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RE: UPDATE ON NEW PATCH. - 12/22/2013 6:12:17 PM   
kirk23


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What do you guys think about Cruiser's now having limited bombardment capability ?

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RE: UPDATE ON NEW PATCH. - 12/22/2013 7:23:49 PM   
bob.

 

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Didn't have a big impact for me. The AI is so terrible at using its naval forces, it doesn't matter and I only harassed some Serbians along the coast with my cruiser. But I don't see why it would be a bad change so I'll just say I like it!

By the way, how's your mod coming along?

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Post #: 62
RE: UPDATE ON NEW PATCH. - 12/22/2013 7:34:38 PM   
kirk23


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The naval AI is in the pipeline,to be overhauled for the next patch,I'm working behind the scenes with the software wiz kid,on fixing a number of AI decision making & Tactical improvements watch this space.

As for my massive mod, it has been put to the side for the time being,I have been much too busy trying to get this patch out before xmas,but the mod will be ready to play early in the new year.

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Post #: 63
RE: UPDATE ON NEW PATCH. - 12/22/2013 10:59:26 PM   
Dorb


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Take your time, with all the other update/patches that were just released by Matrix, we should be good for awhile.

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Post #: 64
RE: UPDATE ON NEW PATCH. - 12/23/2013 1:11:24 AM   
catwhoorg


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I quite liked the cruiser bombardment. Gave them a use rather than sitting idle. Used more in the med than anywhere else.

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Post #: 65
RE: UPDATE ON NEW PATCH. - 12/23/2013 9:53:53 AM   
suprass81

 

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Do I can ocuppy cities with small garrisons with my stronger units. I can't disband them and can't switch with other units... Maybee there should be a possibility to disband them...

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Post #: 66
RE: UPDATE ON NEW PATCH. - 12/23/2013 11:22:22 AM   
bob.

 

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quote:

ORIGINAL: suprass81

Do I can ocuppy cities with small garrisons with my stronger units. I can't disband them and can't switch with other units... Maybee there should be a possibility to disband them...


Yeah, I also found that annoying. If this is a deliberate decision I would suggest to rethink it as I don't see any reason why it should be the case.

< Message edited by bob. -- 12/23/2013 12:42:06 PM >

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Post #: 67
RE: UPDATE ON NEW PATCH. - 12/23/2013 6:13:20 PM   
kirk23


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Small Garrison are a freebie in game,they cost nothing in Production Points,they cost nothing in manpower,they cost nothing in upkeep,you don't need to build them,they are already in situe protecting your behind the lines cities, they are stronger in defense than every other land unit apart from Infantry.They don't interfere with Capital city or port city deployments.They are designed as a static defense in what were previously undefended cities,that would have required the gamer to build new units to protect these undefended cities.If they cost you no Production points,manpower or upkeep in the first place, how can you expect to recoup something that cost you nothing by disbanding them.

< Message edited by kirk23 -- 12/23/2013 7:39:50 PM >


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Post #: 68
RE: UPDATE ON NEW PATCH. - 12/23/2013 6:13:36 PM   
warspite1


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quote:

ORIGINAL: bob.

quote:

ORIGINAL: suprass81

Do I can ocuppy cities with small garrisons with my stronger units. I can't disband them and can't switch with other units... Maybee there should be a possibility to disband them...


Yeah, I also found that annoying. If this is a deliberate decision I would suggest to rethink it as I don't see any reason why it should be the case.
warspite1

That's not clever is it?


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Post #: 69
RE: UPDATE ON NEW PATCH. - 12/23/2013 6:45:03 PM   
kirk23


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Well I think it is clever!

They were designed from scratch, to represent your Countries older population, who are to old for front line duties, think of them as Home Guard / Militia protecting there own City. That is why they have no movement, they are protecting there own City!!

< Message edited by kirk23 -- 12/23/2013 7:44:47 PM >


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Post #: 70
RE: UPDATE ON NEW PATCH. - 12/23/2013 8:05:09 PM   
warspite1


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quote:

ORIGINAL: kirk23

Well I think it is clever!

They were designed from scratch, to represent your Countries older population, who are to old for front line duties, think of them as Home Guard / Militia protecting there own City. That is why they have no movement, they are protecting there own City!!
warspite1

Easy tiger!

I know what they were designed for and they are a useful addition to the game. What is not clever is that when you want to desperately hold on to an important city (which you can do ordinarily by putting better quality units in and/or cycling units to ensure a full strength garrison is maintained) you can't. If I have read this right, you just sit there and wait for the unit (and the city) to be taken....

Sorry, but imo, that element is not very clever.


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Post #: 71
RE: UPDATE ON NEW PATCH. - 12/23/2013 8:18:03 PM   
warspite1


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quote:

ORIGINAL: warspite1


quote:

ORIGINAL: kirk23

Well I think it is clever!

