Patch Plans
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Patch Plans
We wanted to keep everyone up to date with our plans for Commander. Here is a list of issues we are planning to investigate in the short term. We can't promise these will all make it in as you can't tell how difficult some things will be until you start trying to do them, but we'll do our best!
* PBEM saved game names
* PBEM password protection
* PBEM feedback on opponents turn
* Chat in TCP/IP games
* AI for DDay landings
* AI on normal difficulty setting
* Manpower levels for the UK
* Scroll speed
* Map centering before combat
* Nationality & leader icon clarity to show who has moved
* Zoom level during the AI turn
* Turn summary message issues
* Destroyer & battleship graphical mix up
* Editor
* Screen mode issues, failing to set up 1024x768 on some machines
* Oil abundance in Africa
There are lots of other things we'd like to look at, but these are the ones we think we can get done quickest and that will have the most benefit for the first patch. We're estimating this will be ready for mid July.
* PBEM saved game names
* PBEM password protection
* PBEM feedback on opponents turn
* Chat in TCP/IP games
* AI for DDay landings
* AI on normal difficulty setting
* Manpower levels for the UK
* Scroll speed
* Map centering before combat
* Nationality & leader icon clarity to show who has moved
* Zoom level during the AI turn
* Turn summary message issues
* Destroyer & battleship graphical mix up
* Editor
* Screen mode issues, failing to set up 1024x768 on some machines
* Oil abundance in Africa
There are lots of other things we'd like to look at, but these are the ones we think we can get done quickest and that will have the most benefit for the first patch. We're estimating this will be ready for mid July.
Last edited by IainMcNeil on Thu Jul 19, 2007 5:12 pm, edited 1 time in total.
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- Brigadier-General - 8.8 cm Pak 43/41
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Yes, this is just the first patch and we have some more stuff we want to look at later. What is good is that the game is very stable in general (few crashes or pure error calculations) so we can focus most energy on gameplay already. 

Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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- Sergeant Major - Armoured Train
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Some suggestions:
Map centering before partisans - so you actually see the partisan appear.
Scrolling Issues - if the unit or terrain pane is open moving the mouse to the bottom left doesn't scroll the map. This appears to be just where the unit/terrian symbols appear, below the rail/ship buttons, and to the left of the text are OK.
Selection of used unit - you can't select a used unit, and the only way to see the abilities of an assigned commander is to select the unit and mouse over the commander.
On map indication of command radius - currently you have to spot the subtle indication of the commander, remember his command radius, and then count.
Fog of war indication - currently you can't tell were you can see the absence of units. As there are a lot of variables this can be difficult.
Loss of attack - if a land unit moves and its move is blocked by a unit it didn't see it doesn't get the opportunity to attack.
Undo in build and research screens.
Undo for upgrade / repair / place / rail - where they don't alter visibility (or change these so they don't alter visability)
Ability to see minor country manpower levels.
Oil production listed in the production & research notification at the beginning of the turn.
Max entrenchment to be shown in terrain. Unit Pane to show entrenchment max as well as current.
Unit pane to show attack range, and spotting ranges - I often go into the production to see these values, except they aren't identical.
Unit pane to show which upgrades are available - currently there is no way to see what a unit will get from upgrading if already partly upgraded. Or add them to the popup.
Ability to move more than 1 unit from Med to Red sea per turn - only 1 arrival hex.
Subs should take an extra turn to move along the Red Sea route.
Ability to see what is in the Red Sea/Suez pipeline.
Mouse over the build point to show current production (and average convoy value)
Mouse over the oil points to show current oil production.
Can't place commanders while neutral.
Volume control for sound.
Fix for text size problems - the text for some unit popups is longer than the background. USA and UK shows large manpower levels as 10... or 11...
Fix for text popup positioning - upgrade popups may go off the edge of the map, making it impossible to see the manpower cost.
Fix for popup values - sometimes the manpower cost shown for a repair isn't the same as the change in manpower level ( I have seen a repair listed as 0 manpower reduce the available manpower from 0 to -1)
Recurring draft warning - if you drop to 0 manpower on consecutive turns, then you will get a draft warning each turn. The warning describe this as starting, where in this case it is an recurring effect.
