CTGW v1.14 Public Beta Available

PC/MAC : Commander the Great War is the latest release in the popular Commander series to bring the thrill, excitement and mind-breaking decision making of these difficult times to life.

Moderators: Slitherine Core, The Lordz

lordzimoa
Lordz Games Studio
Lordz Games Studio
Posts: 2417
Joined: Fri Oct 27, 2006 4:20 pm
Contact:

CTGW v1.14 Public Beta Available

Post by lordzimoa » Sat Dec 15, 2012 11:23 am

CTGW v1.14 Public Beta is now available at Matrix.

http://www.matrixgames.com/forums/tm.asp?m=3233080

Hello All,

We have an update in the works for Commander - The Great War. It is in the Members Club. you will need to Register your game, if it has not been already. It includes a number of fixes for bugs found since release, plus some other changes and new events.
Please give it a try, and let us know how it works for you.

v1.1.4 – Dec 6, 2012

Bug Fixes:

Spelling fixes
Tsaritsyn city location fixed (behind Volga)
Easiest AI (handicapped) will now correctly receive penalty instead of bonus!
Can no longer detach enemy commanders
Map terrain & railroad fixes
Can no longer swap armoured trains to hexes without a railroad
"At War" Commander requirement no longer checked if nation is still neutral.
Evert (Russian Commander) bonus changed to reflect his description.
Calculation of remaining turns for technologies displayed in research tab fixed.
Fixed Italy surrenders message
Fixed Airships inability to attack revealed submarines

Changes:

German counter colour changed (darker) to differ more from Russians
Convoy kills are counted as naval kills (in stats & Commander requirements)
Combat penalty for amphibious attacks decreased.
1915 Scenario: Entente AI will attempt Gallipoli invasions.
Early submarines deal less damage to convoys.
Anti-sub upgrades rebalanced.
Battleship cost reduction, naval unit upkeep reduced.
Improved opening moves for Austria-Hungary AI, emphasising on outflanking attempt
German AI now pushes harder in France.
Central Powers AI builds more subs.
AI defends the USA and Britain better if these are the only surviving nations.

Additions:

Morale penalty for disbanding a Battleship + event message.
Capture events for Rome, Milan, Madrid, Sofia & Washington
Several events for Greece's part in the war.

avoran
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
Posts: 589
Joined: Wed Feb 02, 2011 1:45 pm
Location: Veliki Novgorod

Re: CTGW v1.14 Public Beta Available

Post by avoran » Sat Dec 15, 2012 11:57 am

1. Will you also be posting a slitherine link, so that we don't have to register on Matrix to download it?

2. Can we carry on with games started in 1.12 under 1.14?
CEAW Grand Strategy fan
Commander: The Great War beta tester

lordzimoa
Lordz Games Studio
Lordz Games Studio
Posts: 2417
Joined: Fri Oct 27, 2006 4:20 pm
Contact:

Re: CTGW v1.14 Public Beta Available

Post by lordzimoa » Sat Dec 15, 2012 11:59 am

Patch is savegame compatible, for now the Public Beta`s will be available only through Matrix. Slitherine/Matrix is one and the same though, so should be easy enough to register.

Official final patches will of course be offered through the ingame installer.

avoran
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
Posts: 589
Joined: Wed Feb 02, 2011 1:45 pm
Location: Veliki Novgorod

Re: CTGW v1.14 Public Beta Available

Post by avoran » Sat Dec 15, 2012 12:00 pm

OK, thanks, for some reason I thought this WAS the patch. Looking forward to it :)
CEAW Grand Strategy fan
Commander: The Great War beta tester

majpalmer
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 156
Joined: Wed Nov 24, 2010 4:04 pm

Re: CTGW v1.14 Public Beta Available

Post by majpalmer » Sat Dec 15, 2012 4:31 pm

Downloaded and installed.

Started Entente game on privileged.

Turn of Russian entry I disbanded both naval units. Nothing happened. No notice. No NM loss.

CP AI was much more aggressive in France and Serbia. Still stopped them on the latter front and nailed two overextended German infantry units in France. Also, in the AI's "nach Paris" effort, it fell back in Alsace and the French are adjacent to Strasbourg.

On the Eastern Front the CP AI seems . . . bewildered. Russians are driving on Cracow and have isolated Konigsberg.

colberki
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 34
Joined: Sun May 17, 2009 1:56 am

Re: CTGW v1.14 Public Beta Available

Post by colberki » Sun Dec 16, 2012 2:46 am

How can one tell if our PBEM opponent is on the same patch or not? Would be great if there was some sort of message as in CEaW or GG WiTE.

Amaranthus
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 84
Joined: Wed Jan 11, 2012 1:51 am
Location: Adelaide, Australia
Contact:

Re: CTGW v1.14 Public Beta Available

Post by Amaranthus » Sun Dec 16, 2012 5:40 am

Turn of Russian entry I disbanded both naval units. Nothing happened. No notice. No NM loss.
Worked okay for me. I got the 'Scrap the Pride' message, and lost 10% on NM on the next turn.

One possible bug I've noticed - if you leave the tutorial messages on, and it keeps coming up for the disband action, even if you've already done and dismissed it once. I don't recall that happening in the previous version.

Darker German units on NATO counters look great - contrast with the Russians is now crystal clear.