They were designed from scratch, to represent your Countries older population, who are to old for front line duties, think of them as Home Guard / Militia protecting there own City. That is why they have no movement, they are protecting there own City!!
warspite1

Easy tiger!

I know what they were designed for and they are a useful addition to the game. What is not clever is that when you want to desperately hold on to an important city (which you can do ordinarily by putting better quality units in and/or cycling units to ensure a full strength garrison is maintained) you can't. If I have read this right, you just sit there and wait for the unit (and the city) to be taken....

Sorry, but imo, that element is not very clever.

warspite1

A fix could be this. These units cannot move or be disbanded BUT they can be "improved" by paying PP to upgrade them to a Garrison or Infantry unit - effectively representing reinforcing a key city when about to be attacked.


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Post #: 72
RE: UPDATE ON NEW PATCH. - 12/23/2013 8:53:11 PM   
suprass81

 

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Simply- disband option without any resources back... If there is no way to defend cities by other stronger units I would like there be no small garrisons...
The idea is good but only with disband option or some kind of upgrade like Warspite1 said...

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Post #: 73
RE: UPDATE ON NEW PATCH. - 12/23/2013 8:54:04 PM   
operating


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quote:

ORIGINAL: warspite1


quote:

ORIGINAL: warspite1


quote:

ORIGINAL: kirk23

Well I think it is clever!

They were designed from scratch, to represent your Countries older population, who are to old for front line duties, think of them as Home Guard / Militia protecting there own City. That is why they have no movement, they are protecting there own City!!
warspite1

Easy tiger!

I know what they were designed for and they are a useful addition to the game. What is not clever is that when you want to desperately hold on to an important city (which you can do ordinarily by putting better quality units in and/or cycling units to ensure a full strength garrison is maintained) you can't. If I have read this right, you just sit there and wait for the unit (and the city) to be taken....

Sorry, but imo, that element is not very clever.

warspite1

A fix could be this. These units cannot move or be disbanded BUT they can be "improved" by paying PP to upgrade them to a Garrison or Infantry unit - effectively representing reinforcing a key city when about to be attacked.



Feel as though small garrison is going to be a PITA, if it cannot step aside to let other units occupy city hex. Placing fighters or artillery there comes to mind. Been out of the loop for a while cause my PC died. Have not tried playing on this new PC yet with 1.40, but would small garrisons interfere with troop transports embarking/disembarking?

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Post #: 74
RE: UPDATE ON NEW PATCH. - 12/23/2013 8:58:27 PM   
bob.

 

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Kirk, I wasn't asking to disband them for a gain, just without any gain at all in order to make room for another unit. I understand that disbanding them for any kind of PP or MP gain would make no sense.
What I meant was that I see no reason why they should not be able to be disbanded in general, other than if there is a technical problem making them disbandable without any benefits.

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Post #: 75
RE: UPDATE ON NEW PATCH. - 12/23/2013 9:14:34 PM   
kirk23


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Small Garrison do not interfere with troop transports Embarking / Disembarking.

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Post #: 76
RE: UPDATE ON NEW PATCH. - 12/23/2013 9:20:07 PM   
kirk23


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Ok I give in, I will give them movement that way you can have full control over them,move them out of cities do what you like with them.

< Message edited by kirk23 -- 12/27/2013 1:31:10 PM >


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Post #: 77
RE: UPDATE ON NEW PATCH. - 12/23/2013 9:36:03 PM   
kirk23


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I'm sorry for wasting everyone's time, I stupidly thought I could help improve this game,not only have I wasted months of my life,I have neglected my wife in the process, by spending countless hours playing this thing.

< Message edited by kirk23 -- 12/27/2013 1:31:38 PM >


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RE: UPDATE ON NEW PATCH. - 12/23/2013 10:04:45 PM   
operating


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quote:

ORIGINAL: kirk23

I'm sorry for wasting everyone's time, I stupidly thought I could help improve this game,not only have I wasted months of my life,I have neglected my wife in the process, by spending countless hours playing this thing.I'm not about to waste any more time I'm out off here I've had enough!


Your ideas are "Absolutely creditable", weather the storm as to how small garrisons effect the game, (take a break), Stand pat with what has been accomplished to date, it has been nothing short of a good faith effort, that everyone in the world get's to enjoy. You should get some satisfaction in "that". For one----Thank you....

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Post #: 79
RE: UPDATE ON NEW PATCH. - 12/23/2013 10:17:37 PM   
Wolfe1759


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Firstly - Kirk thanks for all the work and the improvements in this patch. I've only been playing CTGW for a few weeks and I like the developments that have been made.

