RE: Is this really working as designed?? (Full Version)

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battlevonwar -> RE: Is this really working as designed?? (8/24/2013 6:44:52 AM)

Kirk has it correct. If you know how many % points to take off the Russian Morale for 1916 Feb. Surrender Date, game over. It's a little bit sad as it ties the Romanian/Portugal entry as well out of the game(they go red in the diplomacy category) PLUS!!! Unless the CP really doesn't know how to play, she cannot lose as stated by other players.

I offer a challenge to anyone to beat me as CP with the rules as are, it's impossible. CP is Unbeatable! Fix?




operating -> RE: Is this really working as designed?? (8/24/2013 8:03:35 AM)


quote:

ORIGINAL: kirk23

Since the biggest problem with the game at the moment, appears to be that Countries are surrendering far to early & easily,the way I see it the solution to the problem, is pretty straight forward to fix, I have taken a look at the game files, and all Nations as far as I can see, are set to surrender when the country morale reaches 30%, so I have changed that too 10% so that now they won't even think about surrendering until their country has a -90% Morale drop!

Also while reading the comments in this thread, the biggest problem for gamers is the fact that its Russia that is surrendering in 1916,so again I have explored the data files, and the fault lies in the fact that the Russians, get crippled morale wise, if their morale is at 80% in February 1916 ("FebruaryRevolution") they take a massive -30 morale hit, and it gets worse if their morale is 40% in October 1916 ("OctoberRevolution") then they take a massive -35 morale hit, no wonder Russia surrenders, game designers these penalties are far to severe please fix as soon as possible, by means of a hot fix !!

See below for proof! ( Info comes from GAME EVENTS FOLDER )


-- Februari revolution
function FebruaryRevolution()
if GetEvent("FebruaryRevolution") == 0 and GetEvent("OctoberRevolution") ~= 0 then
if game.date.year >= 1916 then
local russia = game:GetFactionById(4)
if russia.morale < 80 then
SetEvent("FebruaryRevolution", game.turn)
ChangeFactionMorale(russia, -30)
end
end
end
end


-- October revolution
function OctoberRevolution()
if GetEvent("OctoberRevolution") == 0 then
if game.date.year >= 1916 then
local russia = game:GetFactionById(4)
if russia.morale <= 40 then
SetEvent("OctoberRevolution", game.turn)
ChangeFactionMorale(russia, -35)
end
end
end
end


Are these facts the same for PBEM as well against the AI? For I just finished an 1917 an a 1916 Entente games, against the AI, can't say my side showed those windows. Russian morale stayed 90 to 100% the entire games. Could it be that if a player maintains a high morale, that those revolt events don't kick in?




kirk23 -> RE: Is this really working as designed?? (8/24/2013 10:09:55 AM)

How come the game has the Russian Revolution starting in February 1916 ? When it did not begin until February 1917 in history, in my eyes that's a full year before the historical event!



The Russian Revolution is the collective term for a series of revolutions in Russia in 1917, which dismantled the Tsarist autocracy and led to the creation of the Russian SFSR. The Emperor was forced to abdicate and the old regime was replaced by a provisional government during the first revolution of February 1917 (March in the Gregorian calendar; the older Julian calendar was in use in Russia at the time). In the second revolution, during October, the Provisional Government was removed and replaced with a Bolshevik (Communist) government.

The February Revolution (March 1917) was a revolution focused around Petrograd (now Saint Petersburg). In the chaos, members of the Imperial parliament or Duma assumed control of the country, forming the Russian Provisional Government. The army leadership felt they did not have the means to suppress the revolution and Nicholas II, the last Emperor of Russia, abdicated. The Soviets (workers' councils), which were led by more radical socialist factions, initially permitted the Provisional Government to rule, but insisted on a prerogative to influence the government and control various militias. The February Revolution took place in the context of heavy military setbacks during the First World War (1914–18), which left much of the Russian army in a state of mutiny.