DukeOfLight
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 122
Joined: Thu Jun 03, 2010 5:01 pm
Location: Bucharest (Romania)

Re: CTGW v1.14 Public Beta Available

Post by DukeOfLight » Sun Dec 16, 2012 10:18 am

Yesterday i played some CTGW 1.14...from 22:00 until 5:00...so quait some time.(until i finished the game)
I played as allies vs balanced AI and:
1) Ai plays smarter than before, i finished the game at 26 november 1916 with ultimate victory (64 turns)
2)He now responds better whn an naval unit is present near the cost....they put a garrison in the city next to your navy (also infantry corps)
3)But it was very strange that turkey surrendered last after bulgaria, AH and germany, and also they have a very big army around 10 infantry corps with only 9 pp on the map...every infantry corps lvl 1, no upgrade, after suffering horrific casualties, maybe here its a problem. When i am playing in multiplayer turkey is very fragile....but in this game they appear to have the russian manpower.
4)but the most important one....after turn 50 the ai turn was very long...around 5 minutes...do you have any ideea (from what i saw....the turkish corps just rail away from izmir to galipoli, because everything else was mine) can you have a look and see what is the problem?

MrWhite
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 52
Joined: Tue Jan 18, 2011 2:01 pm
Location: Germany

Re: CTGW v1.14 Public Beta Available

Post by MrWhite » Sun Dec 16, 2012 10:40 am

Started a game on easy as CP after turn 3x there seems to be an error when the ai trys to upgrade a russian infantry unit. It says
"(global error): 34 game/game_deployment.lua:421.attempt to index a nil value " then say game crushes. If needed I can send savegame.

lordzimoa
Lordz Games Studio
Lordz Games Studio
Posts: 2417
Joined: Fri Oct 27, 2006 4:20 pm
Contact:

Re: CTGW v1.14 Public Beta Available

Post by lordzimoa » Sun Dec 16, 2012 12:10 pm

Yes please attach, always try and get us the save games (you can attach them on the forum in a rar or zip file), without the save we are in the dark. Same for any slow turning in the late game, could you attach your save game around that period, if you still have it. It always helps us to have them.

MrWhite
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 52
Joined: Tue Jan 18, 2011 2:01 pm
Location: Germany

Re: CTGW v1.14 Public Beta Available

Post by MrWhite » Sun Dec 16, 2012 1:26 pm

Here you go...

hopefully it helpes to make the game better
Attachments
AutoSaveEndTurn.zip
Savegame unit upgrade chrash
(115.31 KiB) Downloaded 101 times

DukeOfLight
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 122
Joined: Thu Jun 03, 2010 5:01 pm
Location: Bucharest (Romania)

Re: CTGW v1.14 Public Beta Available

Post by DukeOfLight » Sun Dec 16, 2012 2:23 pm

yep of course...altrough...u must declare war on turkey to find that happening..
Attachments
AutoSave.rar
(115.3 KiB) Downloaded 92 times

Umeu
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 151
Joined: Sat Nov 17, 2012 7:00 pm

Re: CTGW v1.14 Public Beta Available

Post by Umeu » Mon Dec 17, 2012 7:50 pm

nice hotfix :)
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677

Umeu
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 151
Joined: Sat Nov 17, 2012 7:00 pm

Re: CTGW v1.14 Public Beta Available

Post by Umeu » Tue Dec 18, 2012 5:01 pm

has this patch fixed the bug where you cant see a ship/troop convoy when it is on your coast, except on the minimap. i think the solution for this should be that a seahex and a landhex should not count as a frontline ever. this will also mean that you can now station new troops in a city directly even though there is a unit trying to land there. it is a bit ridiculous that you cant. for a land front line this is fine, but not for a naval landing imo.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677

Myrddraal
The Artistocrats
The Artistocrats
Posts: 1505
Joined: Wed Feb 23, 2011 2:49 pm

Re: CTGW v1.14 Public Beta Available

Post by Myrddraal » Tue Dec 18, 2012 5:13 pm

Coastal cities should have a LOS of 1 hex. This has never been broken has it?

DukeOfLight
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 122
Joined: Thu Jun 03, 2010 5:01 pm
Location: Bucharest (Romania)

Re: CTGW v1.14 Public Beta Available

Post by DukeOfLight » Tue Dec 18, 2012 5:53 pm

Nope...the los is 1 for the hex cities...so its ok ;)
What is the status of the beta pacth, when the full version will be released.
U identified the problem of long turn for the AI? did my save help you?

Myrddraal
The Artistocrats
The Artistocrats
Posts: 1505
Joined: Wed Feb 23, 2011 2:49 pm

Re: CTGW v1.14 Public Beta Available

Post by Myrddraal » Tue Dec 18, 2012 6:04 pm

Have you tried the beta patch DukeOfLight? Off the top of my head I can't remember if your issue was fixed, but there were a couple of hanging AI fixes, and one of them might be yours.

DukeOfLight
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 122
Joined: Thu Jun 03, 2010 5:01 pm
Location: Bucharest (Romania)

Re: CTGW v1.14 Public Beta Available

Post by DukeOfLight » Tue Dec 18, 2012 6:12 pm

Yep...the problem repoted are from the beta patch...
Never before happened what i encounter in beta which is huge time for ai turns like around minutes

DukeOfLight
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 122
Joined: Thu Jun 03, 2010 5:01 pm
Location: Bucharest (Romania)

Re: CTGW v1.14 Public Beta Available

Post by DukeOfLight » Tue Dec 18, 2012 6:15 pm

After turn 50, that why u have the save game, unfortunatly i finihed the game by then, but if you declare war on turkey you will see what will happened.
Actually right now when you do that, the AI is calculating his moves forever ;), so your turn will never came.

Myrddraal
The Artistocrats
The Artistocrats
Posts: 1505
Joined: Wed Feb 23, 2011 2:49 pm

Re: CTGW v1.14 Public Beta Available

Post by Myrddraal » Wed Dec 19, 2012 12:13 pm

Just to be absolutely clear, this was only the one turn which was slow to execute, and it's the one you sent a savegame for (and declared war on Turkey in)?

Post Reply

Return to “Commander - The Great War”