RE: UPDATE ON NEW PATCH. (Full Version)

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kirk23 -> RE: UPDATE ON NEW PATCH. (12/24/2013 7:38:37 PM)

They can be disbanded if a player wants too now.




operating -> RE: UPDATE ON NEW PATCH. (12/24/2013 7:56:23 PM)


quote:

ORIGINAL: stockwellpete

What if you could move another unit into a city where the small garrison was - and that new unit takes "seniority" while it is there (i.e. it is shown on the map and it is used to calculate combat etc) - but when it moves out of the city again the small garrison reappears as it was before? So the older people the small garrison unit is representing are playing a secondary role while a regular army unit is present in their city. Is it possible to do something like that?


The above quote, seems to make the most sense to me as to how the small garrison should interact with other units.

Bob's post demonstrates a good reason why something should/could be done, exactly for the purpose that Kirk quotes in the first place; "that the small garrison will try to hold the position till help arrives", or something close to those words.

Also, I do have question, as to what happens to the small garrison should the city it is protecting get's captured?




kirk23 -> RE: UPDATE ON NEW PATCH. (12/24/2013 7:59:13 PM)

I don't know the reason why the Small Garrison was never used when the game was first released,but I do know I changed a number of there stats in the scripts,plus do all the new art for them,I have been playing a little with them now that they have movement capability, and all I will say at this early stage is that it could be interesting,if anyone else down loads the new scripts, I will be very interested in there findings.




kirk23 -> RE: UPDATE ON NEW PATCH. (12/25/2013 4:57:20 AM)

Happy XMAS everyone I hope Santa has been good to you ![:)]




suprass81 -> RE: UPDATE ON NEW PATCH. (12/25/2013 5:10:51 AM)

Marry Christmas!
If I will download new scripts small garrisons will have ability to move and to be disbanded?
I'm afraid that moveing small garrisons will cause a "mass migration" in Russia...




kirk23 -> RE: UPDATE ON NEW PATCH. (12/25/2013 5:42:44 AM)

I have restricted Small Garrison movement to 2 hexes only max,there is no mass migration from Russia!

I have been play testing since I gave the Small Garrison movement,and I must say the AI still positions them in City hexes,it certainly gives the game another dimension to consider when deciding your strategy,the biggest problem I see is that since they were designed as a FREE of any cost unit,you now have at your disposal a fully functioning land unit that cost you nothing, this can't be allowed in all fairness, I will have to change there stats and give them very small upkeep,manpower costs I think!

As a Xmas bonus I have just fixed the German Port Blockade message, it now pops up when Russia attacks the Baltic ore convoy,stating that its Russia blockading the German ports in the Baltic, and not Britain Blockading the North Sea.

Just overwrite your Lang file in the game directory,with this English Language file Merry Xmas everyone enjoy![;)]

I have removed this link,as I'm uploading an all new all inclusive link that addresses the most recent gamers issues,see latest post within this thread thank you.




Rodwonder -> RE: UPDATE ON NEW PATCH. (12/25/2013 11:05:05 AM)

Merry Christmas Kirk!
Your work has made my decision on getting this game... Thanks!




kirk23 -> RE: UPDATE ON NEW PATCH. (12/25/2013 1:14:54 PM)

Welcome aboard you have just arrived at an interesting stage in the game development I hope you will enjoy playing.[:)]




kirk23 -> RE: UPDATE ON NEW PATCH. (12/25/2013 5:21:01 PM)

Anyone been playing with the new settings and event message screen popups?




Radar8717 -> RE: UPDATE ON NEW PATCH. (12/25/2013 7:56:04 PM)

The 1.4 beta patch is a huge improvement and fun to play- would never play any of the previous patches again.

