Search found 117 matches
- 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.
- 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...
- 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".
- 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.
- 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.
- 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.
- 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.
- 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.
- 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?
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?
- 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.
- 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.
- 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.
- 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.
- 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.
- 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)
- 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.
- 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,...
- 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?
- 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.
- 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.