Search found 369 matches

by trulster
Wed Nov 11, 2020 7:24 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: NEW UPDATE 11.21 NOV10TH 2020
Replies: 1877
Views: 168589

Re: NEW UPDATE 11.21 NOV10TH 2020

Robotron wrote:
Tue Nov 10, 2020 2:20 pm
@trulster: managed to find the source of the problem, find the bugfix here:
Thanks a lot, speedy fix!
by trulster
Tue Nov 10, 2020 8:56 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: NEW UPDATE 11.21 NOV10TH 2020
Replies: 1877
Views: 168589

Re: NEW UPDATE 11.2 NOV9TH 2020

Ok so it seems I got exceedingly unlucky on my first attempt. In that case I might venture to start a new campaign and hope same bug does not occur again.
by trulster
Tue Nov 10, 2020 2:18 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: NEW UPDATE 11.21 NOV10TH 2020
Replies: 1877
Views: 168589

Re: NEW UPDATE 11.2 NOV9TH 2020

BTW, I realise there will be bugs in such an impressively massive mod, but on an average playthrough (single player), how likely is a fatal (ie impossible to continue game) crash? 20%, 50%...?
by trulster
Mon Nov 09, 2020 7:48 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: NEW UPDATE 11.21 NOV10TH 2020
Replies: 1877
Views: 168589

Re: NEW UPDATE 11.2 NOV9TH 2020

ok added to above post, I think.
by trulster
Mon Nov 09, 2020 7:19 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: NEW UPDATE 11.21 NOV10TH 2020
Replies: 1877
Views: 168589

Re: NEW UPDATE 11.2 NOV9TH 2020

[19:15:05][326880]COMMANDER WOUND ROUTINE FINISHED! [19:15:08][326880]+++++++++++++++++++++++++ event:AntwerpCaptured [19:15:08][326880]+++++++++++++++++++++++++ event:BelgiumAbandoned [19:15:08][326880]+++++++++++++++++++++++++ event:Surrenderbelgium [19:15:08][326880]push out of port after surrend...
by trulster
Mon Nov 09, 2020 7:00 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: NEW UPDATE 11.21 NOV10TH 2020
Replies: 1877
Views: 168589

Re: NEW UPDATE 11.2 NOV9TH 2020

Thanks, got it to work.

Though, game crashes when German AI takes Antwerp, the last Belgian city not conquered.
by trulster
Mon Nov 09, 2020 12:02 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: NEW UPDATE 11.21 NOV10TH 2020
Replies: 1877
Views: 168589

Re: NEW UPDATE 11.1! AUG1st 2020

This mod looks amazing for content and gameplay.

However, when clicking "launch" after selecting podzblitz in the game start menu, it crashes and goes back to windows after a couple of seconds. Can the issue be a major use of memory?
by trulster
Fri Jul 24, 2015 9:22 am
Forum: Commander Europe at War : AAR's
Topic: Plaid vs Vokt CEAW GS 3.2 beta AAR -- rematch
Replies: 153
Views: 43918

Re: Plaid vs Vokt CEAW GS 3.2 beta AAR -- rematch

CVs sitting in port bombing freely seems a bit off. Probably should remove defensive bonuses for being in port when CV attacking.
by trulster
Wed Jul 01, 2015 12:49 am
Forum: Commander Europe at War : AAR's
Topic: Vokt (axis) vs Plaid (allies) 3.10 AAR
Replies: 164
Views: 35337

Re: Plaid vs Vokt CEAW GS 3.2 beta AAR

Have not played CEAW in a while, but is it possible that air power is slightly too effective? Being able to annihilate armour units solely through air strikes from 43 onwards may be a bit too much.
by trulster
Fri Oct 03, 2014 4:51 pm
Forum: Commander Europe at War : AAR's
Topic: Vokt (axis) vs Plaid (allies) 3.10 AAR
Replies: 199
Views: 54096

Re: Vokt (axis) vs Plaid (allies) 3.10 AAR

Yeah I like this strategy. Wonder what one German mech in Africa more would have accomplished, could have gotten really ugly for the Allies. Potentially relatively more value than the negative from one less in Russia.
by trulster
Fri Oct 03, 2014 3:03 pm
Forum: Commander Europe at War : AAR's
Topic: Vokt (axis) vs Plaid (allies) 3.10 AAR
Replies: 199
Views: 54096

