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RE: COMMANDER THE GREAT WAR AND ITS FUTURE.

 
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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/22/2015 3:46:22 AM   
DanielHerr

 

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Kirk, could you please create some unit graphics for the supply truck and post them? I would like to use it in my mod.

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/22/2015 9:58:27 AM   
kirk23


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Hi, when I first started to mod the game, I tried to use the supply truck as a buildable unit as per production, but it does not work, the supply truck is an unused unit, because I have been told that, supply via the supply truck is already hard coded into the game and its use is abstracted, but if you think you can find a way to get it to work how you want it, I will be more than happy to create art for the supply truck.

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/22/2015 1:08:17 PM   
Cataphract88


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quote:

ORIGINAL: kirk23

I'm adding more special historical events here is the Battle of Coronel,for loosing this battle Britian National Morale drops 5%





A very good idea.

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/22/2015 1:26:21 PM   
kirk23


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Cheers! So far I have added Battle of Coronel, Battle of the Falklands, Sinking of the Lusitania, and the Easter Rising in Ireland, many more to come watch this space.

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/22/2015 1:27:40 PM   
operating


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quote:

ORIGINAL: kirk23

I'm adding more special historical events here is the Battle of Coronel,for loosing this battle Britian National Morale drops 5%




Kirk,

Just how is it supposed to work?

Bob

< Message edited by operating -- 4/22/2015 2:28:03 PM >

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/22/2015 1:47:07 PM   
kirk23


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Each event triggers as and when it did in history date wise, most but not all events have a small effect on National Morale, either plus or minus depending on event triggered. Any National Morale will be carefully balanced, so that no one Country will benefit. Any new event I add, will be added mostly to give the game a more World War One feel.

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/22/2015 10:42:07 PM   
DanielHerr

 

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I will most likely be using it to allow nations to transfer production points, not as part of the supply system, and yes I think I can get it to work.

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/23/2015 9:00:18 AM   
kirk23


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Hi Daniel I have created supply truck graphics that you can use in game, I have asked you to email me, so that I can send the art work to you.

< Message edited by kirk23 -- 4/23/2015 3:16:41 PM >


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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/23/2015 10:34:37 AM   
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quote:

ORIGINAL: operating

quote:

ORIGINAL: kirk23

I'm adding more special historical events here is the Battle of Coronel,for loosing this battle Britian National Morale drops 5%




Kirk,

Just how is it supposed to work?

Bob
warspite1

Kirk too needs to be to.


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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/23/2015 10:55:03 AM   
kirk23


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Cheers Robert, I did notice the error, it has already been changed.




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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 9:23:48 AM   
kirk23


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Battle of the Falklands British gain revenge on Germany after being defeated at the Battle of Coronel




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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 11:12:06 AM   
kirk23


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As I mentioned earlier, I have changed Persia so that she now joins the Entente in the war roundabout the same time as Turkey joins the Central Powers. Since the games release, their has been a constant problem with deploying warship to the Persian gulf, in an attempt to solve this issue, I have added the ancient Persian city of Bushehr + a new port, that the Entente forces can use,for warships.




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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 3:11:10 PM   
kirk23


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British cruiser in the Persian gulf bonus is ships efficiency does not drop in this area of the map now because of the Entente port at Bushehr




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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 3:13:50 PM   
kirk23


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Japan joins the war against Germany and Austria new event message. ( Please note Japan is not a new Nation you can play with in game this is just an historical event message )




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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 6:09:57 PM   
kirk23


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Turkish cruiser defends the Persian gulf




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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 6:33:18 PM   
euroaron

 

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i wonder if you insert this event somehow in the game! :)
http://en.wikipedia.org/wiki/Silvertown_explosion

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 6:45:55 PM   
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quote:

ORIGINAL: kirk23

Turkish cruiser defends the Persian gulf





I was wondering about that! Is the Turk cruiser there from the start of the scenario? It takes Entente 12 turns to produce a cruiser for the Persian Gulf, which, if done right would allow time to recruit and deploy an Entente ground unit(s) as well, to deploy there at the same time. At the very least it is plausible to do in the current 1.62 version. If successful in capturing Kuwait, that would open the door to moving further towards Bagdad (in the current version).

