Search found 1247 matches

by Robotron
Fri Oct 16, 2015 11:47 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Colonial units?
Replies: 3
Views: 1066

Re: Colonial units?

Probably the colonial tag in units.lua is just some leftover code from earlier versions of the game. All that matters now is whether a faction is tagged as colonial or not. I'd suggest having a look at deployment.lua and maybe inserting checks for unit.prototype and region, especially "region 5" to ...
by Robotron
Sat Oct 10, 2015 10:18 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 1855

Re: Ways to permanentely remove commanders

Do you recall any specific details about those "special circumstances" that led to permanent loss of commanders?
by Robotron
Sat Oct 10, 2015 7:12 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 1855

Re: Ways to permanentely remove commanders

The solution to this might be found in production_tab.lua -- Commanders for faction in playerAlliance.factions do if faction.luaData.commanders ~= nil then for id, commander in pairs(faction.luaData.commanders) do if commander.unlocked ~= 0 and commander.unit == nil then if queuePos >= self.scroll*6...
by Robotron
Sat Oct 10, 2015 1:25 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Ways to permanentely remove commanders
Replies: 14
Views: 1855

Ways to permanentely remove commanders

Right now commanders can only be "wounded" or captured which is the same thing, it only takes them longer to re-appear and only happens rarely, I believe, when their unit gets destroyed with no way to retreat. I find the idea interesting to include a very small chance to have them removed permanente...
by Robotron
Sat Oct 10, 2015 12:44 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: "All this madness" - now is 0.99 version!
Replies: 162
Views: 24974

Re: "All this madness" - 0.9 mod version download link up no

...but Britain's Manpower is always at 100% because of what she gets from all the Convoys, removing the Manpower bonus from convoys is a must have option. This is easy to fix via a small change in convoys.lua See here http://www.slitherine.com/forum/viewtopic.php?f=102&t=66563 I modified mine to le...
by Robotron
Tue Oct 06, 2015 3:13 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: "All this madness" - now is 0.99 version!
Replies: 162
Views: 24974

Re: So, work in progress.

@sabrata: I believe your mod is designed to be played in multiplayer mode only, right? To be honest, playing as Central Powers in Single Player mode I found the game entirely too easy even with small garrisons at 0 upkeep. Usually I can get Russia to surrender at around early 1916 as the russia-AI f...
by Robotron
Mon Oct 05, 2015 6:43 pm
Forum: Commander - The Great War
Topic: how do upgrades work?
Replies: 8
Views: 3734

Re: how do upgrades work?

Have a look at technology.lua...if there's a "level = true" mentioned in the technology, it will lead to an increase in the unit's level.
by Robotron
Sun Oct 04, 2015 9:57 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: CP attacks on Convoys
Replies: 3
Views: 727

Re: CP attacks on Convoys

Whoops, the correct line of code should of course read:

Code: Select all

if attacker.faction.alliance.id == 2 and attacker.prototype.name == "submarine" then
and should be copypasted into line 277 not 276....my bad... :oops:
by Robotron
Mon Sep 28, 2015 2:09 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: CP attacks on Convoys
Replies: 3
Views: 727

Re: CP attacks on Convoys

Seperating convoy lossed caused by surface raiders from losses caused by submarines should be easy to achieve. Here's how to do it yourself assuming you have a WINDOWS Version 1.6.4 installed. Go to this folder: "Slitherine\Commander the Great War\game\scripts\game" and open the file game_events.lua...
by Robotron
Thu Sep 10, 2015 1:41 pm
Forum: Commander - The Great War: Tech Support
Topic: Game crashes during AI naval phase in turn 33
Replies: 3
Views: 1752

Re: Game crashes during AI naval phase in turn 33

It worked! Thank you SO much johnnybravo for this hotfix, you deserve a medal! :D And great to see you are back here on the forum to help out personally, I almost wrote this otherwise brilliant game off due to that bug. I assume this fix should be applied by all players of CTGW? Cheers and thanks ag...
by Robotron
Sat Sep 05, 2015 6:53 pm
Forum: Commander - The Great War
Topic: Overlapping leaders
Replies: 1
Views: 1530

Re: Overlapping leaders

Myrddraal wrote:Where there are two generals in range of a unit, the closest general takes priority. Where two generals are equidistant, the priority is random.
Quoted from here:

viewtopic.php?f=102&t=39495
by Robotron
Sat Sep 05, 2015 5:32 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: "All this madness" - now is 0.99 version!
Replies: 162
Views: 24974

Re: So, work in progress.