Couple of observations after playing the much improved 1914 scenario half a dozen times:
1)It's too easy to sea transport as many troops as desired- maybe some limits are needed.
2)Battleships are maybe too difficult to damage- I can place my two German BBs in the English Channel from Antwerp to Calais
and leave them there destroying British troop transports at will with little or no damage consequences.
I also use the 2 German BBs to provide shore bombardment from Antwerp to Calais- attacking with little Royal Navy interference.
3)There is no sound effects for small garrisons moving or in combat.
They are not a game breaker with or without movement capability, but provide an interesting addition.
If we're going to keep small garrisons in the game, they probably should have an upkeep and manpower cost.
4)Fighters are maybe too powerful in 1914 providing ground support- historically they were mostly recon.
Attacking the same ground unit with multiple fighters reduces this ground unit faster than an early artillery attack- WAD?
5)Getting a CTD each time a British transport unit disembarks into Italy after their war entry in mid 1915.

Looking forward to your 1914 mod early next year! Thanks for all your efforts to improve this good game.




IvanGrozni -> RE: UPDATE ON NEW PATCH. (12/26/2013 7:08:39 AM)

The beta doesn't work on my pc. When I try to start a new game it just keep on loading and without the rotating wheel on the screen(I just have a white empty box in that place).
I also can't reply to multiplayer moves - the same problem during loading. (sorry warspite).
Did anyone else had these problems ?

I know it's holiday season so I don't expect the official patch soon.
In the meantime, I found a great game called Faster Than Light which is quite fun (I've nevere played indie games before), so if you don'

And Merry Christmas to you all.




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 10:23:21 AM)

quote:

ORIGINAL: Radar8717

The 1.4 beta patch is a huge improvement and fun to play- would never play any of the previous patches again.

Couple of observations after playing the much improved 1914 scenario half a dozen times:
1)It's too easy to sea transport as many troops as desired- maybe some limits are needed.
2)Battleships are maybe too difficult to damage- I can place my two German BBs in the English Channel from Antwerp to Calais
and leave them there destroying British troop transports at will with little or no damage consequences.
I also use the 2 German BBs to provide shore bombardment from Antwerp to Calais- attacking with little Royal Navy interference.
3)There is no sound effects for small garrisons moving or in combat.
They are not a game breaker with or without movement capability, but provide an interesting addition.
If we're going to keep small garrisons in the game, they probably should have an upkeep and manpower cost.
4)Fighters are maybe too powerful in 1914 providing ground support- historically they were mostly recon.
Attacking the same ground unit with multiple fighters reduces this ground unit faster than an early artillery attack- WAD?
5)Getting a CTD each time a British transport unit disembarks into Italy after their war entry in mid 1915.

Looking forward to your 1914 mod early next year! Thanks for all your efforts to improve this good game.


Hi thanks for your observation regarding the 1.40 patch.






stockwellpete -> RE: UPDATE ON NEW PATCH. (12/26/2013 10:26:02 AM)

I have had a long session playing "single player" with the Grand Campaign 1914-18. The first thing to say is that it crashes on 25 November 1915 during the AI turn. I was saving the game every 4-5 turns so I went back and tried to play again but it crashed in exactly the same place - so I cannot continue.

First impressions

i) Schlieffen Plan is now impossible to achieve. Playing on easiest level I could only take Brussels before my attack was halted. There were just too many troops in the way. This is a big loss to the game as trying to pull off Schlieffen was very exciting.

ii) the Belgians seem to be able to produce units even after losing Brussels. They had 6 units when my game crashed. This is wrong historically.

iii) when the winter season starts my map does not go all snowy.

iv) I was getting lots of mis-clicks using the Repair and Upgrade buttons

v) The Focus Points facility in the Research panel was erratic. Sometimes I could still allocate focus points even when my total was zero; sometimes I lost 2 points when only allocating one focus to a technology.

vi) the Russians mobilise far too many units, far too quickly, and for far too long at the start of the game in my opinion. The Eastern Front then gets bogged down in trench warfare very quickly but my understanding is that it was much more mobile than the Western Front (apart from 1914 on the Western Front, of course).

