Search found 21 matches
- Mon May 18, 2015 2:30 pm
- Forum: Online Ordering & Support
- Topic: Problems re-downloading installation files
- Replies: 2
- Views: 1232
Re: Problems re-downloading installation files
Thank you VPaulus
- Sun May 17, 2015 3:27 am
- Forum: Online Ordering & Support
- Topic: Problems re-downloading installation files
- Replies: 2
- Views: 1232
Problems re-downloading installation files
Dear Madam/Sir, I would like to re-download the installation files for Panzer Korps. Doing so prompts me the following message: Cannot download This product is no longer available for download, this may be due to the maximum number of allowed attempts exceeded or the allotted time. Please contact th...
- Sat Aug 30, 2014 2:27 am
- Forum: Commander - The Great War
- Topic: My Experience: Was the Game Designer Serbian?
- Replies: 23
- Views: 7029
Re: My Experience: Was the Game Designer Serbian?
Why should Russian Empire have early access to bombers to start with?
- Sat Aug 30, 2014 2:25 am
- Forum: Commander - The Great War
- Topic: Redeeming Your Steam Key
- Replies: 9
- Views: 8363
Re: Redeeming Your Steam Key
Thanks! Wish there can be a solution in the future. Some games have a key enabled option in steam, which users can access. Perhaps slitherine could request the same.
- Tue Aug 19, 2014 5:00 pm
- Forum: Commander - The Great War
- Topic: Research & Lab Gains
- Replies: 3
- Views: 1605
Re: Research & Lab Gains
Thanks you are so nice! This game needs a thorough revision!
I decided to take a break and play some Anno, till I revisit it.
I decided to take a break and play some Anno, till I revisit it.
- Sun Aug 17, 2014 4:49 am
- Forum: Commander - The Great War
- Topic: Research & Lab Gains
- Replies: 3
- Views: 1605
Research & Lab Gains
How research is conducted is defined in game_research.lua It takes into account two major components, the gameplay speed and the labincrement. -- Total progress of tech this turn local totalIncrement = gameplay.researchSpeed + labIncrement The game play speed is defined as: gameplay.researchSpeed = ...
- Sun Aug 17, 2014 1:47 am
- Forum: Commander - The Great War
- Topic: Repairing Units drains ManPower
- Replies: 8
- Views: 2184
Re: Repairing Units drains ManPower
This is great! Thanks! You know, I have rescaled everything to x10 MP to avoid rounding issues. The problem now is the quality drop, when we MP falls below 90%, does not occur. And yes, I have edited both manpowerMax in factions.lua and mp in 1914.lua. I am struggling to see what could have gone wro...
- Sat Aug 16, 2014 2:29 pm
- Forum: Commander - The Great War
- Topic: Redeeming Your Steam Key
- Replies: 9
- Views: 8363
Re: Redeeming Your Steam Key
I am sorry, maybe my question was not explained well.
My problem is I do not know what my key is and how to retrieve it. Usually Steam gives you an option at "Links" to see your product key, but I do not have this option for CGTW.
My problem is I do not know what my key is and how to retrieve it. Usually Steam gives you an option at "Links" to see your product key, but I do not have this option for CGTW.
- Sat Aug 16, 2014 5:16 am
- Forum: Commander - The Great War
- Topic: Repairing Units drains ManPower
- Replies: 8
- Views: 2184
Re: Repairing Units drains ManPower
Cheers function GetMPOutput(faction) local minimum = 50 return minimum + math.min(minimum, math.ceil(faction.mp * minimum / data.factions[faction.id+1].manpowerMax)) end Could someone explain to me what is the meaning of: [faction.id+1] I am having some issues understanding if the "+1" is intended o...
- Sat Aug 16, 2014 3:43 am
- Forum: Commander - The Great War
- Topic: Redeeming Your Steam Key
- Replies: 9
- Views: 8363
Re: Redeeming Your Steam Key
VPaulus,
Could you please tell us how to register a steam purchased game under our name in this forum?
Thanks!
Could you please tell us how to register a steam purchased game under our name in this forum?
Thanks!
