Search found 158 matches

by FOARP
Mon Jan 28, 2013 10:34 am
Forum: Commander - The Great War
Topic: Consultation: Patching the naval game
Replies: 29
Views: 2584

Re: Consultation: Patching the naval game

I like the idea of the German convoys in the North Sea. I actually tried to mod the game to do that, but I couldn't get the Entente AI to go after the convoys. I think to make your idea work, you also need to add more BB units to the force pools. The powers ought not to all have a single BB unit. A...
by FOARP
Thu Jan 24, 2013 4:01 pm
Forum: Commander - The Great War
Topic: Consultation: Patching the naval game
Replies: 29
Views: 2584

Re: Consultation: Patching the naval game

So perhaps the 'escort' function should be limited to destroyers only? Perhaps also it could be limited to one escort per turn (a bit like fighters) Well, this would raise the question of why destroyers were able to intervene against attacks on transports/convoys, but not battleships or cruisers, b...
by FOARP
Mon Jan 21, 2013 11:17 am
Forum: Commander - The Great War
Topic: Consultation: Patching the naval game
Replies: 29
Views: 2584

Re: Consultation: Patching the naval game

The problem with adjacent fleets escorting each other can be seen from this example: Imagine two fleets of 2x Battleships within striking range of each other. At the moment, what happens is that one fleet attacks, concentrating its attack on one of the battleships, with the first attack resulting in...
by FOARP
Sat Jan 19, 2013 10:09 am
Forum: Commander - The Great War
Topic: Consultation: Patching the naval game
Replies: 29
Views: 2584

Re: Consultation: Patching the naval game

1) Looks good, but you need to change the abilities of cruisers and battleships as well to keep them relevant. Cruisers should be given a modest bombardment ability and better scouting and range stats so there's still a reason to build them, both battleships and cruisers should have their anti-subma...
by FOARP
Thu Jan 17, 2013 7:05 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: JM maps
Replies: 5
Views: 1934

Re: JM maps

GIMP works with the graphics file, but unfortunately the map data file (i.e., the ".map" file) can't be opened. Does anyone know of an editor that works with this?
by FOARP
Tue Jan 15, 2013 12:18 pm
Forum: Commander - The Great War
Topic: Diplomacy Model Suggestions
Replies: 3
Views: 937

Re: Diplomacy Model Suggestions

The game already includes a stance-metric for each country, what is missing is any way of influencing this positively. My favoured approach is that each alliance gains a diplomat for each friendly capital it holds. Similarly to labs, these can either remain unassigned, in which case they influence a...
by FOARP
Tue Jan 15, 2013 10:43 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: JM maps
Replies: 5
Views: 1934

Re: JM maps

How did you edit the map? I've been unable to find an editor that works with it - although obviously city/unit/port/fort locations can be changed using Notepad++.
by FOARP
Fri Jan 11, 2013 5:03 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Map Editor
Replies: 3
Views: 1159

Map Editor

The map files in in the data folder appear to be encode in a proprietary file-type (.map), and I can't open them with any of the graphical/text-based editors I've got on my computer (Notepad++ etc.). Is there and editor which will open them or am I without hope? Would love to edit Iceland to look mo...
by FOARP
Fri Jan 11, 2013 2:19 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Gaps . . .
Replies: 2
Views: 763

Re: Gaps . . .

I'd sooner see the naval gap taken up with destroyers, with a modest bombardment ability added to the cruisers to fill the battle-cruiser gap and battleships left as-is. Pre-dreadnoughts can be added to Turkey/Spain/Greece/(maybe) Sweden/Russia (replacing the Black Sea Cruiser) to represent substant...
by FOARP
Fri Jan 11, 2013 1:57 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Modding, destroyer unit
Replies: 8
Views: 1901

Re: Modding, destroyer unit

I'm going to try it as an experiment - if it gets to the point where it's too much of a chore to move all the units, we'll know it's not worth doing. However, the total number of extra units we're talking about is between 5-8 for the Entente and 3 for the Central Powers, which is not a huge number c...
by FOARP
Fri Jan 11, 2013 7:28 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Modding, destroyer unit
Replies: 8
Views: 1901

Re: Modding, destroyer unit

Yup. Personally I'd include destroyers as anti-submarine ships and greatly reduce the anti-submarine ability of cruisers/battleships - the player then would have to use destroyers to escort their battle fleets. Cruisers could be given increased LOS and a small bombarding ability (say, the equivalent...
by FOARP
Fri Jan 11, 2013 6:29 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Modding, destroyer unit
Replies: 8
Views: 1901

Re: Modding, destroyer unit

Good work, but unless it's possible to add them to the build queue . . .
by FOARP
Thu Jan 10, 2013 2:45 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Allied invasion of Netherlands
Replies: 1
Views: 770

Re: Allied invasion of Netherlands

It's pretty awesome though,no?
by FOARP
Wed Jan 09, 2013 4:21 pm
Forum: Commander - The Great War
Topic: Poland
Replies: 14
Views: 1350

Re: Poland

One can argue endlessly about who started the Polish-Soviet war (my vote's for Jerzy Hoffman :) ) but there's no question as to who won it, and that's not the Soviets :) Personally, I'd love to see the German client states in the east appear in-game. Looking through the LUA's, I note that Red Finlan...
by FOARP
Tue Jan 08, 2013 11:07 pm
Forum: Commander - The Great War
Topic: Railway gun never seems to finish
Replies: 3
Views: 549

Re: Railway gun never seems to finish

One on artillery for Germany, another for Austria-Hungary.
by FOARP
Tue Jan 08, 2013 12:11 pm
Forum: Commander - The Great War
Topic: Railway gun never seems to finish
Replies: 3
Views: 549

Railway gun never seems to finish

I'm in 1918 already and have had a focus on the railway gun tech from the start in 1914, however I still can't build them. Something wrong?
by FOARP
Mon Dec 24, 2012 2:38 pm
Forum: Commander - The Great War
Topic: Great game - suggestions for improvement
Replies: 5
Views: 806

Re: Great game - suggestions for improvement

An additional point:

11. Enemy capitals should not give full supply. If I've managed to cut off the entire German army in Belgium, I should not have to then fight them as if they were in full supply simply because they are holding Brussels!
by FOARP
Mon Dec 24, 2012 1:46 pm
Forum: Commander - The Great War
Topic: Great game - suggestions for improvement
Replies: 5
Views: 806

Great game - suggestions for improvement

First off: congratulations to the Lordz development team on an absolutely awesome game. For ages I've been hoping that someone would develop a decent World War One game - one with the kind of open-ended game play that you see in Paradox's Hearts Of Iron, for example, and this game delivers that. Sec...

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