Problems with the latest 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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warspite1
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Problems with the latest patch

Post by warspite1 »

I thought it might be an idea to set up a thread for any problems that are still being encountered so that these are all in one, easy to find place.

Problems

1. French cruiser south of Italy needs to be moved. It's absolutely pointless having a unit that is certain to die every game.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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Hellfirejet
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RE: Problems with the latest patch

Post by Hellfirejet »

The latest patch used the old scripts from the previous version 1.4.2 The Cruiser problem has been taken care off,along with a great many other things,I have a vastly improved patch ready to be tested,that fixes things like the Free Upkeep issue,Country PPs,Ammunition cost's etc.Its all done ready to go![;)]
Make it so!
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warspite1
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RE: Problems with the latest patch

Post by warspite1 »

ORIGINAL: kirk23

The latest patch used the old scripts from the previous version 1.4.2 The Cruiser problem has been taken care off,along with a great many other things,I have a vastly improved patch ready to be tested,that fixes things like the Free Upkeep issue,Country PPs,Ammunition cost's etc.Its all done ready to go![;)]
warspite1

Yes, and that's good to hear, but we won't know what is already in hand and what has been missed - hence I thought it sensible to report any problems.
Now Maitland, now's your time!

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Hellfirejet
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RE: Problems with the latest patch

Post by Hellfirejet »

Yip Ok a list is good,I will reply to any that have been already picked up and fixed,and try to fix any that have been missed.[;)]
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Housies
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RE: Problems with the latest patch

Post by Housies »

Indeed good idea.
Long time since I played this game since I was waiting for the patch 1.5. I usually just let any bugs or problems pass without giving it further attention. But I will go for a test game where I will make a list of all stuff that I notice.
What are the recommended settings? Cause I have read CP is either to easy or too difficult now. Better to start with the TE then? IN other words, which side do you want me to test?
Tophat1815
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RE: Problems with the latest patch

Post by Tophat1815 »

ORIGINAL: kirk23

The latest patch used the old scripts from the previous version 1.4.2 The Cruiser problem has been taken care off,along with a great many other things,I have a vastly improved patch ready to be tested,that fixes things like the Free Upkeep issue,Country PPs,Ammunition cost's etc.Its all done ready to go![;)]


Hope this comes out soon.[;)]
Housies
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RE: Problems with the latest patch

Post by Housies »

ORIGINAL: kirk23

Yip Ok a list is good,I will reply to any that have been already picked up and fixed,and try to fix any that have been missed.[;)]

Hi Kirk.

I played a 1914 game with the TE.
Some observations:
- green-red frontier is not shown at the Suez canal. when I pushed the turks back out of the sinai, the border reappeared.
- The AI repeatedly places artillery and planes on the front line. I even got a zeppelin once! This was not during my advance, My troops were just holding the line.
- Balance wise: TE is overpowered. After I halted the germans in their push for Paris, I was able to pocket and destroy 2 infantry because the germans did not have enough troops to hold their lines. The frontlines stabilized in servia, russia and france during winter 1914-1915. Me lines were 2 inf thick in france but we were not able to push trough the lines. However, when italy joined the TE, CP had to rail some troops away to make a 4th frontline.
Thats were it all went wrong as I was able to secure a breaktrough in france Belgium. The AI responded by pulling troops from serbia, which led to a breaktrough there. AI did same maneuvre on the Russian front.
Basicly: CP had just enough troops to hold 3 frontlines, but after the introduction of Italy, the war was lost.
- Submarine warefare was very limited. Got 2 attacks on transport and sank 1 german submarine. However I am sure they do start with more sub right?
- Germans navy never left their port. They even didn't attack unguarded troop transports.