- Sat Aug 16, 2014 3:37 am
- Forum: Commander - The Great War
- Topic: The true costs of ammunition
- Replies: 6
- Views: 3129
Re: The true costs of ammunition
Yup, BB bombardment costs 3, while artillery 10. It's insane. Bombers are probably equipped with homing missiles.
- Fri Aug 15, 2014 12:43 pm
- Forum: News & Announcements
- Topic: Sign up for the Warhammer 40,000: Armageddon beta!
- Replies: 35
- Views: 25692
Re: Sign up for the Warhammer 40,000: Armageddon beta!
Ups I signed up from moment zero, but did not apply on the forum.
Count me in!
Count me in!
- Thu Aug 14, 2014 1:18 pm
- Forum: Commander - The Great War
- Topic: Analysis
- Replies: 6
- Views: 1665
Re: Analysis
Hi Historion, Thanks for your reply. How do you count spaces to leave effective blanks in between, or do you do this manually one by one? I have tried tabulations, but it failed. The available manpower is different to the actual manpower, which is tied to the population. For example Austria-Hungary ...
- Wed Aug 13, 2014 4:48 pm
- Forum: Commander - The Great War
- Topic: Analysis
- Replies: 6
- Views: 1665
Re: Analysis
By the way, some of your reasoning can be improved. We should attempt to scale MP by war mobilization and not nation population. Please check some calculations, which I have made: "Entente Powers, 1914" Population (M) Mobilization (M) Pop. / Mob. GDP $ GDP $ per head Game Scaling Pop. Scaling Mob. S...
- Wed Aug 13, 2014 3:06 pm
- Forum: Commander - The Great War
- Topic: Repairing Units drains ManPower
- Replies: 8
- Views: 2184
Re: Repairing Units drains ManPower
If we rescale MP by a factor of 10, we should also update the "convoy.lua" file, so allied MP from convoys gets count correctly. -- Manage existing convoys gameplay.convoys = {} for faction in alliance.factions do for unit in faction.units do if unit.alive and unit.prototype.name == "convoy" then --...
- Wed Aug 13, 2014 2:19 pm
- Forum: Commander - The Great War
- Topic: Analysis
- Replies: 6
- Views: 1665
Re: Analysis
Do you have your own mod historion?
I am heavily modifying mine with new cities, bug-fixes etc. I am thinking, I am probably wasting my time, since you are always running ahead of me.
If you do, would you be interested sharing it with the community?
I am heavily modifying mine with new cities, bug-fixes etc. I am thinking, I am probably wasting my time, since you are always running ahead of me.
If you do, would you be interested sharing it with the community?
- Wed Aug 13, 2014 2:06 pm
- Forum: Commander - The Great War
- Topic: Repairing Units drains ManPower
- Replies: 8
- Views: 2184
Re: Repairing Units drains ManPower
Did you read my mind?
I have also changed:
to:
I have also rescaled all MP costs, and now works like a charm!
I have also changed:
Code: Select all
MPrefund = math.floor(unit.prototype.costPP * unit.hp * 100 / 10000)
Code: Select all
MPrefund = math.floor(unit.prototype.costMP * unit.hp * 100 / 10000)
- Wed Aug 13, 2014 12:38 pm
- Forum: Commander - The Great War
- Topic: Repairing Units drains ManPower
- Replies: 8
- Views: 2184
Re: Repairing Units drains ManPower
Hi historion, Accidentally I have made a similar post on steam, but from a different point of view, which I attach. You can also use this to your advantage to gain manpower. Honestly, manpower needs to start working with digits; integer makes no sense. "When dismantling units in home territory, or h...
- Sat Aug 09, 2014 1:08 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Increase Manpower per turn
- Replies: 3
- Views: 1859
Re: Increase Manpower per turn
You are such a kind man! This made my day! Thank you. 

- Sat Aug 09, 2014 8:48 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Increase Manpower per turn
- Replies: 3
- Views: 1859
Increase Manpower per turn
I would like to cause a fixed manpower increase each turn per nation. Would this be possible to mod?
Thanks!
Thanks!