Matter-of-fact the way you are setting up Persia, the Entente could succeed without a cruiser at all, because of the common borders (full supply). My impression of the Mesopotamia Campaign was a problem with supply (half supply), which had a lot to do with the British army surrender at Kut.

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 8:02:35 PM   
AEWHistory

 

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quote:

ORIGINAL: operating

Kirk

The eyes on some these commanders look like they have been drinking rocket fuel, might want to tone down the eyes a bit...

Bob


What's wrong with drinking rocket fuel?

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 8:13:39 PM   
AEWHistory

 

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quote:

ORIGINAL: Meteor2

I just finished a game with the latest patch.
Enjoying the game much, but a few observation I would like to share.
Playing as CP, it seems (in this one game), that the Entente-AI is a little bit confused about strategic goals.
1. Even when German troops are deep in France and Russia, the AI decides, that invading Turkey (as Russia) and defending Serbia (as France)
is far more important and shifts troops to this locations. So Paris and Leningrad fell.
2. Portuguese troops are defending Italy. Strange...
3. Italian troops racing east to help Serbia, but unaware of an encirclement from the north. So 6 Italian armies lost in that swing.
And the Swiss border was not complete any more after German troops passed in the west. Swiss and France territory was unified then.
And (you know that already, I think) some event messages were not "correct" and programming left-overs were seen...

But: An interesting game. Please continue the good work.


I've played a LOT of SP and a little MP.

1. I wholeheartedly concur with this. There are times when Serbia looks like an armed camp and the soldiers probably couldn't find space to lay down because there are so many there. OTOH, the thinnest of thin lines may hold other, far more critical areas. The allies should try to help Serbia, but not at all costs.
2. I don't have a problem with this. When Portugal and other small power enter the war they'll be needed to plug holes, so it makes sense to send them wherever needed. IMHO, it makes sense to spread out a country like Portugal so all their assets aren't on one front and getting smashed to pieces. It allows them so cycle in and out of combat, fill gaps, etc.
3. Yea, the Italian army isn't very good at make decisions.... seems to me to be perfectly scripted! . But seriously, I agree that the Italians botch things badly. OTOH, I don't have a prob with the Italians sending troops to Serbia or elsewhere, so long as they are not critically needed in Venice and Tyrol.
4. I'm not sure I understand your point about Swiss and French territory.

I love this game and would like to see it built upon and made better. Moreover, I'd gladly buy another version. However, as you've noted there are some issues that require attention....

Aaron

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/24/2015 8:23:59 PM   
AEWHistory

 

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Fantastic post! I just wanted to add one key point: technically Persia was officially neutral. The problem comes with modeling this quasi-neutrality. In theory it was something like the Turks, Russians, and Brits fighting over Persia and the Persians trying to maintain their territorial integrity. The game cannot quite model this, BUT, there should be a reason for BOTH/EITHER side(s) to DoW Persia. This could provide the activation of the Persian and model it as closely as the game mechanics allow. I'd have to put more thought into this, but I thought it was worth mentioning.....


quote:

ORIGINAL: euroaron

i played the game with patch 1.6.2 with both sides, and found it too easy even on privileged level, the ai acts silly, and there are some issues risen about... (see below)

commanders: this totally should be revised. for example: germany has two aces - and the AHM has three? and both have two admirals... balance, balance.

air strategy: ai air force does not care of enemy planes listens to only ground forces. never attacks enemy air force within range. this is a big mistake! but at least ai the planes coordinate the strikes and do not divide their power...

