Search found 62 matches
- Sun Dec 15, 2013 8:56 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Complete Mod for v1.4!!!
- Replies: 9
- Views: 5649
Re: Complete Mod for v1.4!!!
Well the way the mod is done, the new version will overwrite a lot of the changes so things won't show up and balancing they did for the new version won't show up if you replace the *.lua files with the mod *.lua files. The game might still play but you'd be re-incorporating a lot of stuff from the ...
- Sun Dec 01, 2013 9:26 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Complete Mod for v1.4!!!
- Replies: 9
- Views: 5649
Re: Complete Mod for v1.4!!!
Hi guys, i've noticed quite a bit of activity for my mod recently, 39 people in November 2013, plus about another 50 views from September to October 2013.
I hope you all are enjoying it!
I hope you all are enjoying it!
- Thu Jan 31, 2013 4:34 am
- Forum: Commander - The Great War
- Topic: OT: Extremely Rare Color Photography of Early 1900s Paris
- Replies: 1
- Views: 742
Re: OT: Extremely Rare Color Photography of Early 1900s Pari
Wow, these are amazing photos, I really liked the night time shot of the Eiffel tower with the lights, who knew this day in age.
- Thu Jan 24, 2013 1:19 am
- Forum: Commander - The Great War
- Topic: Consultation: Patching the naval game
- Replies: 29
- Views: 5917
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) That's my vote, though I think you should allow multiple escorts or interceptions, each destroyer can intercept once per turn and they can't intercept...
- Thu Jan 24, 2013 12:31 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: one country
- Replies: 5
- Views: 2373
Re: one country
You can't play one country you can only play sides representing either the Central Powers and the Entente Allies
- Sat Jan 19, 2013 5:46 am
- Forum: Commander - The Great War
- Topic: Consultation: Patching the naval game
- Replies: 29
- Views: 5917
Re: Consultation: Patching the naval game
To implant Destroyers as a separate unit with in the games present mechanics, I think that only destroyers should be able to intercept. If you look at the exiting units, cruisers are scouts with the LOS of 3 , battleships are the big attacker but limit their LOS to 1, the destroyer as the only inter...
- Sat Jan 12, 2013 2:20 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: modding: adding a new campaign
- Replies: 1
- Views: 1848
modding: adding a new campaign
Adding 1 additional campaign to the exiting ones is pretty easy. the file is: Data/scripts/ui/scenarios.lua open it up and add this to the end, well not the vary end, just above the very last curly bracket. I copied the 1915 campaign code in the file and just changed the first 3 lines to "test&...
- Fri Jan 11, 2013 10:27 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Modding, destroyer unit
- Replies: 8
- Views: 3507
Re: Modding, destroyer unit
Destroyers can be "added" as a commander type but they can't be damaged, I added "elite units" for ground units that are commanders that effect just one unit if you take a look a my mod. The problems I saw as a flaw was the units can't be damaged pertinently and you can detach an...
- Fri Jan 11, 2013 5:29 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Modding, destroyer unit
- Replies: 8
- Views: 3507
Modding, destroyer unit
modding: Destroyer graphics I made up some graphics for a destroyer unit, photo shopping one of the games cruiser units, plus I'm adding some code for it with my idea that destroyers do shock damage more then hit point damage and is cheep with just 1 line of sight. The unit graphics, 4 files: destro...
- Wed Jan 09, 2013 2:59 am
- Forum: Commander - The Great War
- Topic: Railway gun never seems to finish
- Replies: 3
- Views: 1006
Re: Railway gun never seems to finish
I played a game strictly to see how long it would take to deploy a Railway Gun. I played as Central powers and from turn 4 when I could start to research Artillery Technology for the Germans, I focused on Railway Guns and put every spare PP into labs while producing just the minimal Infantry to keep...
