naval combat

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.

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DukeOfLight
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naval combat

Post by DukeOfLight »

I have an ideea for how to make battlships more usefull...
If they are near a land unit (not air) it will give an substantial bonus to defense abd atack to similate the big cannons support for hat unit.
In this way we can use more offen the british battleship in the atlantic ocean.
Umeu
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Re: naval combat

Post by Umeu »

its already in the game pretty much, battleships can attack coastal units with a barrage option. i do agree that the option should be more viable because right now it costs too much ammo i think. 2 ammo cost for it should be fine 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
DukeOfLight
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Re: naval combat

Post by DukeOfLight »

I know about this....and yes 2 insetead of 6 should be more usefull.
But what i was trying to say its that a battleship being near a friendly unit, will give that friendly unit a bonus to defense and a bonus to attack.
I think that the nval combat its ok how it is today...however we should think how to make battleships more usefull, mentaining in the same time the actual costs. and from this perspective ive made this suggestion.
By the way i am still waiting for the event list and their effect to the game and also the morale loss events, like losing a unit, city, etc.
Its so hard to provide me with that,this is a strategy game and i must know....thi is not a card game to say...play and see what is happening.
I ve made this request 10 days ago and nobody give me any response, i think ideserve an answer no matter what it is.
Also can you make something to see on the server, a status for player, like the numeber of maches played, the wins and the loss, hours spent, it should not be so hard.
And maybe in the future to make a tournament for exemple only those who have 10 wins...and it will begin from ,,x" date and the games should finish in ,,y date"
Thanks...but the way the game is awesome, unfortunatly i dindt find the right players, for me 1-2 turns per days its very little...but i am optimistic ;)
Myrddraal
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Re: naval combat

Post by Myrddraal »

Hi DukeOfLight,

It's not trivial to get you a list of all events and their effects. They are encoded in the game files, and not in a easily readable table. I would recommend having a look at the contents of the events scripts in Data/Scripts. All the effects are there.
Umeu
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Re: naval combat

Post by Umeu »

im willing to play with you, i can usually manage 2+ turns a day and more in the weekend.
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
nobikaigan
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Re: naval combat

Post by nobikaigan »

I understand the OP's proposal, and agree in theory that BB's need more usefulness to counter their heavy upkeep, cost, and ammo but I do not believe allowing them to add power to adjacent ground units works... Reason is that our hexes are much too large for this to be simulated correctly.

For example, if a BB is in the Adriatic, supporting an ajacent friendly ground unit in Italy, if that friendly unit is attacking an enemy adjacent, then the bonus applied would be implying that the BB can fire it's guns from the Adriatic to the West coast of Italy - Much too far. It currently works that BB's can attack enemy units adjacent to sea hexes, and that would kind of be the only way they could affect anything on the ground - and even that is a stretch in many circumstances.

Reducing the Ammo cost of BB's attack is a good change IMO... 2 ammo per bombardment is probably about right.

fyi my RL job is Naval Gunfire Support Systems, so I kind of have opinions on the matter! In this case, I think gameplay will not suffer...
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DukeOfLight
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Re: naval combat

Post by DukeOfLight »

whith what i can view the lua extension?
avoran
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Re: naval combat

Post by avoran »

DukeOfLight wrote:whith what i can view the lua extension?
If you mean 'how can I open a .lua file', you can open them with Notepad or any basic text reader
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DukeOfLight
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Re: naval combat

Post by DukeOfLight »

thanks
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