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RE: COMMANDERS ?

 
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RE: COMMANDERS ? - 10/23/2013 3:52:21 PM   
villev

 

Posts: 16
Joined: 7/4/2012
Status: offline

quote:

ORIGINAL: operating


quote:

ORIGINAL: kirk23


quote:

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)

  -- 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.

(in reply to operating)
Post #: 91
RE: COMMANDERS ? - 10/23/2013 4:09:13 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
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.

_____________________________

Make it so!

(in reply to villev)
Post #: 92
RE: COMMANDERS ? - 10/25/2013 3:23:05 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
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/New+Updated+%26+Expanded+Commander+Data+Files.zip

_____________________________

Make it so!

(in reply to kirk23)
Post #: 93
RE: COMMANDERS ? - 10/31/2013 5:51:19 PM   
operating


Posts: 3158
Joined: 1/19/2013
Status: offline
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....

(in reply to kirk23)
Post #: 94
RE: COMMANDERS ? - 11/1/2013 4:01:48 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
So your saying you like the easy access, to a lot more Commanders in game?

_____________________________

Make it so!

(in reply to operating)
Post #: 95
RE: COMMANDERS ? - 11/1/2013 6:43:59 PM   
operating


Posts: 3158
Joined: 1/19/2013
Status: offline

quote:

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.

(in reply to kirk23)
Post #: 96
RE: COMMANDERS ? - 11/1/2013 6:55:40 PM   
operating


Posts: 3158
Joined: 1/19/2013
Status: offline
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.

(in reply to operating)
Post #: 97
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