However - Small Garrisons, good idea but they might not be working quite right, this is a Beta after all. My preference, keep them immobile but make them disbandable, probably at no PP gain for the player. I don't know what balance or AI implications this would have so I'll leave that to more knowledgeable minds.

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Post #: 80
RE: UPDATE ON NEW PATCH. - 12/24/2013 1:03:43 AM   
warspite1


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quote:

ORIGINAL: kirk23

I'm sorry for wasting everyone's time, I stupidly thought I could help improve this game,not only have I wasted months of my life,I have neglected my wife in the process, by spending countless hours playing this thing.I'm not about to waste any more time I'm out off here I've had enough!
Warspite1

Kirk why are you reacting like that? You have had nothing but praise from me for your efforts to make this extremely good game even better. This change (or more accurately one element of the change) I feel won't work for the reason given.

We were asked for feedback on a beta and have given it. There's no need (and i hope you wont) take it personally.


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Post #: 81
RE: UPDATE ON NEW PATCH. - 12/24/2013 5:14:15 AM   
suprass81

 

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Kirk. You have done very good job with all of your concepts put in this mod. I like the idea of small garrisons. I like the as thay are but only one thing could be changed- some way to switch them with other units. If the front line will place near the city with small garrison it could be very important to place in this city an infantry or arty or something else.
other changes are good to me too for this time- I've only played couple of MP turns and for now It looks good. In all strategy games naval warfare isn't in my best side but I'm very happy of what I've seen in 1.40 (it will be the aspect of the game that will bring me defeats- I know it :) ). I'm moust interested in ground warfare so I will watch it carefull. It's a beta and you have to be ready for comments. Sooner or later I will find something that is not good for me- as it was in "oryginal version" but don't worry... this is how it works. In Poland we say- point of vieving depands on point of seeting. You can't make everyone happy.
If I have to be sincere- I like the ground warfare from previous version (I mean 1.30)- this one force me to think different. I don't know how it work after there will be a stalmate- I will tel after I'll see this aspect but for now- GOOD JOB! I like 95% of changes- I think it' good. You turn your (and other programmers) attention to forgoten armourd cars and trains- I like it much. Bombers should be less powerfull- good becoust they were used by my usually to attack arty. Only thing I'm afraid is arty- becouse it was only weapon that could brake the stalmate on the front lines- for now I don't say anything about this becouse I don't know how it will work against human opponent. I will let you know when I will know about this aspect of war.
P.S. We were talking about one small change- adding only a chance to disband small garrisns- is this so much that rouined your work- I don't think so. It's a small fish in the ocean of good changes.

Keep up the good work!


Best

Grzegorz

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Post #: 82
RE: UPDATE ON NEW PATCH. - 12/24/2013 7:26:30 AM   
DukeOfLight

 

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Dear Kirk,

I want to congratulate you about your work, i ve played this days with allies and CP and it was a blast.
Its much better than the previos version, due to naval warfare and ading the cruiser bombing capability and lowering the bombard cost for bs made this very important to the game aspect.
Also the fact that you can field more armies and the adjusment of the artilery units its making the game more strategic and the battles for tactic rather than using the brute force of frontal atacks.
This issue is a small one (small garrison) and by this no one is getting from you the honours of making this game very good, rplease notice that i am also a playing commander europe at war, and in this moment due to 1.40 i play only commander the great war.
Regarding your wife i am also married so i know what are you talking about, i am sure that you will find a way to make her understand about the other passion of yours (the first one is her), if she will not understand than you must dont worry because that means that she doesnt know you at all.
Happy holidays and all the best for 2014

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Post #: 83
RE: UPDATE ON NEW PATCH. - 12/24/2013 11:34:51 AM   
kirk23


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Thanks for the kind words folks, to be perfectly honest I'm totally drained, I have lost count on the hours I spent trying to help the game, and as for the Small Garrison unit, seeing posts about wanting them disbanded and then thinking about all the effort that went into creating them in the first place, well I felt like pulling my hair out in frustration. I still believe there is absolutely no need to move them from there stated purpose as a static City defense.I say again They have better defense than all other land units apart from Infantry,plus they can be repaired if damaged,they were designed to buy the player time, to place around the target city what forces he deems necessary,I never ever found the need to swap out these units from there City defense roll,because I could always train in additional defense units as required.

Also while I'm here I sent a fix to the software wiz kid this morning that fixes the Canadian Corps event issue, because now they arrive in Plymouth on turn 8 when the event triggers there arrival in Britain.

< Message edited by kirk23 -- 12/24/2013 12:38:27 PM >


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RE: UPDATE ON NEW PATCH. - 12/24/2013 11:47:53 AM   
stockwellpete

 

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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 really good thing about the small garrisons is that it will reduce the opportunities for single units to conquer 6 or 7 towns unopposed, thereby creating a long "wormhole", which then remains on the map when the invaded country surrenders.

