COMMANDERS ?

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: COMMANDERS ?

Post by Hellfirejet »

Hi this download contains 3 files, Commanders Graphics file, English Language file, and Commanders script file. These are compatible with all versions off the game, as well as my previous mod. To install, the easiest way is backup, then delete the 3 above mentioned files from your game data files, and replace with these new ones, and your ready to go,with commanders available to attach, to your units with ease, as most of the restrictions encountered previously in game have been simplified.

By default the game installs to the directory shown in the photo,stage one click on the Slitherine folder highlighted by red arrow.

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Hellfirejet
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RE: COMMANDERS ?

Post by Hellfirejet »

Stage 2.

Once you open the Slitherine folder, you will be taken to the Commander The Great War game folder red arrowed in photo, Double left mouse click to open this folder.

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Hellfirejet
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RE: COMMANDERS ?

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Stage 3.

Double left click on the Data folder highlighted by red arrow.

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Hellfirejet
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RE: COMMANDERS ?

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Stage 4.

Double left click on Lang file, once opened, delete the English Lang file, and replace with the new downloaded English Language file.

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Hellfirejet
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RE: COMMANDERS ?

Post by Hellfirejet »

Stage 5.

Double left click on the Graphics file to open,red arrowed. Once opened delete Commanders file and replace with the new downloaded Commanders Graphic file.


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Hellfirejet
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RE: COMMANDERS ?

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Stage 6.

Double left click to open the Script file red arrow.

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RE: COMMANDERS ?

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Stage 7.

Delete the Commanders script file red arrow, and replace with the new downloaded Commanders script file. That is it, done your ready to play the game, I hope this guide was of help.

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Cataphract88
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RE: COMMANDERS ?

Post by Cataphract88 »

Thanks, Kirk, it's great what you're doing for this game.
Richard
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Hellfirejet
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RE: COMMANDERS ?

Post by Hellfirejet »

Cheers!

If you are interested, I will make available to you the huge mod I'm working on, it is very much playable as is, it still needs some more art for the new Home Guard units & some ship art. But apart from that its good to go, It requires a separate install altogether from the basic game, as it is not compatible because of all the new stuff, and unit name changes, IE : Dreadnoughts,Battlecruisers, Armoured Cruisers, Light Cruisers, Destroyers, and that's just the Naval side off the game.[:)]

I will attempt to guide you through the install process if it helps![;)]
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Cataphract88
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RE: COMMANDERS ?

Post by Cataphract88 »

Thanks for the offer, but I think I shall wait until your mod is done; because I get very little time to play games, and when I start one it tends to take me forever to get it finished. So I'm not much good as a play-tester! However, really looking forward to this. [:)]

By the way, will this mod (and your others) be fully compatible with the next patch?
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villev
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RE: COMMANDERS ?

Post by villev »

ORIGINAL: operating

ORIGINAL: kirk23

ORIGINAL: battlevonwar

Not sure, I have had Commanders with almost every nation so far, except Minors. Plus I rarely see much of an impact on the battlefield with them anyway..not sure what you get for them...sometimes they have negative impacts by their details?

After spending the last 3 hours fixing errors, that come with the games commanders script, I now know the main reason why, you don't see any impact off having a General attached! The truth is, most of the scripts associated with the different commanders, that come with the game, don't have their individual stats activated, meaning that the Attack / Defence factors, that should be boosted by having a General attached, are not calculated during combat, so in effect your right the commanders do diddly squat. That is the bad news, the good news is this has now been rectified, because I have went through each and every commander in turn, and activated their stats, so now they do assist the unit they are attached too.

Have seen where the nearby units of a commander show stat changes beyond their normal stats. You mean to tell me: All this time This was not actually true! I hope what you have discovered, is corrected in the upcoming 1.40 patch...

I'd be curious to know why do you think the factors are not calculated? They seem to be: (game_combat.lua, line 299 on)

Code: Select all

  -- Attack & Defense --
   ----------------------
 
   local aAttack = 0
   local aDefense = 0
   local dAttack = 0
   local dDefense = 0
 
   local aCommander = GetNearbyCommander(attacker)
   local dCommander = GetNearbyCommander(defender)
 
   local defenseType
 
   if attacker.prototype.lua.type == defenderPrototype.type and attacker.prototype.lua.class ~= "artillery" then
     aDefense = GetStat(attacker, "basedefense") + GetCommanderBonus(aCommander, "basedefense")
     dDefense = GetStat(defender, "basedefense", defenderPrototype) + GetCommanderBonus(dCommander, "basedefense")
     defenseType = "base"
   else
     aDefense = GetStat(attacker, "highdefense") + GetCommanderBonus(aCommander, "highdefense")
     dDefense = GetStat(defender, "highdefense", defenderPrototype) + GetCommanderBonus(dCommander, "highdefense")
     defenseType = "high"
   end

... it's similar for the rest of the stats.
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Hellfirejet
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RE: COMMANDERS ?

Post by Hellfirejet »

It is not the combat script that is the problem. The scripts for some of the actual Commanders in the game, have no stats allocated for Attack / Defence boost. I have went through all the commanders, and I have altered all the ones that, had zero ratings.
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Hellfirejet
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RE: COMMANDERS ?

Post by Hellfirejet »

REPOST:

I have spent a great many hours, adding more than 24 new commanders to use in game, all these are compatible with the newest 1.30 patch. I have removed many restrictions, stopping the attachment of Commanders, making them all much more accessible.

Any feedback would be very welcome cheers![;)]

http://www.gamefront.com/files/23790299 ... +Files.zip
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operating
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RE: COMMANDERS ?

Post by operating »

Recently in MP joined in a 1917 The Nevelle Offensive match. The commanders included from the start, I could only dream of getting in a 1914 match (to this date), plus the inclusion of America in the war and Russia still alive.

I'm more inclined now, more than ever, to start scenarios in MP later than 1914....
and one flew over the Cuckoos nest
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Hellfirejet
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RE: COMMANDERS ?

Post by Hellfirejet »

So your saying you like the easy access, to a lot more Commanders in game?[:)]
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operating
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RE: COMMANDERS ?

Post by operating »

ORIGINAL: kirk23

So your saying you like the easy access, to a lot more Commanders in game?[:)]

You have covered the issue about commanders quite well in your previous posts. I am hoping that some of those ideas get incorperated into the next patch.

As to the 1917 scenarios, it is more likely those commanders would be there, which is OK. These scenarios also are more advanced in tech development and units, which I find extremely hard to replicate to this point starting with a 1914 scenario in either MP or SP. Suprass had shown a late year SS of a match that boggles my mind as to how those players had acheived such advanced development (which proves it is possible a side(s) can be still alive, without out being totally broke in one fashion or another (lack of PP or forced to sell off labs) to still have a robust game. Again the 1917 scenarios, only have a limited # of turns in which to develop more commanders, which at this time seem unlikely to enter the game till sometime towards the end, which makes it almost a fruitless avenue to go down, and really unpracticable as to when they (commanders) were actually involved in the war.
and one flew over the Cuckoos nest
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operating
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RE: COMMANDERS ?

Post by operating »

This idea I would like to keep separate from the other post; There ought to be way to better display the commanders window, which I can't quite put my finger on how it should be done....

Like a deck of playing cards, facing up, you only can see that 1 card showing, yet I know there are 51 other cards there in some order, of which I do not know.
and one flew over the Cuckoos nest
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