I hope you can look into some of these observations.
Kriegsspieler
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RE: Problems with the latest patch

Post by Kriegsspieler »

I don't know if this is an issue that arose in the last patch, but the Russian navy's battleships are nearly unsinkable. In any one-on-one shootout with German battleships they seem nearly invulnerable. I don't mind taking damage in combat, but the damage taken by the two sides seems pretty one-sided.
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RE: Problems with the latest patch

Post by Hellfirejet »

ORIGINAL: Kriegsspieler

I don't know if this is an issue that arose in the last patch, but the Russian navy's battleships are nearly unsinkable. In any one-on-one shootout with German battleships they seem nearly invulnerable. I don't mind taking damage in combat, but the damage taken by the two sides seems pretty one-sided.

Are you fighting the Russian Battleship in or around its home port? If you attempt to engage the enemies warships within their Green Dot Area,you will take heavier losses.
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amtrick
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RE: Problems with the latest patch

Post by amtrick »

Okay, just finished a "new patch" game as the CP. Ultimate Victory, with Portugal and the US still standing.... I'm beginning to think that invading Spain is the easiest way to get to Lisbon, unless the amphibious supply rules are liberalized! Here's what I think.

1. Love the immobile city garrisons! This is what was intended. No swarm of nuisance units at the front or digging entrenchments behind the main lines. And also, when you finally break through you can't just gobble up enemy cities, you actually have to stop and, like, fight for them. Vast improvement to gameplay.
2. The AI doesn’t seem to be a whole lot faster. Read somewhere in the forums that the "recycling" bug hadn't been fixed in this release, so the AI continues to think things over, and over, and over. It is a little faster, but I'm going to assume it is because it doesn't have to plot moves for umpteen city garrisons anymore.[;)]
3. You can still build a land unit in England and just deploy/plop it into Egypt. In no way realistic.
4. I'll renew my request for an "Undo move" button here. Please. Pretty please. Pretty please with sugar on it.[:(]
5. Despite the CP being the first to use poison gas, it seemed to have no real effect on Bulgaria's war entry. I'm beginning to think that Bulgaria jumping in at a more or less historical point is a real key to CP victory. It allowed me to finish of the Serbs in time to transfer AH units to the Italian Front and hit Romania first with AH and Bulgarian units, then roll up the Russian southern flank. Sweet.
6. Amphibious ops are very much hampered by the fact that captured port cities don't provide a supply route for inland units. Another thing that needs to be fixed.
7. Captured ports (say Nantes) can't be used as a terminus point for convoys. I've found a way to control CP convoy routes/movement (more on that later), but even when I park one in a captured port, it just sits there. It isn't "absorbed" into the total PP for that country. Annoying.
8. Captured ports don't provide " green dot" hexes around them for your fleet. A debatable point, but I think they should, since these ports would have been (and were) rehabbed into real friendly ports.. minefieds, naval artillery, patrol boats, etc.
9. Still need a way to peek into your opponents' morale. Could change your strategy ... take out the weak member of the herd first.

Last thing ... how to control convoy movement. At the end of the AI turn, your turn starts with the "Your convoys are moving" announcement. Stop and load the Autosave file. You'll be at the start of your turn, but your convoys will not have moved! Move them where you will. Cumbersome, but better than having them get chewed up in obvious spots like the English Channel.

My two cents.



RickD
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RE: Problems with the latest patch

Post by amtrick »

This isn't a problem per se, but do I see some kind of a national boundary line running through Serbia between Turana (sp?) and Skopje? Anybody know what that is? It isn't something from the new patch, I've seen it there before.
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RE: Problems with the latest patch

Post by Rongor »

ORIGINAL: amtrick

This isn't a problem per se, but do I see some kind of a national boundary line running through Serbia between Turana (sp?) and Skopje? Anybody know what that is? It isn't something from the new patch, I've seen it there before.

You may have noticed the border between Serbia and Albania+Montenegro
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RE: Problems with the latest patch

Post by amtrick »

Thanks, Rongor, I had forgotten that part of WW I history. Montenegro was not only an ally of Serbia, it had placed its army under the command of a Serbian general.
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RE: Problems with the latest patch

Post by warspite1 »

The air war remains a problem in my opinion. In my current game I am just being blasted to hell by a bunch of Balloons - that is bad enough but the fact I have defending fighters sitting next door doing nothing just compounds the frustration. This is just not realistic for WWI.
Now Maitland, now's your time!

