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

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 »

No
After turn 52 the ai turn was to slow, unfortunatly i dont have the save anymore from that turn, the only save game that i have is the autosave when i finish the game.
So after i finish the game in that turn if you declare war on turkey the turn will not be completed by the AI.
But one again, idont have any save from turn 52 onward, just the autosave when i finished the game.
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: CTGW v1.14 Public Beta Available

Post by Umeu »

Myrddraal wrote:Coastal cities should have a LOS of 1 hex. This has never been broken has it?
it has been and probably still is if you guys didnt know about it. i posted a thread on it in the tech support section.

the way it works now is as follows

you can see the unit coming up in the replay, so they have a 1 hex los. but once the replay finishes, it is like a frontline, so unless you have a unit there, the ship/convoy that came to your coastline will be shrouded in FoW thus making the unit invisible except on the minimap where you can still see a red or yellow dot marking its location. this makes it very easy to forget about units that are about to land specially if you do not always pay as much attention to the replays. its kinda annoying :P
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 »

Since you're online, a quick question, is this in both SP and MP?
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: CTGW v1.14 Public Beta Available

Post by Umeu »

both afaik, i say both because the same thing happens in the 1918 scenario where there is still a neutral russian cruiser in the port on the crimean while the land is german. the unit is visible during replays but becomes obscured when its your actual turn. it is still visible on the minimap however. try that scenario out and you should see what i mean.
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
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 »

No,
The save that ive send you is on 64 turn.
From 52 till the end the ai turns whore very slow.
But the save that ive sent you is thr autosave after i won as allies.
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: CTGW v1.14 Public Beta Available

Post by Umeu »

perhaps you missed my other thread also, i posted about winter being bugged, or the manual providing mistaken info :P

viewtopic.php?f=214&t=39699
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 »

Don't worry, we didn't miss it. One thing at a time though, that one isn't for this patch.
Post Reply

Return to “Commander - The Great War”