A period of dual power ensued, during which the Provisional Government held state power while the national network of Soviets, led by socialists, had the allegiance of the lower classes and the political left. During this chaotic period there were frequent mutinies, protests and many strikes. When the Provisional Government chose to continue fighting the war with Germany, the Bolsheviks and other socialist factions campaigned for stopping the conflict. The Bolsheviks turned workers militias under their control into the Red Guards (later the Red Army) over which they exerted substantial control.[1]

In the October Revolution (November in the Gregorian calendar), the Bolshevik party, led by Vladimir Lenin, and the workers' Soviets, overthrew the Provisional Government in Petrograd. The Bolsheviks appointed themselves as leaders of various government ministries and seized control of the countryside, establishing the Cheka to quash dissent. To end Russia’s participation in the First World War, the Bolshevik leaders signed the Treaty of Brest-Litovsk with Germany in March 1918.

Civil war erupted between the "Red" (Bolshevik) and "White" (anti-Bolshevik) factions, which was to continue for several years, with the Bolsheviks ultimately victorious. In this way, the Revolution paved the way for the creation of the Union of Soviet Socialist Republics (USSR) in 1922. While many notable historical events occurred in Moscow and Petrograd, there was also a visible movement in cities throughout the state, among national minorities throughout the empire and in the rural areas, where peasants took over and redistributed land.




warspite1 -> RE: Is this really working as designed?? (8/24/2013 10:34:22 AM)

To be fair, I'm not that interested in replicating actual events as this is just a strategic game based on WWI. Russian revolution could be earlier or later dependent upon various factors - and that is fine with me.

However, what I am interested in is the fact that this game is unplayable. In another game I am playing (as the Entente) my opponent stopped attacking the Russians after an initial foray into the Ukraine. So the Russians lost Warsaw and that is pretty much it.

What happened? January 1916 and Russia surrenders out of the blue. The CP wasn't even bothering to attack any more.....

LZ please, you need a quick fix to stop this happening - without it the game is completely broken.




suprass81 -> RE: Is this really working as designed?? (8/24/2013 2:56:54 PM)

Yes. I can confirm that. There is very easy to predict when you have to stop attacking Russia and Her will surrender. Mayby to split impact on NM at the start of the years- 1916- 15 or 20 NM and in 1917 another 15 NM loss. And remove BB to Petrograd to avoid quick destruction that can't be stooped by Russians.
P.S. Warspite do you remember your NM level at the end of 1915?




warspite1 -> RE: Is this really working as designed?? (8/24/2013 3:07:43 PM)


quote:

ORIGINAL: suprass81

Yes. I can confirm that. There is very easy to predict when you have to stop attacking Russia and Her will surrender. Mayby to split impact on NM at the start of the years- 1916- 15 or 20 NM and in 1917 another 15 NM loss. And remove BB to Petrograd to avoid quick destruction that can't be stooped by Russians.
P.S. Warspite do you remember your NM level at the end of 1915?
warspite1

I don't I'm afraid, but to be honest its not important in terms of finding a quick fix. Russia cannot be allowed to go into revolution because she loses a couple of cities and a fleet - that's just cobblers. The game we are in, the one I am playing with Raver, and the one with battlevonwar are the worst examples I have seen.

No sense and no fun. I repeat: at the time Russia surrendered
against bvw, they were holding a solid line in the west and had started to push back the Turks, against Raver, the Russians were actually on top and pushing the CP back, having taken a large portion of Germany!!! Against Suprass, the CP had stopped attacking.

I am really disappointed.... I don't expect perfection but this needs an immediate fix.





suprass81 -> RE: Is this really working as designed?? (8/24/2013 3:26:49 PM)

And what about US entry? What do you think... is that only I'm missing those troops on battlefields? Or only I can't trigger their entry?
I can't see a reason why they don't enter at begining of 1917... Every country envolved in history has it's own entry date and US no? Why?




warspite1 -> RE: Is this really working as designed?? (8/24/2013 3:44:41 PM)


quote:

ORIGINAL: suprass81

And what about US entry? What do you think... is that only I'm missing those troops on battlefields? Or only I can't trigger their entry?
I can't see a reason why they don't enter at begining of 1917... Every country envolved in history has it's own entry date and US no? Why?

