Search found 117 matches

by DanielHerr
Sat May 07, 2016 7:05 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 7270

Re: Naval AI not repairing its ships!

In 1.6 the AI is easier because it does not disband its small garrisons which cost upkeep.
by DanielHerr
Thu Apr 28, 2016 9:39 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Manual control of Convoys?
Replies: 4
Views: 2976

Re: Manual control of Convoys?

I inserted two lines after "if check == "research"": ui.convoyPanel:Show() elseif check == "convoys" then Here is the corrected code: function PreEndTurn(check) function TransportWarning() if settings.transportWarning == 1 then ui.transportPanel:Show() return true end P...
by DanielHerr
Thu Apr 28, 2016 8:13 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Manual control of Convoys?
Replies: 4
Views: 2976

Re: Manual control of Convoys?

I think you can get this working in main_panel.lua by changing "PreEndTurn".
by DanielHerr
Fri Jan 29, 2016 10:12 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Gameplay Realism Mod
Replies: 54
Views: 21750

Re: Gameplay Realism Mod

The mod files are in the mod 1.6.4 folder, you can just copy them to the game data folder, but they aren't made for the current game version and might cause bugs. The mod is on hold again right now.
by DanielHerr
Thu Dec 03, 2015 11:43 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 3720

Re: Ways to permanentely remove commanders

So you are using table.remove, how much have you tested it? I am not sure, but I think it may cause the ids to be shifted so that when you reference a commander based on its position in the list by their id, you are actually referencing the wrong one.
by DanielHerr
Thu Dec 03, 2015 11:35 pm
Forum: Commander - The Great War
Topic: national morale should have influence on production
Replies: 4
Views: 3000

Re: national morale should have influence on production

Yes, it should have an impact, just not too much.
by DanielHerr
Thu Dec 03, 2015 9:48 pm
Forum: Commander - The Great War
Topic: national morale should have influence on production
Replies: 4
Views: 3000

Re: national morale should have influence on production

I don't think it should influence production much. But an offensive capabilities penalty would be nice.
by DanielHerr
Wed Dec 02, 2015 1:58 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Gameplay Realism Mod
Replies: 54
Views: 21750

Re: Gameplay Realism Mod

Working on compatibility with 1.6.6.
by DanielHerr
Sun Nov 29, 2015 8:08 pm
Forum: Commander - The Great War: Tech Support
Topic: Multiplayer Questions: Max Games and Mods
Replies: 1
Views: 1833

Multiplayer Questions: Max Games and Mods

Is there a maximum number of concurrent multiplayer games?

Can mods be used in multiplayer? If so, how? Do both players need to have the mod, or just the host? What if a player tries to join a mod game but doesn't have the mod?
by DanielHerr
Sun Nov 29, 2015 7:57 pm
Forum: Commander - The Great War: Tech Support
Topic: Unit unable to spot enemy in adjacent hex
Replies: 2
Views: 2538

Re: Unit unable to spot enemy in adjacent hex

I have had this happen also, but I can't remember the circumstances.
by DanielHerr
Tue Nov 17, 2015 12:43 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Gameplay Realism Mod
Replies: 54
Views: 21750

Re: Gameplay Realism Mod

Do you hate how the saves are mixed together for mods? I do, so I'm hiding regular saves from the save and load menus in the mod. This also means auto saves will be separated.
by DanielHerr
Sun Nov 08, 2015 12:05 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Poll: Mod Installation
Replies: 0
Views: 1153

Poll: Mod Installation

Mod Installation Poll.
by DanielHerr
Tue Nov 03, 2015 4:36 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 3720

Re: Ways to permanentely remove commanders

It worked when I tested it by putting it in the commander wounded function. But like I said I don't think it will work after the first time.
by DanielHerr
Mon Nov 02, 2015 11:51 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 3720

Re: Ways to permanentely remove commanders

Actually, I think that may only work the first time.
by DanielHerr
Mon Nov 02, 2015 11:09 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 3720

Re: Ways to permanentely remove commanders

You can use this after you have the faction and commander.

Code: Select all

table.remove(faction.luaData.commanders, commander.id)
by DanielHerr
Mon Nov 02, 2015 10:04 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Adding Text Buttons?
Replies: 1
Views: 1282

Adding Text Buttons?

Does anyone know how to mod new text buttons to the main interface? I keep getting a very helpful "unable to make cast" error.
by DanielHerr
Mon Nov 02, 2015 9:51 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Labs for minor countries
Replies: 2
Views: 1912

Re: Labs for minor countries

This will be in my mod at http://www.slitherine.com/forum/viewtopic.php?f=218&t=55355 Haven't tested much yet, but adding this to the end of the files should work: factions.lua: for a, nation in pairs(data.factions) do if nation.research.ground then nation.research = { ground = 1, artillery = 1,...
by DanielHerr
Sat Oct 31, 2015 6:30 pm
Forum: Commander - The Great War
Topic: Update news on CTGW patch and more
Replies: 10
Views: 5904

Re: Update news on CTGW patch and more

Future stable patches have their ai scripts visible, right?
by DanielHerr
Wed Oct 28, 2015 8:56 pm
Forum: Commander - The Great War
Topic: Update news on CTGW patch and more
Replies: 10
Views: 5904

Re: Update news on CTGW patch and more

Great news, but does this include the ability to change the map files? I would at least like to know how you do it, even if it isn't as simple as a map editor. The ability to change the map through Lua would also be nice. I'm thinking building and destroying railroads and canals.
by DanielHerr
Wed Oct 28, 2015 8:44 pm
Forum: Commander - The Great War
Topic: BULGARIA....?
Replies: 28
Views: 14582

Re: BULGARIA....?

It seems unrealistic to me. It should take into account many other aspects, particularly military size, technological advantages, and casualties.

Go to advanced search