vii) the German convoys from southern Africa are a puzzle. What are they meaning to represent exactly? Quite often two such convoys will come in close proximity but I don't think Germany had foreign trade of that value from German SW Africa (they had some from Morocco though). Also, Germany didn't have a big merchant navy so whose ships are they that are being sunk by the English? Did these ships still try to go up the English Channel after the war had started? I am not sure about any of this at all.

viii) The Turks became very powerful in my game, bottling up the English by Suez and then invading the Caucasus. They seemed a bit too strong for me, although the artillery and cruiser options are welcome.

ix) the naval warfare is getting better and the submarines are exciting to use now. The new small garrison unit is interesting but it prevents stronger units defending key towns at the moment.

x) overall the new patch will improve the game quite a bit although I still feel that we only have two-thirds of a game. It needs more historical events with choices to be made by the players, diplomatic elements, espionage (so you can get some idea how the morale/economy of the enemy is), colonial elements, and political elements should all be represented in due course. Battleships should be called "dreadnoughts" and the cheaper infantry units should not be called "garrisons" (maybe divisions).




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 11:35:34 AM)

I have removed download link.




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 11:54:45 AM)

quote:

ORIGINAL: Ivan Grozny

The beta doesn't work on my pc. When I try to start a new game it just keep on loading and without the rotating wheel on the screen(I just have a white empty box in that place).


There are no rotating wheels with the beta or videos!

The reason you maybe having problems playing the beta,might be down to a previous save game issue,if you have any games saved from 1.30 version of the game,try deleting these then run the 1.40 beta patch.




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 1:15:02 PM)

I'm uploading a new all inclusive link at the present time.

I have been listening to your game issues,and I have been busy addressing them. I'm play testing with increased Rail & Transport upgrade cost's along with a number of other minor tweaks to game play, I will make a comprehensive link available pretty soon,that will hopefully fix, a lot of the issues previous post's have been highlighting.[;)]




stockwellpete -> RE: UPDATE ON NEW PATCH. (12/26/2013 2:06:00 PM)

quote:

kirk23, vii) The German convoys from southern Africa are a puzzle. = The German merchant fleet was the second largest in this time period,they traded far and wide.


Yes, I stand corrected there, Kirk. I didn't actually realise that the various merchant marines comprised of ships that were privately owned. I have got these figures for June 1914 now . . .

British Empire: United Kingdom, Dominions and Colonies
12,440,000 tons net
47.9 % of world total

Germany
3,096,000
11.9

United States*
1,195,000
4.6

Norway
1,153,000
4.4

France
1,098,000
4.2

Japan
1,048,000
4.0

Netherlands
910,000
3.5

Italy
871,000
3.4

Other Countries
4,179,000
16.1

http://www.naval-history.net/WW1Book-MN1a-Merchant_Navy_in_WW1_Hurd.htm


The thing I have realised now though is that Britain didn't really use convoys systematically until late on in the war (from May 1917 across the Atlantic)

http://en.wikipedia.org/wiki/Convoys_in_World_War_I


The Germans had resumed unrestricted submarine warfare announced in February 1917 (they had done this in 1915 too) . . .

http://en.wikipedia.org/wiki/U-boat_Campaign_(World_War_I)







stockwellpete -> RE: UPDATE ON NEW PATCH. (12/26/2013 2:15:12 PM)

quote:

kirk23, The Russians mobilise far too many units, I will look at reducing there available strength at game start.


I think this is quite difficult to model because the Russians got off to a quick start and surprised the Germans in E. Prussia - but then the Germans appointed new commanders (Hindenburg and Ludendorf) and instead of evacuating eastern Prussia they fought it out and defeated the Russians at Tannenberg and Masurian Lakes. Despite these defeats though, the Russians were more successful against the Austrians. In the game however, it seems to be the other way round a bit - so perhaps the main Russian thrust should be against Austria rather than against the Germans? The other thing is that the Russians ran out of ammunition for their infantry in December 1914 and a lot of the were just fighting with bayonets - so perhaps the new recruits at this time should really have serious penalties when they are first mobilised in the game (and maybe their situation could improve a bit as 1915 progresses?)




