Great Game And Commanders Question...

Commander – Europe at War Gold is the first in a series of high level turn based strategy games. The first game spans WW2, allowing players to control the axis or allied forces through the entire war in the European Theatre.
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alaric318
Posts: 366
Joined: Tue Oct 07, 2003 5:45 am

Great Game And Commanders Question...

Post by alaric318 »

Greetings, i are having a great fun time with this game, is perfect balance between playability and realism, won one time against the AI in standard setting, i think at standard setting still the AI take some production increase, will be good to know about it, my main question is about generals or commanders, do his leadership bonus "stack"? or not, that is... each unit in command range, i think it is 8 hexes with more than one commander on "bonus range" receive the bonus of all given generals or only one general for each unit, maybe it is a good idea to make available two generals on the ground combat group of united kingdom for the normandy/brussels landings or for the troops in africa, any advice will be greatly appreciated, thanks in adavance, and congratulations on put on the market a good-outstanding turn based game, not much games of this scope, strategic, on the market, good interface with few clicks to do the turn and very fast AI turns,

with best regards,

Murat30.
There is no plan of battle that survives the contact with the enemy.
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firepowerjohan
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RE: Great Game And Commanders Question...

Post by firepowerjohan »

Thanks for the kind words!
A unit only receive leadership bonus from ONE commander. The Commander is the in range (=8 hexes) one with highest leadership. In addition, battle bonuses can be added for a unit on same hex for a Commander.

Johan Persson - Firepower Entertainment
Lead developer of:
World Empires Live http://www.worldempireslive.com/
CEAW http://www.slitherine.com/forum/viewforum.php?f=18
CNAW http://www.slitherine.com/forum/viewforum.php?f=52


alaric318
Posts: 366
Joined: Tue Oct 07, 2003 5:45 am

RE: Great Game And Commanders Question...

Post by alaric318 »

Greetings, thanks you very much for the fast and kind reply, just finished my second game as the allies, for me the main test is to play one game as each of the factions and see how much cost to win, my impression is that the game is well balance, specially like very much the conditions in the russian campaign about initial russian fixed lines, as historical realism and the effects of the winter, this is the more dangerous enemy for the germans,
 
with best regards,
 
Murat30.
There is no plan of battle that survives the contact with the enemy.
balto
Posts: 1124
Joined: Sat Mar 04, 2006 5:18 am
Location: Maryland

Commander Range

Post by balto »

I asked a similar question.  Where in the manual does it say 8 hexes?  I mean that is great, but I could not find it.
 
Also, on this, I goofed around a lot with the commanders (I did a HOTSEAT and just let units sit for many turns and some had commanders, etc..).  I tried all combinations, I never could see an increase in the Effectiveness of units with a commander or in range or anything as opposed to units without commanders.  The increases to attack/defense showed up, but I never detected the increase in Effectiveness.   
 
I am not the sharpest knife in the drawer, but what am I missing?  Thanks
alaric318
Posts: 366
Joined: Tue Oct 07, 2003 5:45 am

RE: Commander Range

Post by alaric318 »

greetings, it is hard to see units above eficiency 80% or near, just let me say i think that eficiency is "capped" to a maximun depending on more variables or facets or feats than only the commander bonus, i think however that commander in range will give a bonus to eficiency recovery rates, when upgrading units i think to have an attached commander "on the group" upgrading his units will be a good thing.

ps.- commander range effect is on the folder.- /commander/data.- general.txt file, as most of the things that can be modded for play balance, beware of change things as them change completely the game balance, strongly encourage to make a backup before changing anything.

with regards,

alaric.
There is no plan of battle that survives the contact with the enemy.
balto
Posts: 1124
Joined: Sat Mar 04, 2006 5:18 am
Location: Maryland

Thanks, Commander Range

Post by balto »

Hi Alaric,
 
Great info on the general.txt file. 
 
I am not complaining, but I guess I do not see why the Effectiveness Showing Cannot be the Actual Number and have this Modified Efficiency Factor in Green or something on the Unit Panel.  To let us know whether which units are under the influence of a commander, etc.., instead of us having to count the 8 spaces from the nearest commander.  This could be stupid, I know, but I was wondering.   
 
Thanks again for your excellent help.
balto
Posts: 1124
Joined: Sat Mar 04, 2006 5:18 am
Location: Maryland

Addendum, Commander Range - Distance

Post by balto »

Do Enemy Units or ZOC block this 8 hex range?  I mean if the Commanders were using radios, Enemy and ZOC would not matter, but I was curious what the game mechanics were on this.   Is it 8 controlled hexes as in Supply or is it 8 hexes no matter what to reflect radio? 
 
 
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