warspite1

The US is only involved if the CP starts sinking merchant shipping (or maybe attacking neutral countries too). There is no need for them to do either - so the US do not enter the war...... I've seen it once in about 50+ games against a human player.




operating -> RE: Is this really working as designed?? (8/24/2013 5:17:08 PM)

CP can sink convoys till the message pops up "warning against sinking more convoys" by the Americans, it's their RED LINE, unlike todays' presidents' blustering.




battlevonwar -> RE: Is this really working as designed?? (8/26/2013 5:53:39 AM)

I noticed there is no real reason for the Germans to pursue a U-boat campaign either which would help lessen the over strength British Forces. U-boats should be brought down in cost 1, Bombers should be reduced in attack on ground units 2, Russian and USA entry should be randomized but these are things we've all been discussing for ages!

Without these fixes after 5-10 games the game is predictable. Russians cannot defend. USA never enters. The only way to win as the Entente is to go on an offensive in 1915 that wins the war if it's possible? I doubt it! It would require in an inept CP that leaves all it's important strategic points open...

Anyone can check the SCRIPTS! Russians surrender in 1916 every time if you beat down their Morale. EVERY SINGLE TIME




kirk23 -> RE: Is this really working as designed?? (8/26/2013 1:25:33 PM)

quote:

ORIGINAL: battlevonwar

I noticed there is no real reason for the Germans to pursue a U-boat campaign either which would help lessen the over strength British Forces. U-boats should be brought down in cost 1, Bombers should be reduced in attack on ground units 2, Russian and USA entry should be randomized but these are things we've all been discussing for ages!

Without these fixes after 5-10 games the game is predictable. Russians cannot defend. USA never enters. The only way to win as the Entente is to go on an offensive in 1915 that wins the war if it's possible? I doubt it! It would require in an inept CP that leaves all it's important strategic points open...

Anyone can check the SCRIPTS! Russians surrender in 1916 every time if you beat down their Morale. EVERY SINGLE TIME


SCRIPTS ARE EASILY EDITED !

1 = Uboats should be reduced in cost. ( Done )
2 = Bombers reduced ground attack. ( Done )
3 = Russia surrenders 1916 because of morale penalties. ( Done )Morale penalties reduced + events don't kick in until February 1917.

Please upload these fixes + many others so that gamers can test the game further.( Please backup your script file before replacing with this new script file )
http://www.gamefront.com/files/23645765/Commander+The+Great+War+Script+Edits.zip

Footnote : It might be beneficial if the game designers, responded to their customers requests for fixes, instead off planning future upgrades,Lord Zimoa last responded to this thread nearly three weeks ago, please fix the game now before your customers depart for pastures new never to return![:@]




suprass81 -> RE: Is this really working as designed?? (8/26/2013 2:26:39 PM)


quote:

ORIGINAL: kirk23

quote:

ORIGINAL: battlevonwar

I noticed there is no real reason for the Germans to pursue a U-boat campaign either which would help lessen the over strength British Forces. U-boats should be brought down in cost 1, Bombers should be reduced in attack on ground units 2, Russian and USA entry should be randomized but these are things we've all been discussing for ages!

Without these fixes after 5-10 games the game is predictable. Russians cannot defend. USA never enters. The only way to win as the Entente is to go on an offensive in 1915 that wins the war if it's possible? I doubt it! It would require in an inept CP that leaves all it's important strategic points open...

Anyone can check the SCRIPTS! Russians surrender in 1916 every time if you beat down their Morale. EVERY SINGLE TIME


SCRIPTS ARE EASILY EDITED !

1 = Uboats should be reduced in cost. ( Done )
2 = Bombers reduced ground attack. ( Done )
3 = Russia surrenders 1916 because of morale penalties. ( Done )Morale penalties reduced + events don't kick in until February 1917.