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RE: Problems with the latest patch

Post by operating »

ORIGINAL: warspite1

The air war remains a problem in my opinion. In my current game I am just being blasted to hell by a bunch of Balloons - that is bad enough but the fact I have defending fighters sitting next door doing nothing just compounds the frustration. This is just not realistic for WWI.
Hi Warspite 1!

Have your fighters reached level 2 (armed aircraft) or better?

Bob
and one flew over the Cuckoos nest
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warspite1
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RE: Problems with the latest patch

Post by warspite1 »

ORIGINAL: operating

ORIGINAL: warspite1

The air war remains a problem in my opinion. In my current game I am just being blasted to hell by a bunch of Balloons - that is bad enough but the fact I have defending fighters sitting next door doing nothing just compounds the frustration. This is just not realistic for WWI.
Hi Warspite 1!

Have your fighters reached level 2 (armed aircraft) or better?

Bob
warspite1

I do not believe so, but that is not the issue. The fact that fighters cannot take out balloons is only irritating because the balloons are ridiculously strong. This is WWI!
Now Maitland, now's your time!

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RE: Problems with the latest patch

Post by Hellfirejet »

All Air warfare with the new improved patch I'm working on has been toned down a bit,Balloons/Zeppelins are little more than Recon units,they are still good a targeting Submarines,but have very little impact on Ground units,until upgraded via research,early Fighters are also,not much of a threat to Land units,apart from Efficiency damage to target units,as for Air combat they need to upgrade before they do much damage,Bombers have also had there effect reduced,again until better research kicks in.

On a side note,level 1 Artillery also are not to effective,dealing little more than efficiency damage on units,and only causing actual strength damage to a target unit,when that target unit is already reduced in combat strength,from any previous combat encounters.[;)]
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RE: Problems with the latest patch

Post by warspite1 »

ORIGINAL: kirk23

All Air warfare with the new improved patch I'm working on has been toned down a bit,Balloons/Zeppelins are little more than Recon units,they are still good a targeting Submarines,but have very little impact on Ground units,until upgraded via research,early Fighters are also,not much of a threat to Land units,apart from Efficiency damage to target units,as for Air combat they need to upgrade before they do much damage,Bombers have also had there effect reduced,again until better research kicks in.

On a side note,level 1 Artillery also are not to effective,dealing little more than efficiency damage on units,and only causing actual strength damage to a target unit,when that target unit is already reduced in combat strength,from any previous combat encounters.[;)]
warspite1

That is good to hear. If units get stronger than reality as a result of a player choosing to spend money on research then fair enough, but the sort of Avro Lancaster type bombload [X(] they are packing at present should be e.g. two research levels up.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
ILCK
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RE: Problems with the latest patch

Post by ILCK »



I am getting smacked around after the most recent patch. All of a sudden in 1:1 fights in 1914 my entrenched units are drawing -3 and -4 losses and the foes are losing 0/-1 all the time. I've made it through about 5 turns since the Russians entered the war and on every turn I am having German and Austrian units blowing holes in my defenses without any preparation - no airstrikes, no artillery, nada and my units are in fine shape.

Maybe I am just drawing all the random luck problems but it has been consistent across all fronts.
Housies
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RE: Problems with the latest patch

Post by Housies »

ORIGINAL: ILCK



I am getting smacked around after the most recent patch. All of a sudden in 1:1 fights in 1914 my entrenched units are drawing -3 and -4 losses and the foes are losing 0/-1 all the time. I've made it through about 5 turns since the Russians entered the war and on every turn I am having German and Austrian units blowing holes in my defenses without any preparation - no airstrikes, no artillery, nada and my units are in fine shape.

Maybe I am just drawing all the random luck problems but it has been consistent across all fronts.

I've done hours of play this weekend but I haven't experienced this. Maybe try a new game, see if it can be repeated.

One bug I have experience a couple of times now: Having an airplane unit selected, I can do attack or relocate. However I dicede to check something else first, when I reselect the air unit, I can still relocate it, but I can't attack anymore.
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