"All this madness" - now is 0.99 version!

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Sabratha
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Re: "All this madness" - new 0.91 mod version available!

Post by Sabratha »

Zombo wrote:Yep. It sure is dead. What a pity.
Nope its not, was waiting for the devs to fix the naval crash bug. I saw that there's a new version and the bug should be gone, so I'll update the mod to the new version.

Though keep in mind if there's still no way to change "original hex owner" then the more abitious ideas for new nations will need to be dropped.
Zombo
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Re: "All this madness" - new 0.91 mod version available!

Post by Zombo »

Cool !!

When can we expect to be able to enjoy your marvel? My pals and I were nearly resigned to have to play Vanilla
( which we don't really want to anymore)
Sabratha
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Re: "All this madness" - new 0.91 mod version available!

Post by Sabratha »

Zombo wrote:Cool !!

When can we expect to be able to enjoy your marvel? My pals and I were nearly resigned to have to play Vanilla
( which we don't really want to anymore)
The new 0.92 version will be out soon and I will do a new version with 1915, 1916, 1917 and 1918 scenarios when I have some RL time for it.

As for more in-depth features regarding new factions (as I planned originally to have in the mod), this depends on the devs makking the map files open/editable. They announced that the scripts files are gonna be released as editabkle soon, but they have not made it clear if the map files will be such as well. I asked about the map files in the patch thread here (viewtopic.php?f=102&t=68229) but have yet to receive a reply.

The main problem with new factions is that to have fully working economy, PP income and building options, I would need to edit the "original hex owner" parameter in the map file. Which is something I can't do as long as the map file iutself is not editable.
Once I know when and if the map files will be editable, I will proceed accordingly.
Sabratha
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Re: "All this madness" - now is 0.99 version!

Post by Sabratha »

0.99 version out, compatible with last patch version. Please install on the new vanilla version to play and let me know if any bugs pop up.
Phase
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Re: "All this madness" - now is 0.99 version!

Post by Phase »

Thanks - the link still seems to go to .91 though?
Sabratha
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Re: "All this madness" - now is 0.99 version!

Post by Sabratha »

Phase wrote:Thanks - the link still seems to go to .91 though?
ups, mixed up the links. Fixed now
Phase
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Re: "All this madness" - now is 0.99 version!

Post by Phase »

Thanks, but it now says I have to ask permission to download?
BuddyGrant
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Re: Antwerp

Post by BuddyGrant »

dhucul2011 wrote:I also get a crash to desktop when the CP takes Antwerp in SP.

ctw.log attached.
Me three, fortunately this can be fixed by editing this file:
..\Commander The Great War\data\scripts\game\game_events.lua

Add this line to the AntwerpCaptured function, right before the 'ChangeFactionMorale' function call:

Code: Select all

local belgium = game:GetFactionById(6)
The whole function should look like this now:

Code: Select all

-- Antwerp captured
function AntwerpCaptured(hex)
  if GetEvent("AntwerpCaptured") == 0 then
    if hex.x == 85 and hex.y == 24 then
      if hex.faction.alliance.id == 2 then
        SetEvent("AntwerpCaptured", game.turn)
        local belgium = game:GetFactionById(6)        
        ChangeFactionMorale(belgium, -2)		
      end
    end
  end
end
Tested and works - Antwerp can now be taken by CP without the crash.
Sabratha
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Re: "All this madness" - now is 0.99 version!

Post by Sabratha »

Phase wrote:Thanks, but it now says I have to ask permission to download?
Should be fixed now. Many apologies for the issue.
Zombo
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Re: "All this madness" - now is 0.99 version!

Post by Zombo »

Is there any written indication - or other- that we are actually playing the 0.99 version? just to make sure it was correctly installed?
Sabratha
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Re: "All this madness" - now is 0.99 version!

Post by Sabratha »

If there's no news on map files availability, I'm gonna release a downscaled 1.0 version (without additional faction functionality as a necessary result).
Zombo
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Re: "All this madness" - now is 0.99 version!

Post by Zombo »

Cool, thanks

me and my pals are really enjoying your work

it really revived or interest in the game
BuddyGrant
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Re: "All this madness" - now is 0.99 version!

Post by BuddyGrant »

Sabratha wrote:If there's no news on map files availability, I'm gonna release a downscaled 1.0 version (without additional faction functionality as a necessary result).
Thanks Sabratha - awesome work on this mod.
Zombo
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Re: "All this madness" - now is 0.99 version!

Post by Zombo »

May I suggest that during the War of the Trenches period in the West ( roughly fall 1914 to pre-Kaiserschlacht), gaining one hex should bring considerable morale benefits, and severe penalties for the loser: the war became so static that gains were measured in hundreds of meters, and insignificant locations such as a ruined village, a wood, a fort, a flattened hill became strategic points that focalized the belligerents' attention as each side staked its prestige on its keeping or conquering. Conquering one single CTGW hex ( that is, a good number of square miles, a couple of towns, a city) would have equated to a huge moral victory under the terms of trench warfare.
Zombo
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Re: "All this madness" - now is 0.99 version!

Post by Zombo »

Does anyone manage to achieve anything like an historical 1914 breakthrough on the west, and with the Russians in the Lemberg area?
I sure don't, nor do any of my pals :(
nehi
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Re: "All this madness" - now is 0.99 version!

Post by nehi »

in one game all at once? it happened to me in one of my first mp games (i break wf while entente opponent got my lemberg)

vs ai there is no problem to break in anywhere u want, but with russians its better to strike koenigsberg directly, i got it usually in 2nd (6th overall i guess) russian turn, in 3rd with bad dice rolls

in first russian turn i move all close units west forwards and armored train can attack koenigsbergs garrison, it lowers its efficiency by 1

next turn aircraft do next -1 efficiency and then usually 1 infantry and 2 cavalries are able to strike it melee, when its not enough, next turn should be
Zombo
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Re: "All this madness" - now is 0.99 version!

Post by Zombo »

I meant vs a competent human opponent
( I can only see playing vs the AI as a way to learn the system, otherwise I see no point in it)-
nehi
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Re: "All this madness" - now is 0.99 version!

Post by nehi »

ok, then russians can take lemberg, but vs competent hopp it should be at cost of losing warsaw... so useless adventure
Zombo
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Re: "All this madness" - now is 0.99 version!

Post by Zombo »

Well, precisely. So it doesn't really seem possible to replicate history.
Also, in all our games, we can't even take Antwerp as the Germans.

We're planning to start over, but removing:
2 Austrian reserve inf & forcing the two armies in the East to attack into Russia

The Belgian armoured car and reserve infantry ( so the remaining belgian unit will retreat into Antwerp as historically) and one French reserve Inf, and the four French armies facing Alsace-Lorraine atatck each turn ( no move) during the 3 first turns
( 27th of August was the bloodiest day in history for one single nation: France lost ... 200.000 men that day)
nehi
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Re: "All this madness" - now is 0.99 version!

Post by nehi »

ive just tried it, best thing is sg issue solved

but i dont think making this game more challenging for cp is what is needed to be done...

in vanilla im not able to break cp in less than 15 turns, in this one i make it with ease on first run in just 13 (still in 1914)

fine are all that events

the worst is that tiring issue, its like perma winter, irritating punishment for active style of playing + swaping units is much less effective cause of it

(later ive played for cp side and its fits to ai well, its quite good simulation even for mp games to learn how to break coherent line of defense, with more strongholds and small garrisons ai form that line quick and nice in france, but it would be monster tough vs human)
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