@DanielHerr: flavour-wise the scrapping of a battleship might indicate a) a clear sign to the public that either the whole naval-arms race and years of burning taxes on it was a misconception in the first place or b) that the nation is on it's last legs ressources-wise and has to take drastic measur...
by Robotron
Sat Sep 05, 2015 5:18 pm
Forum: Commander - The Great War
Topic: CTGW expansion ?
Replies: 8
Views: 2697

Re: CTGW expansion ?

@Sabratha: Sorry, but I'm puzzled about what exactly you are trying to imply by your post. Whenever I had my game (PC Version) crash due to that naval AI- bug I mentioned in the Tech-Support-subforum, reloading the game from autosave and ending it the same way produced the exact same crash according...
by Robotron
Tue Sep 01, 2015 1:51 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: "All this madness" - now is 0.99 version!
Replies: 162
Views: 24974

Re: So, work in progress.

Hi, Sabratha, great to see another CTGW Fan getting down to modding this game, so rest assured I'd be glad to see the results of your efforts! I also planned to do some heavy modding myself but decided to put it on hold since there's still a nasty naval-phase AI crash in the 1.64 update that can lea...
by Robotron
Tue Sep 01, 2015 1:06 pm
Forum: Commander - The Great War
Topic: CTGW expansion ?
Replies: 8
Views: 2697

Re: CTGW expansion ?

@Rongor: thanks for expressing it so clearly, I'm in complete agreement. *edit* It would be nice to hear a clear statement from Slitherine whether any more patches/hotfixes are in the tubes or if we are left to modding the game ourselves. In the latter case I'd be glad to to hear how the ".ai" files...
by Robotron
Mon Aug 31, 2015 5:17 pm
Forum: Commander - The Great War
Topic: Gaining Aces by land units killing air units
Replies: 0
Views: 1216

Gaining Aces by land units killing air units

I find it questionable how one can gain Air Commanders ("Aces") by having land units stomping over exposed fighter/bombers/zeppelin units since the game does not check what kind of unit has caused these "air casualities". In my opinion a better way to do this would be to include a check whether the ...
by Robotron
Mon Aug 31, 2015 1:41 pm
Forum: Commander - The Great War: Tech Support
Topic: Game crashes during AI naval phase in turn 33
Replies: 3
Views: 1752

Game crashes during AI naval phase in turn 33

Game crashes in turn 33 (standard 1914 game) during naval AI phase. This is the second time I had this happening, forcing me to abandon a game I invested several hours in. Here's the code snippet from the log, savegame and complete logfile included in attachment. [15:16:43][2652]AiMakeTurn() for neu...
by Robotron
Tue Aug 25, 2015 3:41 pm
Forum: Commander - The Great War
Topic: Event "Mutiny of french army" not working correctly?
Replies: 6
Views: 2906

Event "Mutiny of french army" not working correctly?

From what I learned so far by looking at the "game_events.lua" file this event is supposed to trigger as early as 1917 while french morale has sunk below 50 and manpower being lower than 500. The result of this event is supposed to disallow all french units to perform an attack during that turn (uni...
by Robotron
Sat Aug 22, 2015 8:48 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Gameplay Realism Mod
Replies: 54
Views: 15312

Re: Gameplay Realism Mod

It would be great If you could include the scripts in a seperate zip-archive so people like me can have a look at them and learn how things are done to change them to their preferences without having to install anything. Thanks to your help from the other posts and a lot of trial and error I was abl...
by Robotron
Fri Aug 21, 2015 10:33 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Gameplay Realism Mod
Replies: 54
Views: 15312

Re: Gameplay Realism Mod

I'd be happy to see your mod too especially the part that's needed to show the hex-coordinates while in the game. I've started to heavily mod the game myself and having to look into constructions.lua to get at least the city coordinates everytime is a chore.

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