Map centering before partisans - so you actually see the partisan appear.
Scrolling Issues - if the unit or terrain pane is open moving the mouse to the bottom left doesn't scroll the map. This appears to be just where the unit/terrian symbols appear, below the rail/ship buttons, and to the left of the text are OK.
Selection of used unit - you can't select a used unit, and the only way to see the abilities of an assigned commander is to select the unit and mouse over the commander.
On map indication of command radius - currently you have to spot the subtle indication of the commander, remember his command radius, and then count.
Fog of war indication - currently you can't tell were you can see the absence of units. As there are a lot of variables this can be difficult.
Loss of attack - if a land unit moves and its move is blocked by a unit it didn't see it doesn't get the opportunity to attack.
Undo in build and research screens.
Undo for upgrade / repair / place / rail - where they don't alter visibility (or change these so they don't alter visability)
Ability to see minor country manpower levels.
Oil production listed in the production & research notification at the beginning of the turn.
Max entrenchment to be shown in terrain. Unit Pane to show entrenchment max as well as current.
Unit pane to show attack range, and spotting ranges - I often go into the production to see these values, except they aren't identical.
Unit pane to show which upgrades are available - currently there is no way to see what a unit will get from upgrading if already partly upgraded. Or add them to the popup.
Ability to move more than 1 unit from Med to Red sea per turn - only 1 arrival hex.
Subs should take an extra turn to move along the Red Sea route.
Ability to see what is in the Red Sea/Suez pipeline.
Mouse over the build point to show current production (and average convoy value)
Mouse over the oil points to show current oil production.
Can't place commanders while neutral.
Volume control for sound.
Fix for text size problems - the text for some unit popups is longer than the background. USA and UK shows large manpower levels as 10... or 11...
Fix for text popup positioning - upgrade popups may go off the edge of the map, making it impossible to see the manpower cost.
Fix for popup values - sometimes the manpower cost shown for a repair isn't the same as the change in manpower level ( I have seen a repair listed as 0 manpower reduce the available manpower from 0 to -1)
Recurring draft warning - if you drop to 0 manpower on consecutive turns, then you will get a draft warning each turn. The warning describe this as starting, where in this case it is an recurring effect.
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These items:
Fog of war indication - currently you can't tell were you can see the absence of units. As there are a lot of variables this can be difficult. Huh? The map changes color where you have spotting - if it is hard to see, use the "darker map" option and it is easier to see.
Loss of attack - if a land unit moves and its move is blocked by a unit it didn't see it doesn't get the opportunity to attack. It is supposed to - this accounts for surprise.
Can't place commanders while neutral It is supposed to be that way, otherwise neutrals can get stronger than we want them to be.
Fog of war indication - currently you can't tell were you can see the absence of units. As there are a lot of variables this can be difficult. Huh? The map changes color where you have spotting - if it is hard to see, use the "darker map" option and it is easier to see.
Loss of attack - if a land unit moves and its move is blocked by a unit it didn't see it doesn't get the opportunity to attack. It is supposed to - this accounts for surprise.
Can't place commanders while neutral It is supposed to be that way, otherwise neutrals can get stronger than we want them to be.
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Thanks - great feedback Sagji.
As for how these issues are resolved, we are looking at different ways to provide feedback on the other players turn but not sure what that will be yet. We need to investigate further to see what the options are.
As for how these issues are resolved, we are looking at different ways to provide feedback on the other players turn but not sure what that will be yet. We need to investigate further to see what the options are.
Last edited by IainMcNeil on Wed Jun 27, 2007 5:05 pm, edited 1 time in total.
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- Sergeant Major - Armoured Train
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Darker map isn't available as I have to use the low spec option.vypuero wrote:These items:
Fog of war indication - currently you can't tell were you can see the absence of units. As there are a lot of variables this can be difficult. Huh? The map changes color where you have spotting - if it is hard to see, use the "darker map" option and it is easier to see.
I will have another look but I don't recall seeing any difference.
