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.
CTGW v1.14 Public Beta Available
Moderators: Slitherine Core, The Lordz
-
DukeOfLight
- Senior Corporal - Destroyer

- Posts: 122
- Joined: Thu Jun 03, 2010 5:01 pm
- Location: Bucharest (Romania)
Re: CTGW v1.14 Public Beta Available
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.Myrddraal wrote:Coastal cities should have a LOS of 1 hex. This has never been broken has it?
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
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
Re: CTGW v1.14 Public Beta Available
Since you're online, a quick question, is this in both SP and MP?
Re: CTGW v1.14 Public Beta Available
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

- Posts: 122
- Joined: Thu Jun 03, 2010 5:01 pm
- Location: Bucharest (Romania)
Re: CTGW v1.14 Public Beta Available
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.
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.
Re: CTGW v1.14 Public Beta Available
perhaps you missed my other thread also, i posted about winter being bugged, or the manual providing mistaken info 
viewtopic.php?f=214&t=39699
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
Re: CTGW v1.14 Public Beta Available
Don't worry, we didn't miss it. One thing at a time though, that one isn't for this patch.