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 2:29:33 PM)

Yes the AI needs to be tweaked a little,it should indeed consentrate more fighting the Austrians




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 2:31:23 PM)

I have removed the comprehensive download link.




stockwellpete -> RE: UPDATE ON NEW PATCH. (12/26/2013 2:53:43 PM)

kirk, have you checked those plucky little Belgians? I ended up fighting six of their units in late 1915 even though Brussels had fallen a year earlier.




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 3:02:41 PM)

Yip the plucky Belgians have been restricted,plus Britain now only has 2 Transports available to move her land forces.I always thought that 4 Transports were too much.With this change not only does it stop Britain assisting France quite as much,but it slows her expansion in Egypt.By the way I also weakened Turkey since you said Turkey was too strong.




Haplo_Patryn -> RE: UPDATE ON NEW PATCH. (12/26/2013 4:04:21 PM)

Great patch. One problem I've detected playing with Central Powers is that the German merchant ships from Africa are not being attacked or destroyed by the allied navy, even when they're crossing the English channel.

Russia have a lot of troops and figthers very soon (beginning of 1915) while Germany have a lot of problems to conduct offensive actions and is bogged down very soon in a trenchwarfare.

Your link for the fixes is not working for me (not Int. Explorer neither using Google Chrome).




stockwellpete -> RE: UPDATE ON NEW PATCH. (12/26/2013 4:09:09 PM)


quote:

ORIGINAL: kirk23

Yip the plucky Belgians have been restricted,plus Britain now only has 2 Transports available to move her land forces.I always thought that 4 Transports were too much.With this change not only does it stop Britain assisting France quite as much,but it slows her expansion in Egypt.By the way I also weakened Turkey since you said Turkey was too strong.


Yes, I was playing at the easiest level and both the Western and Eastern Fronts were fairly well deadlocked, but Turkey had locked the British up in Sinai and were starting to make inroads against Russia in the Caucasus. I was able to build 2x artillery units, an extra cruiser unit, increase the shell production to 8 each turn and build 3 extra research labs by the time the game crashed in November 1915. So really they were the most dynamic power at that point in the game. I am wondering whether there should be upper limits for some types of unit for some of the countries? So, for example, maybe Turkey should not be able to build more than two artillery or cruiser units at any one time? And maybe there should be variable upper limits on cavalry, fighters and bombers etc for each of the powers? Or maybe this could be introduced later as a "historical parameters" option that you could tick a box for at the start of a game?




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 5:27:09 PM)


quote:

ORIGINAL: Haplo_Patryn

Your link for the fixes is not working for me (not Int. Explorer neither using Google Chrome).


Google Chrome have you tried right click save as option?




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 5:30:00 PM)


quote:

ORIGINAL: stockwellpete

I am wondering whether there should be upper limits for some types of unit for some of the countries? So, for example, maybe Turkey should not be able to build more than two artillery or cruiser units at any one time? And maybe there should be variable upper limits on cavalry, fighters and bombers etc for each of the powers? Or maybe this could be introduced later as a "historical parameters" option that you could tick a box for at the start of a game?



I like the idea of upper limits for some unit builds.




Haplo_Patryn -> RE: UPDATE ON NEW PATCH. (12/26/2013 5:54:30 PM)

Yep, not working. Missing file, the file has not been found, etc.




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 6:05:11 PM)

I have removed comprehensive download link.




kirk23 -> RE: UPDATE ON NEW PATCH. (12/26/2013 8:06:33 PM)

What do you all think of the changes made to Submarines in game?




Hotschi -> RE: UPDATE ON NEW PATCH. (12/26/2013 8:16:21 PM)

Hello everyone, am the newbie around, got this game yesterday.

First of all, I am a bit confused about installing the latest patch - do I need to install the Beta 1.40 patch and this new fix, or just this fix?




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