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Coming Update
Posted: Thu Jul 12, 2007 3:36 pm
by Erik Rutins
Just wanted to let you all know that a 1.01 update is near release and it includes a bunch of nice changes and fixes for PBEM, TCP/IP and general gameplay.
RE: Coming Update
Posted: Thu Jul 12, 2007 4:04 pm
by SlapBone
ORIGINAL: Erik Rutins
near release
Dude, You are being brilliantly vague today.
RE: Coming Update
Posted: Thu Jul 12, 2007 5:21 pm
by JudgeDredd
that's do me...game wasn't broken in my eyes anyway! [:D]
RE: Coming Update
Posted: Thu Jul 12, 2007 6:39 pm
by rjh1971
ORIGINAL: SlapBone
ORIGINAL: Erik Rutins
near release
Dude, You are being brilliantly vague today.
For more info hit the Slitherine forum, yes this game has been released by Matrix but also by the developers of it [:)]
http://www.slitherine.com/forum/viewtopic.php?t=3624
Here is the first post made by Iainmcneil, if you want to read the rest just press the link above
We wanted to keep everyone up to date with our plans for Commander. Here is a list of issues we are planning to investigate in the short term. We can't promise these will all make it in as you can't tell how difficult some things will be until you start trying to do them, but we'll do our best!
* PBEM saved game names
* PBEM password protection
* PBEM feedback on opponents turn
* Chat in TCP/IP games
* AI for DDay landings
* AI on normal difficulty setting
* Manpower levels for the UK
* Scroll speed
* Map centering before combat
* Nationality & leader icon clarity to show who has moved
* Zoom level during the AI turn
* Turn summary message issues
* Destroyer & battleship graphical mix up
* Editor
* Screen mode issues, failing to set up 1024x768 on some machines
* Oil abundance in Africa
There are lots of other things we'd like to look at, but these are the ones we think we can get done quickest and that will have the most benefit for the first patch. We're estimating this will be ready for mid July.
RE: Coming Update
Posted: Thu Jul 12, 2007 8:31 pm
by Vypuero
I don't think we are changing oil. It is working well.
RE: Coming Update
Posted: Fri Jul 13, 2007 10:11 am
by Matto
So today ?
RE: Coming Update
Posted: Fri Jul 13, 2007 10:45 pm
by JudgeDredd
Nope! [;)]
RE: Coming Update
Posted: Sat Jul 14, 2007 3:29 am
by Phatguy
Howza 'bout now?
RE: Coming Update
Posted: Sat Jul 14, 2007 6:11 am
by JudgeDredd
Not yet....[:D]
RE: Coming Update
Posted: Sat Jul 14, 2007 1:08 pm
by Phatguy
What about now??
RE: Coming Update
Posted: Sat Jul 14, 2007 1:27 pm
by JudgeDredd
Soon...[;)]
RE: Coming Update
Posted: Sat Jul 14, 2007 2:39 pm
by Erik Rutins
We're aiming for the middle of next week as the release date, FYI - subject to change if there are any problems in testing or production, but that's the current goal.
RE: Coming Update
Posted: Sat Jul 14, 2007 4:19 pm
by alaric318
thanks for the advice, good to know about it,
with regards,
murat30.
RE: Coming Update
Posted: Sat Jul 14, 2007 7:58 pm
by Phatguy
ORIGINAL: Erik Rutins
We're aiming for the middle of next week as the release date, FYI - subject to change if there are any problems in testing or production, but that's the current goal.
Damn! Like I said before I have the attention span of a gnat....I'll probably be playing something else by then, something Hello Kitty by the looks of it!Or so my daughter keeps telling me as she wistfully and greedily eyes my upgraded system......
Fix the Oil
Posted: Sun Jul 15, 2007 12:22 am
by balto
More Oil in Africa! Man, this game already helps the Axis somewhat., giving the Axis more oil is farty.
How about tinkering with the subs? Right now, they suck. Maybe make the subs better, but increase the cost.., anything to change the current situation which is.., forget subs and spend that money on anything but subs.
This game is pretty cool and I am not good, so the statements above might be dumb.., but I do not think they are.
Thanks
PS - "farty" means BAD. I made that up, I am quite the genius.
RE: Fix the Oil
Posted: Sun Jul 15, 2007 12:39 am
by Warfare1
ORIGINAL: balto
More Oil in Africa! Man, this game already helps the Axis somewhat., giving the Axis more oil is farty.
How about tinkering with the subs? Right now, they suck. Maybe make the subs better, but increase the cost.., anything to change the current situation which is.., forget subs and spend that money on anything but subs.
This game is pretty cool and I am not good, so the statements above might be dumb.., but I do not think they are.
