Search found 1259 matches

by Robotron
Wed Feb 10, 2016 12:33 am
Forum: Commander - The Great War: Tech Support
Topic: How to upgrade units on iPad?
Replies: 4
Views: 2336

Re: How to upgrade units on iPad?

I find it mildly disturbing that moderators "don't have full access to everything" as simple manuals.
by Robotron
Mon Feb 01, 2016 11:42 pm
Forum: Commander - The Great War
Topic: Update news on CTGW patch and more
Replies: 10
Views: 3912

Re: Update news on CTGW patch and more

Another thing concerning future updates: up to now all the updates were released as executables which is probably fine for the majority of the players but is a headache for people who have spent months modding all the different scripts. As there is no way of telling beforehand which scripts will be ...
by Robotron
Sun Jan 24, 2016 6:42 pm
Forum: Commander The Great War AAR's
Topic: Air Support
Replies: 8
Views: 3767

Re: Air Support

If you people are not pleased by the current units combat value, why not just mod the units.lua file? It's easily done using any text editor tool. You can experiment with any stat until you are satisfied. Just look for the "fighter" entry in units.lua which looks like this { id = 13, name = "fighter...
by Robotron
Wed Jan 20, 2016 6:04 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: how to add commanders correctly?
Replies: 2
Views: 1053

Re: how to add commanders correctly?

Open "english.txt" (found in folder "Lang") and add your commanders id-numbers and names at the end of the list of commanders found there. example commander_47 = RICKENBACKER commander_48 = RODMAN commander_49 = VON FERNBURGG commander_50 = LAWRENCE OF ARABIA commander_51 = VON MOLTKE commander_52 =...
by Robotron
Tue Jan 05, 2016 12:19 am
Forum: Commander - The Great War
Topic: Feedback on the latest version
Replies: 21
Views: 5636

Re: Feedback on the latest version

That's all well and sound what you both propose for MP play, but consider, that the AI is harcoded and tuned for current unit strength values and things like "battle value" and whatnot and would have to be modified as well and to a much greater extent too. And since the AIs coder has left long ago a...
by Robotron
Fri Dec 04, 2015 1:14 pm
Forum: Commander - The Great War
Topic: national morale should have influence on production
Replies: 4
Views: 1923

Re: national morale should have influence on production

Well, there is that "war effort" thingy...that could be modded to react to low Morale, I guess....
by Robotron
Fri Dec 04, 2015 12:33 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: wounded enemy commanders respawning next turn
Replies: 3
Views: 1185

wounded enemy commanders respawning next turn

I don't recall whether this is a feature of the original game or a bug I created myself by messing with the scripts too much: There's a time penality for your own wounded commanders until they can be redeployed, yet the AI (Computer Opponent's) commanders always seem to reappear on the very next tur...
by Robotron
Fri Dec 04, 2015 12:19 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Neutral Belgium/UK/Turkey mod
Replies: 5
Views: 2750

Re: Neutral Belgium/UK/Turkey mod

Some comments regarding Turkey and the BBs: Sabrata's Mod features the low chance TurkBB Event which delays Turkey's war entry by several turns if the Battleships get delivered as promised. For my own mod I added an event where the Kaiser compensates Turkey by sending the Goeben/Breslau cruisers dir...
by Robotron
Fri Dec 04, 2015 12:04 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 1886

Re: Ways to permanentely remove commanders

I tested this with Hotzendorf(id#23), Straussenburg(id#24) and Joffre(id#0) being deployed from gameturn 1 (via AttachCommanderToUnit in 1914.lua), then set up three functions to remove Hotzendorf at the start of gameturn#2 and Straussenburg and Joffre at gameturn#3. All three were correctly removed...
by Robotron
Thu Dec 03, 2015 10:14 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 1886

Re: Ways to permanentely remove commanders

Finally two rather ugly workarounds, which seem to do the trick until something better is found. The first one replaces the "WoundCommander" function in game_commanders.lua to achieve a small (5% in this example) chance of a commander getting killed if his unit gets destroyed, else the commander get...
by Robotron
Wed Nov 11, 2015 3:08 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 1886

Re: Ways to permanentely remove commanders

I'm still clueless about how to use

Code: Select all

table.remove(faction.luaData.commanders, commander.id)
to remove a specific commander by using the WoundCommander function.
by Robotron
Tue Nov 03, 2015 1:18 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 1886

Re: Ways to permanentely remove commanders

I tried your proposal after having "Von Hotzendorf" (id #23) attached to a unit at the start of the game by modifying 1914.lua. Then I tried to remove him in gameturn 2 by setting up this event in events.lua function Hotz() local austria = game:GetFactionById(3) if game.turn == 2 then table.remove(a...
by Robotron
Mon Nov 02, 2015 10:37 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Adding Text Buttons?
Replies: 1
Views: 770

Re: Adding Text Buttons?

Please specify what exactly you are planning to do. :?:
by Robotron
Sun Nov 01, 2015 5:19 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: AIR UNITS' UPKEEP
Replies: 5
Views: 999

Re: AIR UNITS' UPKEEP

Sorry, but I can only mod the game not your opponent's behaviour. ;)

If you have a proposal how this tactic you mentioned could be prevented by modding the game, please elaborate.
by Robotron
Sun Nov 01, 2015 10:12 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: AIR UNITS' UPKEEP
Replies: 5
Views: 999

Re: AIR UNITS' UPKEEP

You can easily do it yourself: open units.lua (you find it in Commander The Great War/Data/) in any text editor, then look for e.g. "fighter". { id = 13, name = "fighter", type = "air", defenseType = "smallgarrison", chassis = "wings", class = "air", icon = "fighter", levels = { { hp = 100, mp = 7, ...
by Robotron
Fri Oct 30, 2015 10:10 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: "All this madness" - now is 0.99 version!
Replies: 162
Views: 25281

Re: "All this madness" - new 0.91 mod version available!

@MarechallJoffre: Can you post the ctw.log file or its contents after the crash? Its in the folder with the savegame folder C:\Documents and Settings\MyDocs\My Documents\My Games\Commander The Great War\ctw.log or just make a search for the ctw.log file on your drive to find it. Launch the game, hav...
by Robotron
Thu Oct 29, 2015 5:55 pm
Forum: Commander - The Great War
Topic: BULGARIA....?
Replies: 28
Views: 9754

Re: BULGARIA....?

It seems unrealistic to me. It should take into account many other aspects, particularly military size, technological advantages, and casualties. I'm not convinced. In the long run all these aspects boil down to one thing: namely WHO owns WHAT on the map, just what the game is calculating right now...
by Robotron
Thu Oct 29, 2015 5:36 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Unlock commanders by year, month, enemy etc.
Replies: 2
Views: 960

Re: How to unlock specific commanders by date

Add "war = X," under "conditions" in commanders.lua to unlock the commander when faction "X" (X being the faction's ID from 1914.lua) is at war with the commander's faction ("war = 1," for France, "war = 2," for Britain etc.) Clipboard02.jpg conditions = { kills = {45, "ground"}, casualties = {45, "...
by Robotron
Thu Oct 29, 2015 1:27 pm
Forum: Commander - The Great War
Topic: BULGARIA....?
Replies: 28
Views: 9754

Re: BULGARIA....?

Taking Paris and Warsaw and forcing Serbia to surrender fast enough might just be what it takes to deter Italy from joining the Entente (convoys en route not included in the calculation). Use of poison gas is important in so far as the moment you use it when playing CP, Italy might be pushed just fa...

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