- Mon Jan 07, 2013 11:53 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Modding guide: making new units
- Replies: 19
- Views: 5842
Re: Modding guide: making new units
And the last piece of the puzzle falls into place, thanks Myrddraal! (note, line 473 is right after the entry end for the submarine, I got it working easily). Sorry about overlooking the 10th file , I did up date the zip file for people, glad you got it working kirk23! For unique units we don't need...
- Mon Jan 07, 2013 5:33 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Modding guide?
- Replies: 10
- Views: 2693
Re: Modding guide?
I figured it out...
http://slitherine.com/forum/viewtopic.php?f=218&t=40182
http://slitherine.com/forum/viewtopic.php?f=218&t=40182
- Mon Jan 07, 2013 5:23 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Modding guide: making new units
- Replies: 19
- Views: 5842
Modding guide: making new units
I figured out how to make new units, they don't show up in the production panel but you can deploy them through the scenario file. This is a guide on how to add a new unit to the game, the Battlecruiser and we will see it deployed in the 1914 scenario. You'll need to modify these files: units.lua 19...
- Sun Jan 06, 2013 5:53 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Complete Mod for v1.4!!!
- Replies: 9
- Views: 5649
Re: Complete Mod for v1.4!!!
Haven't figured out how to add a new unit, the hard part I think is linking it to the production screen. That's why I came up with the "Elite unit" concept of commander, that lets you "up grade" a regular unit using the current commander coding and by passing the problems with cr...
- Sun Jan 06, 2013 5:30 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Complete Mod for v1.4!!!
- Replies: 9
- Views: 5649
Re: Complete Mod for v1.4!!!
I've started a 1914 game in PvP to test the mod in Pvp, its my modified 1914 scenario so please make sure you have loaded the mod and test it to make sure you got it working, the password is: Xmod_v1.4_1914
Railway tech screen shot Elite unit screen shot
Railway tech screen shot Elite unit screen shot
- Sun Jan 06, 2013 5:07 am
- Forum: Commander - The Great War
- Topic: Complete Mod for v1.4!!!
- Replies: 0
- Views: 710
Complete Mod for v1.4!!!
Link to the posting on the forums were you can download it.
http://slitherine.com/forum/viewtopic.php?f=218&t=40161
http://slitherine.com/forum/viewtopic.php?f=218&t=40161
- Sun Jan 06, 2013 4:56 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Complete Mod for v1.4!!!
- Replies: 9
- Views: 5649
Complete Mod for v1.4!!!
I have my first mod ready, Xmod_v1.4, I have tested it with version 1.4 of the game. link for download, its about 1 mb but still too big for the forums http://www.keepandshare.com/doc/5419338/xmod-1-4-zip-1-1-meg It’s ment for PvP, I tried to address a bunch of things people have been discussing, in...
- Sat Jan 05, 2013 8:25 am
- Forum: Commander - The Great War
- Topic: More on navies . . .
- Replies: 22
- Views: 4287
Re: More on navies . . .
And some of the ships didn't make it back; remember Beatty's famous quote, "...there seems to be something wrong with our bloody ships today..." after two of the British battle cruisers had exploded within half an hour during the battle of Jutland, the HMS Queen Mary and HMS Princess Royal...
- Sat Jan 05, 2013 1:55 am
- Forum: Commander - The Great War
- Topic: More on navies . . .
- Replies: 22
- Views: 4287
Re: More on navies . . .
In terms of game play I understand but don't forget the battle of Tsushima were over the course of a 24 hours or so an entire Russian battle fleet was sunk. http://en.wikipedia.org/wiki/Battle_of_Tsushima This kind of what the developers were going for if you ask me and it was the basic battle plan ...
- Sat Jan 05, 2013 1:17 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: turning off the 1919 end game
- Replies: 7
- Views: 3225
Re: turning off the 1919 end game
I tried editing that file with notepad, but I can't save the changes - Access is Denied. I'm running Windows 7. Is there a workaround? Yes I find this madding too. I open up two windows file explorers and place them side by side. One is opened to a sub directory under "my documents" folde...