Except naval units are forced to attack the unit that blocks their move - and historically ifo two Corps bumbed into each other this would result in combat. Possibly they should be forced to attack the unit that blocked them (target hex, or best attack on a zocing unit)vypuero wrote: Loss of attack - if a land unit moves and its move is blocked by a unit it didn't see it doesn't get the opportunity to attack. It is supposed to - this accounts for surprise.
In which case they should prevent the building of commanders.vypuero wrote: Can't place commanders while neutral It is supposed to be that way, otherwise neutrals can get stronger than we want them to be.
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- Senior Corporal - Destroyer
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What he saidpossum wrote:NO UNDO!
Never, at all, under any circumstances, should any undo be allowed.
Undos just lead to cheats and exploits.
Think first, pay attention, and if all else fails then (assuming an SP game) reload from save. If you are playing multiplayer, then just suck it up and move on.

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All good software has an undo - even games.possum wrote:NO UNDO!
Never, at all, under any circumstances, should any undo be allowed.
Undos just lead to cheats and exploits.
Think first, pay attention, and if all else fails then (assuming an SP game) reload from save. If you are playing multiplayer, then just suck it up and move on.
Where is the exploit or cheat in undoing a research selection when you realise you did it for the wrong country, or find out that you can't do two levels because the increased cost is more than you expected and you didn't click on the more important one first?
Where is the exploit or cheat in undoing a repair that costs 0 manpower when you find it does reduce your manpower and moves you into a lower bracket.
Where is the exploit or cheat in undoing a build when you find it moves you into a lower bracket, or you did it for the wrong country.
Where is the exploit or cheat in undoing a repair when you find out how much it alters the effectiveness of the unit, and how do you find out this information without repairing the unit?.
If you do something that gives you new information - like upgrading a unit resulting in seeing a new hex, then it is valid to loose all ability to undo previous actions.
You have mentioned that the editor will have a basic map modding tool as well as scenario modding tool, absolutely fantastic.
What about event scripts?
It would be nice for modders to be able to add event scripts for annexation of territories, historical arrival of certain units, transfer of "free" units to allied control after certain countries surrender or even jusy historical event announcements.
What about event scripts?
It would be nice for modders to be able to add event scripts for annexation of territories, historical arrival of certain units, transfer of "free" units to allied control after certain countries surrender or even jusy historical event announcements.
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Re: Patch Plans
Excellent for a first patch. Games of this type will require several patches (SC needed 7!). So this is a great first step.iainmcneil wrote:We wanted to keep everyone up to date with our plans for Commander. Here is a list of issues we are planning to investigate in the short term. We can't promise these will all make it in as you can't tell how difficult some things will be until you start trying to do them, but we'll do our best!
* PBEM saved game names
* PBEM password protection
* PBEM feedback on opponents turn
* Chat in TCP/IP games
* AI for DDay landings
* AI on normal difficulty setting
* Manpower levels for the UK
* Scroll speed
* Map centering before combat
* Nationality & leader icon clarity to show who has moved
* Zoom level during the AI turn
* Turn summary message issues
* Destroyer & battleship graphical mix up
* Editor
* Screen mode issues, failing to set up 1024x768 on some machines
* Oil abundance in Africa
There are lots of other things we'd like to look at, but these are the ones we think we can get done quickest and that will have the most benefit for the first patch. We're estimating this will be ready for mid July.
I would also add in an aggressive AI for med and Africa.
Invasions:
Possibly script in a MAJOR D-Day invasion for France to occur RANDOMLY sometime between the last week in May and the first week in September in 1944. The % chance of invasion should increase every 2 weeks until it reaches 100% chance of occurring by Late Aug/early Sept 1944. This should be a combined naval, air and ground attack of huge proportions. The size of the invasion forces should increase as the difficulty goes up. Even on normal setting this should be challenging for the player.
I would also add in a number of smaller/medium AI scripted invasions to occur randomly in 1942, 1943, 1944 anywhere in Med/North Africa and France. Make sure the British contest Med/North Africa - Get British leaders like O'Connor, Anderson and Monty in there.
A lot of people are waiting to buy this game based on what the first patch does. This sounds like it will be good news to everyone.
We are patient and we know this game will take some time to get all the wrinkles out. But you have shown that you listen to your customers and stand behind your product.
