreeUpkeep cost, which means you can have a bigger army, but it costs less to up keep that bigger army. The game events that help morale, are mainly protecting your own cities, while capturing your enemies, plus winning battles often helps while taking less casualties.
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Hellfirejet
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RE: Is this really working as designed??

Post by Hellfirejet »

Can we have some feedback from the game designers please, what is happening with future patches etc?

Talking off future patches, is it possible to tweak the naval AI, so that instead of it having, the survival instincts of the dodo, it might think about returning to port, and repair any damage instead of what it does now, IE wait till it gets surrounded, and completely destroyed, the way I see it, its as thick as a brick.[&:]
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warspite1
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RE: Is this really working as designed??

Post by warspite1 »

ORIGINAL: kirk23

Can we have a some feedback from the game designers please, what is happening with future patches etc?

Talking off future patches, is it possible to tweak the naval AI, so that instead of it having, the survival instincts of the dodo, it might think about returning to port, and repair any damage instead of what it does now, IE wait till it gets surrounded, and completely destroyed, the way I see it, its as thick as a brick.[&:]
warspite1

Last response I got was about a month or so ago. No timescale for any updates - other than it won't be any time soon. I think they must be still working on getting this out on Mac.

So sadly it looks like the game will remain broken for some time yet [:(]
Now Maitland, now's your time!

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operating
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RE: Is this really working as designed??

Post by operating »

Jethro Tull was one of my favorites! He did a great show, when he was hot, he was hot! There has been a lot of interest in this game as of late, (kirk, Warspite, Suprass, I give you alot of the credit), otherwords, it has been hot, it is a time for the developers to be responding with credible answers to what is being asked. I, for one, would like to hear what is "in the works", before this game goes cold from neglect, the members of this forum deserve better.
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operating
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RE: Is this really working as designed??

Post by operating »

ORIGINAL: kirk23

Since National morale is based on production output, army size and game events. All my mods have a little more Production output per country which is good for morale, along with increased FreeUpkeep cost, which means you can have a bigger army, but it costs less to up keep that bigger army. The game events that help morale, are mainly protecting your own cities, while capturing your enemies, plus winning battles often helps while taking less casualties.

Played a "privileged" CP 1914 yesterday till this morning, it was certainly more challenging than "balanced". The question I have for you; Is your increase in PPs in line with what the AI get's with "privileged" in the stock game?
and one flew over the Cuckoos nest
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Hellfirejet
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RE: Is this really working as designed??

Post by Hellfirejet »

Sorry I can't answer that, I don't know what the AI boosts PPs allowance, all I know is I increased the PP production, to cover having more units in play from the beginning of the game.
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Hellfirejet
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RE: Is this really working as designed??

Post by Hellfirejet »

I have posted a message over on the Slitherine forum, suggesting that someone should respond to disgruntled customers over here, maybe we will get some answers, but don't hold your breath.[:@]
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