sea strategy: ai fleets operates without any visible strategy, transport included. i mean, EA transports in lamanche are excorted, that is ok, but they are not supported, so EA ships by ai never attack CP ground forces even if they are in range - why? other EA transports, for example french and british garrisons and infantries shipping to albania to help the serbian army, are also escorted, but even if the escorting forces are bigger than the total AHM sea force and the clash is in the ionian sea (neutral zone), they do not strike back. in general EA sea forces let their shores undefended, do not create real and effective blockades, but france and britain send submarines in the baltic sea(! and ?) that russia supports only with the submarine, moreover they leave CP convoys sail away many times even if there is a EA cruiser in the hex next to it... ah, yeah, the CP convoys from norway are totally ignored by EA, that is the most beautiful. but CP sea forces are worse! the turkish fleet does not do anything, the AHM ditto, while the german ships cruise in the north sea and the la manche lonely(!), easy to sink them one by one. german submarines look to be ok but i do not get it why they go in the mediterranean...

ground strategy: this is the strongest edge of the game, very good job, except one thing! if the sea is controlled by the enemy, the ai ignores this fact: neither sends fleet to regain the control, nor keeps the units away of the shore. valuable units like artillery and fighter park on the beach waiting for the bombardment... annoying. ah yeah, i almost forgot it. russia do not care about AHM, if krakow, lemberg and przemysl have been taken and no more CP units are in sight in the south then russian forces do not move toward budapest or vienna to help the serbian brothers and knock AHM out of the war, but face to germany... not lol.

balance: the overall balance of the game is good, yet it can always be optimised. the biggest mistake is the deployment of the russian forces, where the corridor to ukraine is undefended: if the CP sends for example 4 cavalry and 2 garrisons there and keeps their support open (not a big deal), then the kiev and odessa line can be conquered in 1914, and russia collapse in the summer of 1915 - the ai is unable the manage the wide open front and this situation with the fast moving forces in the vast space. moreover, i would give even more ships to britain and little more to italy and france. other balancing issue is the sea transport points. why for AHM, germany, russia, turkey? did they have at all? there, there.

invasions: it is all about anzac. i do not say gallipoli must be performed, but there is the large undefended turkish shore, the huge anzac force, the ports of egypt, the british transport points, even some british ships (or are recommended to be added in this region) - and nothing happens. as a human player i do at least two invasions that can take turkish forces away of the other, more important fronts...

diplomacy: this is also good, but one power is missing: persia. this minor power "joined" EA in the same time as turkey and fact that this front was everything but really active it should be represented in the game. extra point that britain could send forces to persia through the persian gulf. the position of the ottoman empire was very bad after all, no doubt.

disbanding units: any PP or MP recovery of disbanding a unit should be banned. on account of the impotence of EP fleet germany can get a massive advantage if transforms the fleet to ground or air forces. turkey, russia, france and italy ditto, britain has no point to do this. usa, question mark. this kind of transformation is ridiculous.

unit stat: some of them have to be revised. i agree that playability has to be considered, but some units are really op - airship, bomber, sub, railgun and ships. they are easy to produce so some of them should be slowed down little bit (sub to 8, airship to 8, bomber to 8, fighter to 6). the strategy attack values have also to be rewritten with the regarding developments - this is important because the air and the sea forces can ruin the whole enemy economy in turns, like current wars? no way, man! an airship has to be expensive to produce and upkeep with attack values close to zero, but better movement and los 7, and done.

hunger: that should be somehow put in the game. the granaries were depleted in every war countries to 1916 and the hungry people's morale started to fall. the rationing event in the game concerns only to britain, though germany and AHM introduced their systems as well. i do not know almost anything about the russian, serbian and turkish conditions, but it is sure that they suffered too. of course there is some events in the game, like mutiny of the french army or the german fleet, but this can be thought on, i say.

i am not a noob, i made a mod about some of those above considered and pissed blood to win it with the CP (EA is a different story, they won the war after all), yet because of the poor performance of the ai in the air and the sea and the overall strategy, i am not happy.


