Search found 31 matches
- Sat Nov 29, 2014 7:07 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Rescale PP-Income (Mod)
- Replies: 4
- Views: 2134
Re: Rescale PP-Income (Mod)
1. Always make a backup copy before changing game files. 2. The idea was to simply add the new function and make only small changes in existing code in file "game_resources.lua" as described in detail in my opening post. - Copy the code of function GetIncomeModifier(faction) and insert it e.g. at to...
- Fri Aug 22, 2014 9:33 pm
- Forum: Commander - The Great War
- Topic: My Experience: Was the Game Designer Serbian?
- Replies: 23
- Views: 7071
Re: My Experience: Was the Game Designer Serbian?
In 1914 Austria-Hungary threw most of their troops against the russian front since the Germans were busy at the Western Front ... There were not much ressources left to take out the Serbians in rough terrain. Russia mobilisized 3,500,000 troops and lost 1,500,000 in 1914. AH mobilisized 3,350,000 tr...
- Fri Aug 22, 2014 7:43 am
- Forum: Commander - The Great War
- Topic: My Experience: Was the Game Designer Serbian?
- Replies: 23
- Views: 7071
Re: My Experience: Was the Game Designer Serbian?
As for Serbia. I'm thinking perhaps that rather than tweak troop numbers, perhaps a simpler solution would be to remove the second capital mechanic for them. If Belgrade falls, currently they can still produce units and continue to fight. Imagine how much more tense it would be if Belgrade being ca...
- Sun Aug 17, 2014 6:12 pm
- Forum: Commander - The Great War
- Topic: Research & Lab Gains
- Replies: 3
- Views: 1615
Re: Research & Lab Gains
see http://www.slitherine.com/forum/viewtopic.php?f=218&t=51430 for additional information about research and some new code which allows to easily adjust Research-Speed and boost by additional labs via parameter. At the moment two additional labs give you ca. 20% research bonus which is only afforda...
- Sat Aug 16, 2014 5:38 pm
- Forum: Commander - The Great War
- Topic: Repairing Units drains ManPower
- Replies: 8
- Views: 2195
Re: Repairing Units drains ManPower
I'm not a LUA-expert but it seems that in LUA the index of a table / array starts with '1' (while in C and most other languages it starts with '0'). data.factions is a table/array defined in "factions.lua". Each faction has an attribute "id" and these ids start with value '0', e.g. France is the 1st...
- Wed Aug 13, 2014 11:48 pm
- Forum: Commander - The Great War
- Topic: Less Tech for some factions?
- Replies: 9
- Views: 2154
Re: Less Tech for some factions?
The starting techs are set in the scenario file by using the functions UnlockTechnology and ProgressTechnology, e.g. in scenario file 1914.lua : -- France ProgressTechnology(0, "industrial_warfare", 5) UnlockTechnology(0, "all_centerline_armament") ProgressTechnology(0, "torpedo_bulge", 4) ProgressT...
- Wed Aug 13, 2014 11:40 pm
- Forum: Commander - The Great War
- Topic: Can a Russia-first strategy work?
- Replies: 8
- Views: 2149
Re: Can a Russia-first strategy work?
A minimum of fighter and airships is necessary until anti-air-defense is researched. Airships are good to remove enemy fighter, bomber and artillery.
- Wed Aug 13, 2014 9:33 pm
- Forum: Commander - The Great War
- Topic: Can a Russia-first strategy work?
- Replies: 8
- Views: 2149
Re: Can a Russia-first strategy work?
Here is my CP starting strategy AH usually concentrates first on Serbia, taking Belgrade asap to remove the 9 PP from Serbia's Income. Serbian front has a length of around 10 hex. The player should try to take out Serbia with 3-5 Infantry, 5 Garrison, Artillery in the following turns. The front to R...
- Wed Aug 13, 2014 8:59 pm
- Forum: Commander - The Great War
- Topic: Analysis
- Replies: 6
- Views: 1677
Re: Analysis
Hi, you can improve your table by inserting "blanks", e.g. : A | B ------- 1 | 2 Mobilization depends on many parameters : population, duration of conflict (Russia left early), losses, necessary troops to effectively defend / attack, supply limit (how many troops can be effectively supplied in field...
- Wed Aug 13, 2014 2:10 pm
- Forum: Commander - The Great War
- Topic: Can a Russia-first strategy work?
- Replies: 8
- Views: 2149
Re: Can a Russia-first strategy work?