All the best!
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I absolutely agree!dhucul wrote:You have mentioned that the editor will have a basic map modding tool as well as scenario modding tool, absolutely fantastic.
What about event scripts?
It would be nice for modders to be able to add event scripts for annexation of territories, historical arrival of certain units, transfer of "free" units to allied control after certain countries surrender or even jusy historical event announcements.
Allowing gamers to add event scripts will be a huge boost for this game.
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- Senior Corporal - Ju 87G
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A few more quick fix suggestions:
1) More British units in England to prevent early Axis invasion, perhaps in the form of entrenched garrison units in cities and ports.
2) British surface and air fleets should be very aggressive repelling any Axis ships in British home waters.
3) More Soviet units protecting the Caucasus oil fields.
1) More British units in England to prevent early Axis invasion, perhaps in the form of entrenched garrison units in cities and ports.
2) British surface and air fleets should be very aggressive repelling any Axis ships in British home waters.
3) More Soviet units protecting the Caucasus oil fields.
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#1 was discussed in beta. I argued for the "siberian armor", and Stalins_Organ expressed the opinion that the whole business of siberian reinforcements was largely a myth.ungers_pride wrote:More quick fix suggestions:
1) USSR needs "event created" Siberian reinforcements to enter game based on random % from Dec/41 to Jan/42.
2) Britain needs "event created" reinforcements to enter the Middle East when Axis starts putting on the pressure. Could be in the form of Commonwealth troops.
#2 is going to depend on time. The actual "Afrika Korps" campaign took place, you will remember, in 1941 and 1942. This was after the Italians had advanced and been repelled in 1940 and very early 1941. My point is just that troopships took a long time to travel from Australia to North Africa. Obviously South Africa and India were closer, but transit time was still an issue.
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Drat. I had a long reply ready but something happened and I lost it.possum wrote:#1 was discussed in beta. I argued for the "siberian armor", and Stalins_Organ expressed the opinion that the whole business of siberian reinforcements was largely a myth.ungers_pride wrote:More quick fix suggestions:
1) USSR needs "event created" Siberian reinforcements to enter game based on random % from Dec/41 to Jan/42.
2) Britain needs "event created" reinforcements to enter the Middle East when Axis starts putting on the pressure. Could be in the form of Commonwealth troops.
#2 is going to depend on time. The actual "Afrika Korps" campaign took place, you will remember, in 1941 and 1942. This was after the Italians had advanced and been repelled in 1940 and very early 1941. My point is just that troopships took a long time to travel from Australia to North Africa. Obviously South Africa and India were closer, but transit time was still an issue.
#1 Siberian reinforcements should be included in the game period. It really happened. Stalin transferred about 20 divisions (out of 40) from Siberia as soon as he learned that Japan was not going to attack him. These divisions included armour and infantry and they were hardened veterans, dressed to endure the harsh winter. About six divisions reached Moscow in Dec/41, while the rest took several weeks to make their way by train.
They should appear via events on a random turn between early Dec/41 and Feb/42.
There is a reason why the Germans were stopped in their tracks on Dec 6th/41 just 30 km from Moscow, and then were driven back 200 km. Further Soviet offensives in early '42 were the result of these Siberian divisions pouring in from Siberia.
#2 British reinforcements in the form of naval, air, armour and infantry units should appear in the Middle East via events when a city or port (such as Tobruk) falls to the Axis player.
The Allied AI should continue to receive these reinforcements via events and they should appear at or near Cairo. They do not need naval transport. As long as the Axis player continues to advance towards Egypt, more British reinforcements should continue to appear (via events).
All British units created for the Middle East should be event created. Do NOT rely on the AI to send them. That would be nice, but we are talking about the AI remember. Create them, and allow the player to add or enlarge them with the editor.
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My experience so far has the axis having a easy time of it in the Med as you can pretty much overwhelm the defence by scattering invasions all over the area. Reinforcing north africa ia easy as you can land anywhere,not just Tripoli, of course historically troops were landed at Tripoli for very good reasons. I am not sure what Malta is there for as there is no UK air presence. ditto Egypt, No UK air force.