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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 5:25:30 AM   
kirk23


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Yes these are the kind of shock historical events,that all add to the drama and feel of living througth the war while playing the game, I like this.




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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 6:19:51 AM   
kirk23


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quote:

ORIGINAL: AEWHistory


quote:

ORIGINAL: Meteor2

I just finished a game with the latest patch.
Enjoying the game much, but a few observation I would like to share.
Playing as CP, it seems (in this one game), that the Entente-AI is a little bit confused about strategic goals.
1. Even when German troops are deep in France and Russia, the AI decides, that invading Turkey (as Russia) and defending Serbia (as France)
is far more important and shifts troops to this locations. So Paris and Leningrad fell.
2. Portuguese troops are defending Italy. Strange...
3. Italian troops racing east to help Serbia, but unaware of an encirclement from the north. So 6 Italian armies lost in that swing.
And the Swiss border was not complete any more after German troops passed in the west. Swiss and France territory was unified then.
And (you know that already, I think) some event messages were not "correct" and programming left-overs were seen...

But: An interesting game. Please continue the good work.


I've played a LOT of SP and a little MP.

1. I wholeheartedly concur with this. There are times when Serbia looks like an armed camp and the soldiers probably couldn't find space to lay down because there are so many there. OTOH, the thinnest of thin lines may hold other, far more critical areas. The allies should try to help Serbia, but not at all costs.
2. I don't have a problem with this. When Portugal and other small power enter the war they'll be needed to plug holes, so it makes sense to send them wherever needed. IMHO, it makes sense to spread out a country like Portugal so all their assets aren't on one front and getting smashed to pieces. It allows them so cycle in and out of combat, fill gaps, etc.
3. Yea, the Italian army isn't very good at make decisions.... seems to me to be perfectly scripted! . But seriously, I agree that the Italians botch things badly. OTOH, I don't have a prob with the Italians sending troops to Serbia or elsewhere, so long as they are not critically needed in Venice and Tyrol.
4. I'm not sure I understand your point about Swiss and French territory.

I love this game and would like to see it built upon and made better. Moreover, I'd gladly buy another version. However, as you've noted there are some issues that require attention....

Aaron


Guys I read all your posts, and I do try to act on suggestion regarding problem area's in the game, the game has been out for roundabout 2 years now, and I have been involved officially for less than half that time, the game is not standing still it is evolving, I'm working hard in the background trying to advance the game and add new stuff, which entails a great many hours spent on the game, on a lighter note I might add my wife gives me a lot of grieve, telling me I care more about the game than I do her! between you and me I think she is right, but don't tell her eh!

< Message edited by kirk23 -- 4/25/2015 7:27:30 AM >


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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 8:07:07 AM   
kirk23


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quote:

ORIGINAL: euroaron

there were so called two important resources in ww1: coal, indeed, but practically none of the coal mines of the war countries were in danger, except some french ones occupied by the germans in 1914 that caused some cold days for the french people later on. the other one was the food. that was serious! serbian soldiers were starving in 1915, food was portioned in Germany from 1916, ersatz foods appeared everywhere, and even England struggled from the lack of food. nevertheless the food, well, its lack of course, ruined only the morale, but not the combat skills of the armies.
my view is that the future presence of any physical resource than PP and MP would not give too much for the game experience, but would make it more complicated.
what, ammo? c'mon. you can buy cheap ww1 ammo in the internet... they did produce a lot!


Indeed the lack of food played a huge part in the war for all sides, I'm looking at adding more Country specific events to highlight this issue, again these new events will have a small National Morale penalty attached.