Re: Vokt (axis) vs Plaid (allies) 3.10 AAR

Allies have to be careful now, lest the Tobruk inf put their Med forces out of supply.
by trulster
Wed Sep 24, 2014 9:34 pm
Forum: Commander Europe at War : AAR's
Topic: BattlevonWar (Axis) vs Vokt (Allies)
Replies: 134
Views: 45651

Re: BattlevonWar (Axis) vs Vokt (Allies)

It is a minor issue, but it would be nice to have the Salo republic forces in there, at least for Germany the units would be drawn from a different manpower pool, likely welcome in 43-44. TO be fair some Italian units should also join the Allies, though garrisons have little offensive value.
by trulster
Tue Sep 23, 2014 10:28 am
Forum: Commander Europe at War : AAR's
Topic: BattlevonWar (Axis) vs Vokt (Allies)
Replies: 134
Views: 45651

Re: BattlevonWar (Axis) vs Vokt (Allies)

Thx for well-detailed AAR.

One game development Q; Vichy French units fighting on for Adolph long after France has been liberated? Is this working as intended? Seems pretty strange to say the least.
by trulster
Sun Apr 13, 2014 8:43 pm
Forum: Commander Europe at War : AAR's
Topic: Battle vs Morris 2nd Edition
Replies: 18
Views: 9630

Re: Battle vs Morris 2nd Edition

GL! But if learning the game it is better to play the Allies, especially vs veterans, much more forgiving for errors.
by trulster
Sun Nov 17, 2013 1:10 pm
Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
Topic: Axis not able to use Atlantic loop in the Red Sea?
Replies: 7
Views: 886

Re: Axis not able to use Atlantic loop in the Red Sea?

It's not a bug. This was changed because of the distances involved and the fact that while the Allies had many support bases in Africa, the Axis did not. On the other hand, they can go to the Persian Gulf freely now. True enough. However, you could hypothetise that *if* Suez is controlled, this mea...
by trulster
Sun Nov 17, 2013 1:06 pm
Forum: Commander Europe at War : AAR's
Topic: Introducing a "homemade historical variants" -concept
Replies: 26
Views: 8173

Re: Introducing a "homemade historical variants" -concept

Well historically the Axis did control all those three (well Stalingrad only 90%), and Turkey was nowhere near to joining the Axis. Maybe if you add Batum (on the Turkish border) to the three. Agree that it would make for added spice and tension if Germany are near to fulfilling the requirements.
by trulster
Sun Nov 10, 2013 7:04 pm
Forum: Commander Europe at War : AAR's
Topic: GS 3.0 Plaid Axis vs Morris Allies
Replies: 201
Views: 33393

Re: GS 3.0 Plaid Axis vs Morris Allies

Lordz have plans with Slitherine and Matrixgames to make CEAW 2 using the same game engine used for their WW1 game. Glad to hear it. I hope they put in all the good ideas from the GS versions. That would be great, but most likely it will be more generic and mass market, so the mod team will have to...
by trulster
Fri Nov 08, 2013 3:54 pm
Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
Topic: GS v3.01 slight modifications for testing
Replies: 113
Views: 16817

Re: GS v3.01 slight modifications for testing

I think this one will change game a little bit in favor of Germany. +1 survivability and +1 defense for just 1 star is a huge bonus for ground units. +1 survivability for SUB is also a big change. Now 1 or 2 stars (I rarely see more) really means something. Interesting changes! Likely it will make ...
by trulster
Fri Nov 01, 2013 1:42 pm
Forum: Commander Europe at War : AAR's
Topic: GS 3.0 Plaid Axis vs Morris Allies
Replies: 201
Views: 33393

Re: GS 3.0 Plaid Axis vs Morris Allies

I like the anti-blob rule, but maybe we should increase German caps a bit? IIRC ATM it's 3/5/7/9/12/15 and all nations are treated the same way. How about sth like 3/5/8/11/14/18 for Germany? So no changes for 1939-1940, a small increase for 1941 and a high increase for 1942-1944. Ofc it's still a ...
by trulster
Fri Nov 01, 2013 10:18 am
Forum: Commander Europe at War : AAR's
Topic: GS 3.0 Plaid Axis vs Morris Allies
Replies: 201
Views: 33393

Re: GS 3.0 Plaid Axis vs Morris Allies

IMO the "anti-blob" rules should be relaxed a little, specifically as it hinders Germany's ability to field a large fighter force (which anyway is somewhat limited by oil). Inability to contest the air is what ensures Allied takeover early on.

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