Please upload these fixes + many others so that gamers can test the game further.( Please backup your script file before replacing with this new script file )
http://www.gamefront.com/files/23645765/Commander+The+Great+War+Script+Edits.zip

Footnote : It might be beneficial if the game designers, responded to their customers requests for fixes, instead off planning future upgrades,Lord Zimoa last responded to this thread nearly three weeks ago, please fix the game now before your customers depart for pastures new never to return![:@]



I can't download this file. Some kind of error.
I've got question: Is there a way to keep oryginal version and changed one same time to play both version? Or do I have to switch script every time I want to change "version"




kirk23 -> RE: Is this really working as designed?? (8/26/2013 2:59:05 PM)

Hi the link is working I have just checked it, and has been downloaded at least 5 times in less than an hour.

What I do regarding installing the different scripts is this, I install a complete duplicate version of the game, in a new directory, mine is stored within a directory simply called GAME.

Their are changes on Land, Air & Sea. Below is a photo of naval engagements near the German coast, results obtained by these combats are historical and not fiction that the standard game coughs up!

1st combat near the Dutch coast, a German cruiser fleet engages a British cruisers fleet without loss to either side.

2nd combat German U boat fleet attacks a British cruiser fleet, inflicting 1 point of damage or 1 ship lost!

3rd combat German Battleship fleet attacks a British cruiser fleet, inflicting 3 points damaged or 3 cruisers sunk!

4th combat a German Battleship & Cruiser fleet, attack a British cruiser Fleet inflicting 4 points damage to the British cruiser fleet or 4 cruisers sunk, while the German cruiser fleet suffered 1 point damage or 1 cruiser sunk!

NB: In the stock bog standard version of the game, at least one of the above combats would have resulted in the complete destruction of a fleet, speaking from a purely naval minded gamer point of view, I see no point in building a new fleet, if its so fragile, that it can't survive even a single combat action, the costs involved would be better used elsewhere. But with my tweaks to the data scripts, no fleet will be destroyed by a single combat action, nope never will not happen not on my watch it won't.

[image]local://upfiles/36378/33B5A3293D81493D8B3CBC15EA7CB8B3.jpg[/image]




suprass81 -> RE: Is this really working as designed?? (8/26/2013 9:21:33 PM)


quote:

ORIGINAL: kirk23

Hi the link is working I have just checked it, and has been downloaded at least 5 times in less than an hour.

What I do regarding installing the different scripts is this, I install a complete duplicate version of the game, in a new directory, mine is stored within a directory simply called GAME.

Their are changes on Land, Air & Sea. Below is a photo of naval engagements near the German coast, results obtained by these combats are historical and not fiction that the standard game coughs up!

1st combat near the Dutch coast, a German cruiser fleet engages a British cruisers fleet without loss to either side.

2nd combat German U boat fleet attacks a British cruiser fleet, inflicting 1 point of damage or 1 ship lost!

3rd combat German Battleship fleet attacks a British cruiser fleet, inflicting 3 points damaged or 3 cruisers sunk!

4th combat a German Battleship & Cruiser fleet, attack a British cruiser Fleet inflicting 4 points damage to the British cruiser fleet or 4 cruisers sunk, while the German cruiser fleet suffered 1 point damage or 1 cruiser sunk!

NB: In the stock bog standard version of the game, at least one of the above combats would have resulted in the complete destruction of a fleet, speaking from a purely naval minded gamer point of view, I see no point in building a new fleet, if its so fragile, that it can't survive even a single combat action, the costs involved would be better used elsewhere. But with my tweaks to the data scripts, no fleet will be destroyed by a single combat action, nope never will not happen not on my watch it won't.

[image]local://upfiles/36378/33B5A3293D81493D8B3CBC15EA7CB8B3.jpg[/image]

This looks great




warspite1 -> RE: Is this really working as designed?? (8/26/2013 9:46:22 PM)

So what are the pressing issues that need fixing people?