Russian capitals and Industry are located far to the east : Helsinki 5, Petrograd 9, Moscow 7, Tsaritsyn 5. Most other russian cities have only 1 production. So it will be impossible to quickly lower Russian production. Brussel 7 is sure to fall to CP and Paris 14 is also close to the forming wester...
- Wed Aug 13, 2014 1:48 pm
- Forum: Commander - The Great War
- Topic: Repairing Units drains ManPower
- Replies: 8
- Views: 2195
Re: Repairing Units drains ManPower
Gaining additional ManPower from building and disbanding units is exploiting a well known bug which should have been fixed for a long time ... It looks like a simple copy and paste bug where the developer just forgot to change the unit.prototype.costPP to unit.prototype.costMP in those 3 lines where...
- Mon Aug 11, 2014 11:01 pm
- Forum: Commander - The Great War
- Topic: Analysis
- Replies: 6
- Views: 1677
Analysis
(Note : most values and information taken from various Wikipedia articles) 1. Geographical map scale : ca 50 km distance between tiles (Front Length = ca. 25 km) 2. Economy, ManPower, Military Unit Scale : a) Serbia Serbia ca. 4.5 - 5 million people. Belgrad = ca. 100.000 people Skopje = ca. 40.000 ...
- Sat Aug 09, 2014 4:16 pm
- Forum: Commander - The Great War
- Topic: Unit Level
- Replies: 1
- Views: 808
Re: Unit Level
Unit Level depends on researched tech and Unit upgrades. "Industrial Warfare" is the first tech Austria should focus research on. "Industrial Warfare" will then be available in less than 10 turns. Upgrading a unit for 2 PP makes it Level II. Late game Infantry has Level XIII while Garrison has Level...
- Sat Aug 09, 2014 12:24 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Increase Manpower per turn
- Replies: 3
- Views: 1863
Re: Increase Manpower per turn
Adding ManPower is no problem but adding a UI-feature which shows the rate at which MP increases will be more difficult. Define a new function : function DoMPIncome(faction) local growthrate = 2 -- 0.002 -- Growthrate 5% of MPmax per year => ca 0.2 % per turn (when ca 25 turns = 1 year) local MPInco...
- Fri Aug 08, 2014 5:18 pm
- Forum: Commander - The Great War
- Topic: Patch 1.5.2 update news
- Replies: 9
- Views: 3987
Re: Patch 1.5.2 update news
Will the patch work if there are modified (modded) files in the script-folder when the patch is applied?
- Fri Aug 08, 2014 5:05 pm
- Forum: Commander - The Great War
- Topic: Isnt the game decided too early?
- Replies: 3
- Views: 1188
Re: Isnt the game decided too early?
On STEAM there is a nice Community-Guide for CtGW with lots of pictures and details which might answer some of your questions.
- Fri Aug 08, 2014 10:02 am
- Forum: Commander - The Great War
- Topic: Isnt the game decided too early?
- Replies: 3
- Views: 1188
Re: Isnt the game decided too early?
Don't invest too much PP in labs when loosing the war due to open frontlines. Tech costs range between 100 and 800 points. (See the modding section of the forum for additional information.) From the LUA files you can calculate that (at the moment) the 1st lab in a tech category provides 9,05 Researc...
- Fri Aug 08, 2014 9:15 am
- Forum: Commander - The Great War
- Topic: Less Tech for some factions?
- Replies: 9
- Views: 2154
Re: Less Tech for some factions?
Austria-Hungary, Italy, Russia, Bulgaria, Romania, etc. would all be limited to Level I or II units ...
- Fri Aug 08, 2014 12:53 am
- Forum: Commander - The Great War
- Topic: Less Tech for some factions?
- Replies: 9
- Views: 2154
Less Tech for some factions?
Eastern Front = Western Front = stalemate Starting a campaign as Central Powers usually quickly leads to an identical stalemate at the western and eastern front due to high entrenchment values for units of all factions. Since all major factions in CtGW basically have the same technologies available ...
- Thu Aug 07, 2014 11:11 pm
- Forum: Commander - The Great War
- Topic: The true costs of ammunition
- Replies: 6
- Views: 3146
The true costs of ammunition
In CtGW Ammo is used by Artillery and other units to launch ranged attacks on enemy position to weaken the defender and reduce its defensive values. It allows to save ManPower (MP) due to less casualties from following ground attack against the defender and - more important - it allows (by proper pl...