Thanks
PS - "farty" means BAD. I made that up, I am quite the genius.
balto:
Try the following for your subs.
Here is a guide to using subs in commander (from Slitherine's website):
Hints for Axis sub warfare:
- A good sub is a living sub. Do not overdo, do not use the Subs too early (wait until France falls), wait until you have numbers, TECH and use them in packs. Do not use them on the "water highways" near Britain unless you really have a stronger navy than the Allies have (quite unlikley but sometimes possible if they sent alot of navy to the Mediterranean). The golden age of Subs is probably in 1941-1943 so make sure you have not been doing prematurely fruitless attempts spoiling this opportunity.
- Use the Sub in combination with other threats because UK has a limited budget. After France surrender, pressuring UK by using air duels and bombing UK cities (will cost UK alot intercepting) combined with Italian naval action in the Mediterranean (might divert some UK navy there to help out near Egypt) and combined with a pack of 4-5 Axis subs showing up in some far west location attacking convoy means UK cannot afford doing all at once.
- Do not think you can fight the whole royal navy instead hit & move. Try to find a new place to hit again some turns later. Count UK Destroyers, if you see they have built destroyers then you know you need to be more cautious and await more tech and new subs to be strong enough. Often UK cannot afford building destroyers, investing in tech, replacing air casualties over Britain an help out Egypt at the same time so just be smart and do not overdo or kill yourself because if you mess up it will take the pressure off the UK.
- There are 3 convoy routes and protecting them all means Allies need to use 1/3 of its navy while Axis can focus them all in one big pack. Use this to your advantage but do not stand too close to the large ant hill (=UK) because standing in the middle of the trail you will be attacked.
- Use the Sub invisibility feature to your advantage. Remember as soon as you attack you become spottable to the enemy. Sometimes a large sub pack can even neglect attacking with all Subs just to leave some of them covering and doing a suprise attack on the first incoming ships that try to attack your newly spotted Subs. The turn after your attacks on convoys you can just move again and become invisible.
Subs
Posted: Sun Jul 15, 2007 1:25 am
by balto
Let me ask this. If you spent that Naval Tech money on Inf Tech. And the took the Sub money (I assume you bought 2 additional subs to get to 5)and bought about 4 Motorized Inf. And then hit Russia with Teched up 4 Motorized Inf instead. Wouldn't that greatly be more useful then goofing around with Britain. And remember, that Inf Tech helps all units, not just the 4 Motorized.
I am not that sharp, but I will end my sub talk with that. I just with they would tweak the sub thing.
RE: Subs
Posted: Sun Jul 15, 2007 4:43 am
by Warfare1
ORIGINAL: balto
Let me ask this. If you spent that Naval Tech money on Inf Tech. And the took the Sub money (I assume you bought 2 additional subs to get to 5)and bought about 4 Motorized Inf. And then hit Russia with Teched up 4 Motorized Inf instead. Wouldn't that greatly be more useful then goofing around with Britain. And remember, that Inf Tech helps all units, not just the 4 Motorized.
I am not that sharp, but I will end my sub talk with that. I just with they would tweak the sub thing.
Britain gets PPs from those convoys. With it, it can buy bombers and fighters and more troops. There is the threat of invasion of France.
On the other hand, the USSR is the MAJOR factor a player must deal with. If the Axis player spends too long in Russia, then he is faced with a two-front war. The need to end the war in Russia as quickly as possible is a necessary thing. So teched-up land units is a must.
Thus the dilemma: how to balance the cost between subs and land units. Perhaps experiment a bit and see how going with just the land units helps.
RE: Fix the Oil
Posted: Sun Jul 15, 2007 10:07 am
by firepowerjohan
ORIGINAL: balto
More Oil in Africa! Man, this game already helps the Axis somewhat., giving the Axis more oil is farty.
How about tinkering with the subs? Right now, they suck. Maybe make the subs better, but increase the cost.., anything to change the current situation which is.., forget subs and spend that money on anything but subs.
This game is pretty cool and I am not good, so the statements above might be dumb.., but I do not think they are.
Thanks
PS - "farty" means BAD. I made that up, I am quite the genius.
We had plans for increasing the oil gain from oil fields so Mid East captured oil generate more, but decided to not. People seem content with the current oil levels since we do not hear much complaints anymore about Axis running out [:)]
The patch is in testing phase currently and nothing particular bad has shown up so that seems promising for next week... [;)]
RE: Fix the Oil
Posted: Sun Jul 15, 2007 6:21 pm
by YohanTM2
You might want to review the oil limits with people who are making it a longer game.
With a moderate Axis Armor/Air I think you start to get very limited on oil but 1943.
If you get the Russian cap kill or all their oil fields then no worries. If not, Germany has almost no oil by then.