I have six on my list:

1. Russian morale reduction is simply too harsh. Yes, this needs to be linked to losses of cities and men, but needs to take into account other factors e.g. how well the allies are doing.
2. THIS IS A GAME. If you have a situation where Russia exits the war - for goodness sake do NOT stop Romania and Portugal from entering. Give the Entente a reason to continue the game. This may be less of an issue if the Russians are given more sensible surrender conditions.
3. One British cruiser could not bottle up the Kiel canal. This comes back to a suggestion I made many many months ago. Enemy ships operating in coastal waters have to suffer wastage the longer they are there e.g. this depicts mines, torpedo boats, coastal guns etc. Certain areas should be extremely harsh in delivering pain to the enemy.
4. Please sort out supply. If France falls there is NO way back for the Entente.
5. USA was a feature of WWI - please bring that into this game.
6. Strategic bombing in WWI is RIDICULOUS!





suprass81 -> RE: Is this really working as designed?? (8/29/2013 8:45:05 AM)


quote:

ORIGINAL: warspite1

So what are the pressing issues that need fixing people?

I have six on my list:

1. Russian morale reduction is simply too harsh. Yes, this needs to be linked to losses of cities and men, but needs to take into account other factors e.g. how well the allies are doing.
2. THIS IS A GAME. If you have a situation where Russia exits the war - for goodness sake do NOT stop Romania and Portugal from entering. Give the Entente a reason to continue the game. This may be less of an issue if the Russians are given more sensible surrender conditions.
3. One British cruiser could not bottle up the Kiel canal. This comes back to a suggestion I made many many months ago. Enemy ships operating in coastal waters have to suffer wastage the longer they are there e.g. this depicts mines, torpedo boats, coastal guns etc. Certain areas should be extremely harsh in delivering pain to the enemy.
4. Please sort out supply. If France falls there is NO way back for the Entente.
5. USA was a feature of WWI - please bring that into this game.
6. Strategic bombing in WWI is RIDICULOUS!



I think your list is very good except 6th point. In my oppinion bomber ground attack should be downed. Or there should be an anti- air upgrades for arty, or fighters could be little more effective against bombers.
I would add a 7th point to your list- bring back to life armour trains (for now I can't see use for them) and make something to enable rail-art.
But this is only my point of view.




kirk23 -> RE: Is this really working as designed?? (8/29/2013 9:25:39 AM)

I would add a 7th point to your list- bring back to life armour trains (for now I can't see use for them) and make something to enable rail-art. But this is only my point of view.

What changes to Armoured Trains would make them more effective?




suprass81 -> RE: Is this really working as designed?? (8/29/2013 11:07:43 AM)


quote:

ORIGINAL: kirk23

I would add a 7th point to your list- bring back to life armour trains (for now I can't see use for them) and make something to enable rail-art. But this is only my point of view.

What changes to Armoured Trains would make them more effective?


For now they are usless in defence and attack ability is limited. Maybe some more shock and defence. I don't know what was their purpuse in real war... I'll check this.




suprass81 -> RE: Is this really working as designed?? (8/29/2013 12:11:14 PM)


quote:

ORIGINAL: suprass81


quote:

ORIGINAL: kirk23

I would add a 7th point to your list- bring back to life armour trains (for now I can't see use for them) and make something to enable rail-art. But this is only my point of view.

What changes to Armoured Trains would make them more effective?


For now they are usless in defence and attack ability is limited. Maybe some more shock and defence. I don't know what was their purpuse in real war... I'll check this.



Ok. Here is my proposition-
From what I know and heard from "uncle Internet" armour train should be a mobile support unit. Something like mobile nests of machineguns, field arty and some transport for infantry. It's offensive abilities are limited- railway usually doesn't lead to enemy's line. So- I think that armoured train should do minimum damage to enemy but should have high shock value- 3 for the strt. And to avoid destruction with two corpses- ability to withdraw with minimal losses after attacked- something like armoured cars ability. It should take no damage while attacking or only minimum losses. Then it could be a mobile support platform. What do you think about this?




kirk23 -> RE: Is this really working as designed?? (8/29/2013 7:23:23 PM)

Changes made to Armoured train include +3 shock updated and enhanced mod, this will be the final download for at least a couple off months.

VERY IMPORTANT !!