PS: Regarding the mod info you emailed me to test, there are some very interesting points you raise, I mostly like the idea that convoys only supply PPs when they arrive at there destination, and not MP! I mean there are transports in the game,that should be used for any manpower related events. Increasing Britain's Manpower from the start, to take into account her commonwealth overseas, IE: Canada, Australia etc.Also I like the banning of returning PPs when units are disbanded,I'm like you if for whatever reason you decide to disband a unit, it should only return manpower for your Country. I also noted that you allocated building cost for Pre-Dreadnoughts & Armoured Cruisers, this is not needed, as you can't build these units in game, what you start with is all you get, if they get sunk they are gone forever.

< Message edited by kirk23 -- 4/25/2015 9:14:20 AM >


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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 1:28:35 PM   
euroaron

 

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thanks for the silverton event! good job, well done!

allow me to run around the mesopotamian front.
so there is persia, with an interesting status in the reality, but lets put playability in the highlight: it was a field of battles, so practically war country. the parties are the ottoman, the russian and the british forces, but none of them could send here serious troops, they used local tribesmen instead. this was really an omega front (the oil became strategic resource right after the war, but that is another story). how could this whole be modeled? kirk's solution is alright, but for me it seems merely a fiction and pointless (i beg your pardon!): i do not debate that there was some allied navy in the persian gulf, perhaps some ottoman as well, but there was no clash between them, there were no landing forces and no coastal bombardment - i did not search, i just remember so. the ottomans marched into persia and conquered sand and rocks, then the british sucked at the city of kut, but they received reinforcement and won. ah yes, there were british indian army units too. a true wargamer would piss into the pants from the pleasure, such colorful units!
so, in the game, how? i say, forget the extra cities, ports and ships. there are the ARAB infantry (garrison and cavalry only, infantry would be too strong) units and the SPAWN option! may the upkeep of these arab units set to ZERO! they cannot be bought, but LIKE CONVOYS they come to play time by time around the appropriate cities of mesopotamia and persia. so does the british indian force units, but they have upkeep cost, of course. lets put a persian infantry in the capital of persia and persian garrisons in her other cities, and here comes the challenge: do NOT allow them to move and collect money for persia, until (catch this out!): any CP units hits or cuts the supply of a persian unit! then persia joins real, moving and buying units, etc. meanwhile persia gives support to the EA.

if you can script this, greece is the next step. greece also had a special status and wobbled among both sides and neutrality. in 1915 serbian units retreated to greece territory and british forces also gathered there, but there were no serious battles in those lands, the CP armies did not cross the border, not important why. the people of greece disliked the presence of the EA troops and they supported the CP more, and in 1916 they fell in a real civil war in that only the EA interwent and decided the victor, so greece joined the war this way. i have no idea how this could be put in the game! :D no, that is not true, i do have something in my mind, but it cannot be translated the current state of the game. not even the persian way above. it is far more complicated. or not? :D

i do not want to rise too much topics, so let these two rolling on!

PS: i made a small mistake in that mod, as i banned only the level 1 bomber technology for russia, but left level 2 in progress, and 2 beats 1, and... for shame. :( about the cost of ships, i think i put them, because they were free to repair, no PP, i presume? sorry, i do not remember any more... but the repair process is also interesting, only 1 PP for a dreadnaught? okay...

< Message edited by euroaron -- 4/25/2015 3:28:07 PM >

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 1:42:28 PM   
operating


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quote:

allow me to run around the mesopotamian front.
so there is persia, with an interesting status in the reality, but lets put playability in the highlight: it was a field of battles, so practically war country. the parties are the ottoman, the russian and the british forces, but none of them could send here serious troops, they used local tribesmen instead. this was really an omega front (the oil became strategic resource right after the war, but that is another story). how could this whole be modeled? kirk's solution is alright, but for me it seems merely a fiction and pointless (i beg your pardon!): i do not debate that there was some allied navy in the persian gulf, perhaps some ottoman as well, but there was no clash between them, there were no landing forces and no coastal bombardment - i did not search, i just remember so. the ottomans marched into persia and conquered sand and rocks, then the british sucked at the city of kut, but they received reinforcement and won. ah yes, there were british indian army units too. a true wargamer would piss into the pants from the pleasure, such colorful units!
so, in the game, how? i say, forget the extra cities, ports and ships. there are the ARAB infantry (garrison and cavalry only, infantry would be too strong) units and the SPAWN option! may the upkeep of these arab units set to ZERO! they cannot be bought, but LIKE CONVOYS they come to play time by time around the appropriate cities of mesopotamia and persia. so does the british indian force units, but they have upkeep cost, of course. lets put a persian infantry in the capital of persia and persian garrisons in her other cities, and here comes the challenge: do NOT allow them to move and collect money for persia, until (catch this out!): any CP units hits or cuts the supply of a persian unit! then persia joins real, moving and buying units, etc. meanwhile persia gives support to the EA.


euroaron has some interesting ideas!

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RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 2:26:29 PM   
euroaron

 

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let me recommend you some more funky events!
- your country needs you! :)))
- the easter rising in dublin
- hms hampshire sank, death of lord kitchener
- death of franz josef
- execution of mata hari
- assassination attempt(s) against lenin
- the aster revolution in hungary, death of prime minister istvan tisza
- woodrow wilson's fourteen points

none of them has any war effect, but their colors!

(in reply to kirk23)
Post #: 86
RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 3:05:49 PM   
euroaron

 

Posts: 21
Joined: 3/31/2015
Status: offline
"In November 1914 German Admiral Tirpitz decided to have mines laid in the confluence of the Thames. Torpedoboats S115, S117, S118 and S119 sailed out, but the British units were already waiting for them: at first a submarine, later a cruiser and four destroyers appeared. German captain Thiele performed a suicide attack that destroyed the german ships. End of story... not! On 30 November a British fishing boat near the Dutch island of Texel took a chest out of the waves. It contained the Commercial Book. This book was used to decode all the messages of the German sea and land forces, consuls, diplomats and the colonial authorities. From mid-December 1914 the Admirality was informed daily about every step of the Kriegsmarine.
The Germans reacted pathetically slow. They changed the codes only in 1916, first on monthly, then daily base. But the coding system remained the same! So London was often informed about the message sooner than the addressee..."

big shame, that it cannot be put in the game...

< Message edited by euroaron -- 4/25/2015 4:52:51 PM >

(in reply to euroaron)
Post #: 87
RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 6:11:49 PM   
DanielHerr

 

Posts: 23
Joined: 2/7/2015
Status: offline
"I have been involved officially for less than half that time, the game is not standing still it is evolving, I'm working hard in the background trying to advance the game and add new stuff, which entails a great many hours spent on the game"

Do you get paid for that Kirk?

_____________________________

danielherr.github.io

(in reply to kirk23)
Post #: 88
RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 7:05:43 PM   
kirk23


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

quote:

ORIGINAL: DanielHerr

"I have been involved officially for less than half that time, the game is not standing still it is evolving, I'm working hard in the background trying to advance the game and add new stuff, which entails a great many hours spent on the game"

Do you get paid for that Kirk?


I just checked game was released Nov 2012 and I got asked to get involved officially Feb/March 2013 my goodness time does really fly when you are busy doing stuff, the simple answer to your question is yes, but I ain't going to be able to retire any time soon, but then again when I got involved with the game it was not for any offer of money, I got involved simply because the powers that be seen that I was an active modder off the game,pure and simple.

PS: Daniel did you receive the Supply Truck art I sent you?

_____________________________

Make it so!

(in reply to DanielHerr)
Post #: 89
RE: COMMANDER THE GREAT WAR AND ITS FUTURE. - 4/25/2015 7:33:18 PM   
DanielHerr

 

Posts: 23
Joined: 2/7/2015
Status: offline
Yup, I got the images and just finished modding its behavior :)

_____________________________

danielherr.github.io

(in reply to kirk23)
Post #: 90
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