Bugs and Suggestions
Posted: Thu Jul 31, 2014 2:32 pm
I got my copy of CtGW last weekend from Steam and it runs very stable. Nevertheless I noticed some minor bugs and I have some suggestions to improve gameplay I want to share :
- Known minor Bug with Disbanding Units return CostPP as MP instead of CostMP. Can be easily fixed in game_deployment.lua.
- Small garrison outside city can move further away from city with free move from killing an enemy unit but then is stuck and cannot return to city anymore.
- If a river on the map is "below" an alliance border, the river cannot be seen. See western border of Serbia for example. This makes it very difficult/time-consuming to decide where to attack and where to defend.
- The seatiles near enemy ports which provide naval combat malus should be marked on the map, similar to the green seatiles around own ports. Otherwise the player will always have to count tiles near ports when moving.
- The statistics about kills is not working 100% correctly. If you kill the serbian garrison on turn 1 you can get 11 kills instead of 10. Maybe the overkill of last attack was counted, too.
- If a tech is in range of research (<=5 turns) and the respective labs are set to zero, the tech is still shown to finish in a few turns while it never really finishs.
- Research Speed for 1 lab is around 9 points per turn instead of expected 10 points from gameplay.researchSpeed = 10. (see my post in Mods)
- A statistic about lost/killed MP would be nice.
- Research : For every tech in Research Window there should be the number of turns until the tech is available displayed. Otherwise it is difficult to decide which tech to focus (or not to focus at all).
- Research : There should be an UNDO option when accidently focused / unfocused a tech since the focus points are consumed
- It seems that repairing units can cost too much PP / MP due to rounding when CostPP, CostMP of a unit are not dividable by 10. This seems to make the repair-bonus of 0,7 sometimes irrelevant. (Idea : scale all values by 10.)
- Serbia starts with 430 MP in 1914. The historical scale seems to be 1 MP equal to 10.000 men. Serbia is a small country with population of about 4-5 million in WW1. Therefore an MP of about 100 would be historically more appropriate, especially if you compare MP with France and Great Britain.
- gameplay.FreeUpkeep = 70 is a very strong bonus for all small nations which allows forces free of upkeep comparable with the size of German Army + Navy at start. It should be possible to solve this problem by rescaling starting PP, PP income for all factions (e.g. multiply PP Income by 2) and setting gameplay.FreeUpkeep to 0-10.
- PP-Income of Russia and Germany seem to be ahistorical. Germany starts with 75, Russia with 67. (compare with tables below)
- In WW1 Industrial Mobilization for War (= PP income) in some countrys increased from year to year by a high rate (see below : British arms production 14-18)
For historical scaling :
According to Paul Kennedy, The Rise and Fall of the Great Powers :
Table 18 : relative World-Industry-Production 1913 : USA 32%, Germany 14.8%, Great Britain 13.6%, Russia 8.2%, France 6.1%, Austria 4.4%, Italy 2.4%,
Table 15 : total Steal Production 1913 (in million tons) : USA 31.8, Germany 17.6, Great Britain 7.7, Russia 4.8, France 4.6, Austria 2.6, Italy 0.93,
Table 21 : Total Income 1914 (in billion $) : USA 37, Germany 12, Great Britain 11, Russia 7, France 6, Italy 4, Austria 3
Table 23 : British arms production (type : 1914,15,16,17,18) : (artillery : 91, 3390, 4314, 5137, 8039), (airplanes : 200, 1900, 6100, 14700, 32000), (machine guns : 300, 6100, 33500, 79700, 120900)
Table 25 : War Effort 14-19 (in billion $) : British Empire 23.0, Germany 19.9, USA 17.1, France 9.3, Russia 5.4, Austria 4.7, Italy 3.2, others 0.1-0.3
Table 25 : Mobilization 14-19 (in million men) : Germany 13.25, Russia 13, British Empire 9.5, Austria 9.0, France 8.2, Italy 5.6, USA 3.8, others (CP) 2.85, others (Entente) 2.6
- Known minor Bug with Disbanding Units return CostPP as MP instead of CostMP. Can be easily fixed in game_deployment.lua.
- Small garrison outside city can move further away from city with free move from killing an enemy unit but then is stuck and cannot return to city anymore.
- If a river on the map is "below" an alliance border, the river cannot be seen. See western border of Serbia for example. This makes it very difficult/time-consuming to decide where to attack and where to defend.
- The seatiles near enemy ports which provide naval combat malus should be marked on the map, similar to the green seatiles around own ports. Otherwise the player will always have to count tiles near ports when moving.
- The statistics about kills is not working 100% correctly. If you kill the serbian garrison on turn 1 you can get 11 kills instead of 10. Maybe the overkill of last attack was counted, too.
- If a tech is in range of research (<=5 turns) and the respective labs are set to zero, the tech is still shown to finish in a few turns while it never really finishs.
- Research Speed for 1 lab is around 9 points per turn instead of expected 10 points from gameplay.researchSpeed = 10. (see my post in Mods)
- A statistic about lost/killed MP would be nice.
- Research : For every tech in Research Window there should be the number of turns until the tech is available displayed. Otherwise it is difficult to decide which tech to focus (or not to focus at all).
- Research : There should be an UNDO option when accidently focused / unfocused a tech since the focus points are consumed
- It seems that repairing units can cost too much PP / MP due to rounding when CostPP, CostMP of a unit are not dividable by 10. This seems to make the repair-bonus of 0,7 sometimes irrelevant. (Idea : scale all values by 10.)
- Serbia starts with 430 MP in 1914. The historical scale seems to be 1 MP equal to 10.000 men. Serbia is a small country with population of about 4-5 million in WW1. Therefore an MP of about 100 would be historically more appropriate, especially if you compare MP with France and Great Britain.
- gameplay.FreeUpkeep = 70 is a very strong bonus for all small nations which allows forces free of upkeep comparable with the size of German Army + Navy at start. It should be possible to solve this problem by rescaling starting PP, PP income for all factions (e.g. multiply PP Income by 2) and setting gameplay.FreeUpkeep to 0-10.
- PP-Income of Russia and Germany seem to be ahistorical. Germany starts with 75, Russia with 67. (compare with tables below)
- In WW1 Industrial Mobilization for War (= PP income) in some countrys increased from year to year by a high rate (see below : British arms production 14-18)
For historical scaling :
According to Paul Kennedy, The Rise and Fall of the Great Powers :
Table 18 : relative World-Industry-Production 1913 : USA 32%, Germany 14.8%, Great Britain 13.6%, Russia 8.2%, France 6.1%, Austria 4.4%, Italy 2.4%,
Table 15 : total Steal Production 1913 (in million tons) : USA 31.8, Germany 17.6, Great Britain 7.7, Russia 4.8, France 4.6, Austria 2.6, Italy 0.93,
Table 21 : Total Income 1914 (in billion $) : USA 37, Germany 12, Great Britain 11, Russia 7, France 6, Italy 4, Austria 3
Table 23 : British arms production (type : 1914,15,16,17,18) : (artillery : 91, 3390, 4314, 5137, 8039), (airplanes : 200, 1900, 6100, 14700, 32000), (machine guns : 300, 6100, 33500, 79700, 120900)
Table 25 : War Effort 14-19 (in billion $) : British Empire 23.0, Germany 19.9, USA 17.1, France 9.3, Russia 5.4, Austria 4.7, Italy 3.2, others 0.1-0.3
Table 25 : Mobilization 14-19 (in million men) : Germany 13.25, Russia 13, British Empire 9.5, Austria 9.0, France 8.2, Italy 5.6, USA 3.8, others (CP) 2.85, others (Entente) 2.6