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Custom Match - specific commands?
I've recently started to play this game again and I only play custom/off-line matches. I generally find that when I play these type of matches the entire battle tends to be fought over a single trench until time expires.

I saw a post about a similar issue a while back, and it was suggested to use the server command "/setpermanentattacker" to overcome this problem (ie so only one side ends up constantly attacking).

While I've tried out that command and its made the game a bit more interesting, I was wondering if there are any server commands that can be used that would also allow you to do either of the following in a custom match:

(1) allow you to select the specific trench the attackers start from - ie. so the attacking team pretty much starts are the edge of the map (and has no fall-back trench) and it has to push the defenders all the way back through the map; and/or

(2) allows you to set a different number of bots for each team - ie. I'd prefer to have the defending team have more bots than the attacking team (for a bit more of a challenge).

Thanks in advance
Last edited by NYKnicks33; Apr 25 @ 10:35am
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There aren't any commands for those two things specifically. I've suggested having the second added before (along with others) but don't know if there are plans for it atm.

For the first however, the closest you can do is to turn on the permanent attacker and then use the "/capturecontested" command to push the defenders back. After the defenders are at the trench you want: turn off or switch the permanent attacker team. (Note: There's also a command to switch the attacker team without it being permanent IIRC)

Not entirely sure how easy specifically having the match start a particular trench would be but I imagine it'd be quite tricky. It's a good idea tho.

For more info on what each custom match command does in the game, this guide was created by a long-time player: https://steamcommunity.com/sharedfiles/filedetails/?id=1122965561
NYKnicks33 Apr 25 @ 11:51pm 
Thanks for your guidance LV|Ironstorm767. Hopefully the Devs see this thread and decide to implement some commands that allows these issues to be set up easily (assuming they still check these forums). It makes the bot mode much more challenging/immersive
helodragon Apr 26 @ 10:33am 
I’ve been hoping for new commands for a while since I’m in the same boat.

/capturecontested captures the contested trench.

/switchattacker switches the direction of the attack

You can use these both change where the front goes.

Personally I’d like to see commands for adjusting the attack timer, the weather commands from Tannenberg, a command to set a pause between attacks and a command to save and load presets.
Originally posted by helodragon:
I’ve been hoping for new commands for a while since I’m in the same boat.

/capturecontested captures the contested trench.

/switchattacker switches the direction of the attack

You can use these both change where the front goes.

Personally I’d like to see commands for adjusting the attack timer, the weather commands from Tannenberg, a command to set a pause between attacks and a command to save and load presets.

Thanks for the suggestions.

Separately, as you've mentioned Tannenberg, how do the bots in that game compare to Verdun - specifically, does playing a private match with only bots result in the same issue as I'm experiencing in Verdun (ie. essentially fighting back and forth over one sector/capture point until the time expires). I understand the Tannenberg game mode ("manoeuvre") and maps are completely different to Verdun (and its not necessarily a linear map where points you can only target a capture point that is next in the in directional order), but I'm wondering if the AI coding/intelligence essentially in Tannenberg results in a similar frustrating back-and-forth stalemate over the one capture point. I don't have Tannenberg, but this stalemate issue Verdun is putting me off a bit.
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