I have played for a couple of hours with the new design. My first reaction is that it is very much harder to achieve breakthroughs but I will need to play it a bit more to be sure. I have a query about the German convoys coming up from the south Atlantic - at present they go through the English Channel, but I was wondering if they should go around the top of Scotland. I don't know anything about German trade routes in 1914 so I might be wrong.

Other things that might not be working quite right are . . . when it is winter my map is not going snowy as it should do, but if I save the game (say, in January) and then go back in again my map has then changed to snowy; the repair/upgrade buttons are a bit awkward and sometimes need multiple clicks (might be me though); and in research the Focus Points and the Focus button are behaving erratically.

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Post #: 85
RE: UPDATE ON NEW PATCH. - 12/24/2013 11:49:49 AM   
stockwellpete

 

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quote:

ORIGINAL: kirk23

Thanks for the kind words folks, to be perfectly honest I'm totally drained, I have lost count on the hours I spent trying to help the game, and as for the Small Garrison unit, seeing posts about wanting them disbanded and then thinking about all the effort that went into creating them in the first place, well I felt like pulling my hair out in frustration. I still believe there is absolutely no need to move them from there stated purpose as a static City defense.I say again They have better defense than all other land units apart from Infantry,plus they can be repaired if damaged,they were designed to buy the player time, to place around the target city what forces he deems necessary,I never ever found the need to swap out these units from there City defense roll,because I could always train in additional defense units as required.

Also while I'm here I sent a fix to the software wiz kid this morning that fixes the Canadian Corps event issue, because now they arrive in Plymouth on turn 8 when the event triggers there arrival in Britain.


Thanks for all your work, Kirk. Take some time off and have a few bevvies. We'll still be here whingeing in the New Year!

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Post #: 86
RE: UPDATE ON NEW PATCH. - 12/24/2013 1:12:04 PM   
catwhoorg


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quote:

ORIGINAL: warspite1

We were asked for feedback on a beta and have given it. There's no need (and i hope you wont) take it personally.



Kirk, this.

I'm seeing 1.4 as a great leap forward for the game. Comments here are about refining it a little further, and making a good thing even better.

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Post #: 87
RE: UPDATE ON NEW PATCH. - 12/24/2013 2:27:22 PM   
bob.

 

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As I said already, 1.4 is a huge improvement, there's no doubt about that! I would never want to go back to the old patches.

My main problem with the small garrisons is not that they are too weak as a fighting unit but that they can't be swapped with other units. To give you an example, although this time it is the AI that as this problem:


Kraljevo gets a lot easier to take than it should be simply because I can take my time battering the small garrison into submission - they can't get away! And since they can only repair 2 (or even 1? not sure) strength per turn, in a few turns I will take it and there is nothing they can do against it.

As I understand they they are not supposed to be moveable - and thus not swappable - my thought was that it might be best to allow a player to disband them. I actually also think that this makes a certain degree of sense - it might represent something like evacuating the city, preparing it for combat and putting some "real" army defenders inside.

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Post #: 88
RE: UPDATE ON NEW PATCH. - 12/24/2013 6:41:46 PM   
kirk23


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I have created a link that now gives the small garrison unit movement,the units now swap with all other land units,They can also be disbanded if a player wants too now. I have also included the fix for the Canadian Corps arrival in Britain message event.

ALWAYS REMEMBER TO MAKE A BACKUP COPY OF ANY FILES YOU CHANGE!

PLEASE OPEN YOUR DATA FILE WITHIN YOUR GAME DIRECTORY MENU AND OVERWRITE YOUR EXISTING SCRIPT FILE WITH THIS NEW ONE THANK YOU,ALSO COPY THE SMALL ENGLISH LANGUAGE FILE INTO THE LANG FILE WITHIN YOUR GAME DIRECTORY.



I have removed this link, please go to the most recent post's in this thread,as I'm uploading an all new all inclusive link that addresses a number off recent gamers issues thank you.

< Message edited by kirk23 -- 12/26/2013 2:42:57 PM >


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Post #: 89
RE: UPDATE ON NEW PATCH. - 12/24/2013 6:55:14 PM   
suprass81

 

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Hmmm. Movement for small garrisons isn't best resolution I think. You refresh old idea (if I'm correct this was in game but for some reasons developers didn't use them...) in a good way. I really like them as thay are- home guard, city guard or whatever you like to call them but they should stay in city with no posibbility to abandon it. Or when they will abandon the city they should be allmoust usless until thay arrive back to city... Or disbanding them for nothing in return- belive me- no one will disband them unnesesery- this is good FREE defence which I will disband only in "critical" situation.
Or maybee there is a problem to make them disbanded without returning resources...(becoue of the game engine).

(in reply to kirk23)
Post #: 90
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