If you have downloaded this mod, could you please download this newer link created today, I have patched 2 or 3 errors, sorry for inconvenience.

http://www.gamefront.com/files/23659402/Commander+The+Great+War++Script+upgrade+all+forces.zip




operating -> RE: Is this really working as designed?? (9/4/2013 9:42:47 PM)

I might have posted this before; If Russia stays above 80% do the revolts and stuff (morale drop) like it happen?




kirk23 -> RE: Is this really working as designed?? (9/4/2013 10:40:36 PM)

It's been a while since I changed the Russian settings, but what happens now if I can remember is this, the morale drop still take effect at 80% etc, but it has been reduced from -35% too only - 15% plus instead of it happening in 1916, it now only comes into effect from February 1917.




operating -> RE: Is this really working as designed?? (9/5/2013 12:54:31 AM)


quote:

ORIGINAL: operating

I might have posted this before; If Russia stays above 80% do the revolts and stuff (morale drop) like it happen?


Kirk23

You came close to answering the above question, which might have an effect on how members manage their games. I get what you say if you are 80% or below and the timeline. The bigger question is how someone can avoid the penalty, thus keep Russia viable in the Entente camp.




kirk23 -> RE: Is this really working as designed?? (9/5/2013 12:31:35 PM)

Since National morale is based on production output, army size and game events. All my mods have a little more Production output per country which is good for morale, along with increased FreeUpkeep cost, which means you can have a bigger army, but it costs less to up keep that bigger army. The game events that help morale, are mainly protecting your own cities, while capturing your enemies, plus winning battles often helps while taking less casualties.




kirk23 -> RE: Is this really working as designed?? (9/7/2013 4:37:41 PM)

Can we have some feedback from the game designers please, what is happening with future patches etc?

Talking off future patches, is it possible to tweak the naval AI, so that instead of it having, the survival instincts of the dodo, it might think about returning to port, and repair any damage instead of what it does now, IE wait till it gets surrounded, and completely destroyed, the way I see it, its as thick as a brick.[&:]




warspite1 -> RE: Is this really working as designed?? (9/7/2013 8:06:24 PM)


quote:

ORIGINAL: kirk23

Can we have a some feedback from the game designers please, what is happening with future patches etc?

Talking off future patches, is it possible to tweak the naval AI, so that instead of it having, the survival instincts of the dodo, it might think about returning to port, and repair any damage instead of what it does now, IE wait till it gets surrounded, and completely destroyed, the way I see it, its as thick as a brick.[&:]
warspite1

Last response I got was about a month or so ago. No timescale for any updates - other than it won't be any time soon. I think they must be still working on getting this out on Mac.

So sadly it looks like the game will remain broken for some time yet [:(]




operating -> RE: Is this really working as designed?? (9/7/2013 8:42:49 PM)

Jethro Tull was one of my favorites! He did a great show, when he was hot, he was hot! There has been a lot of interest in this game as of late, (kirk, Warspite, Suprass, I give you alot of the credit), otherwords, it has been hot, it is a time for the developers to be responding with credible answers to what is being asked. I, for one, would like to hear what is "in the works", before this game goes cold from neglect, the members of this forum deserve better.




operating -> RE: Is this really working as designed?? (9/7/2013 8:53:46 PM)


quote:

ORIGINAL: kirk23

Since National morale is based on production output, army size and game events. All my mods have a little more Production output per country which is good for morale, along with increased FreeUpkeep cost, which means you can have a bigger army, but it costs less to up keep that bigger army. The game events that help morale, are mainly protecting your own cities, while capturing your enemies, plus winning battles often helps while taking less casualties.


Played a "privileged" CP 1914 yesterday till this morning, it was certainly more challenging than "balanced". The question I have for you; Is your increase in PPs in line with what the AI get's with "privileged" in the stock game?




kirk23 -> RE: Is this really working as designed?? (9/7/2013 9:10:33 PM)

Sorry I can't answer that, I don't know what the AI boosts PPs allowance, all I know is I increased the PP production, to cover having more units in play from the beginning of the game.




kirk23 -> RE: Is this really working as designed?? (9/7/2013 9:54:52 PM)

I have posted a message over on the Slitherine forum, suggesting that someone should respond to disgruntled customers over here, maybe we will get some answers, but don't hold your breath.[:@]




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