I can't replicate the crash, and the log wasn't specific enough for me to locate the crash. I've uploaded the end of turn and next turn, which at least hopefully will allow you to continue the game. If it happens again, let me know.
Search found 435 matches
- Tue Jan 16, 2024 4:34 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Robo's Lua Coding masterclass
- Replies: 24
- Views: 9316
- Mon Nov 27, 2023 4:46 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V24.2b NOV 11th 2023
[17:04:37][17764]+++++++++++++++++++++++++ Event triggered:EmdenRaider [17:04:37][17764]game/game_morale.lua:1(global ChangeFactionMorale) game/game_morale.lua:1: attempt to index local 'v22' (a nil value) I think the problem is that Germany hasn't been localized in the EmdenRaider function in game_...
- Sat Nov 11, 2023 12:47 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V24.2a NOV 5th 2023
Hi, I don't have much experience with Potzblitz yet but I've played a few games and I get the idea that the Russian steamroller is too strong. Steamroller has been nerfed in v24+ versions already. It might be ok now, or still too strong, but have only played 1 game on v24 and I was CP vs Full Russi...
- Mon Nov 06, 2023 3:12 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V24.2a NOV 5th 2023
thanks. It's looking pretty stable then. I'm afraid that's beyond my scripting skills to answer. It might be possible but it would certainly require an inordinate amount of workarounds. I managed to reset a tech after it has been researched, but it doesn't remove the upgrade. It does seem very compl...
- Sun Nov 05, 2023 8:25 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Robo's Lua Coding masterclass
- Replies: 24
- Views: 9316
Re: Robo's Lua Coding masterclass
awesome! I was close but I think it would've taken me a few more years to get there
checks are too advanced for me yet
- Sun Nov 05, 2023 7:09 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Robo's Lua Coding masterclass
- Replies: 24
- Views: 9316
Re: Robo's Lua Coding masterclass
Only choice-events can be displayed as ???-events. If you want to prevent your Hindenburg-Line event from showing upon triggering, trigger it with -1 instead of game.turn if GetEvent("HindenburgLine") == 0 then if game.turn == 45 then --- just an example for whatever condition you fancy S...
- Sun Nov 05, 2023 4:47 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Robo's Lua Coding masterclass
- Replies: 24
- Views: 9316
Re: Robo's Lua Coding masterclass
If you just want to have a function that can be triggered, it's sufficient to have the function's name followed by () function Test() end If a function has other stuff included between the brackets, for example hex, unit etc. this means the function is used to check specific values that are passed ...
- Sun Nov 05, 2023 4:01 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Robo's Lua Coding masterclass
- Replies: 24
- Views: 9316
Re: Robo's Lua Coding masterclass
I'd try it this way: for unit in germany.units do if unit.hex ~= nil and unit.terrain.type == Terrain.LAND and (unit.hex.originalFaction.id == 0 or unit.hex.originalFaction.id == 6) then unit.hex.entrench = germany.luaData.entrenchMax end end The event will only be shown to the CP player if you tri...
- Sun Nov 05, 2023 3:29 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Robo's Lua Coding masterclass
- Replies: 24
- Views: 9316
Re: Robo's Lua Coding masterclass
I'm confused about what you are trying to do. Do you just want to modify function UnitCanEntrench or do you want to create a new event using parts of function UnitCanEntrench? the last one, I want to create a new event, which, under certain conditions (related to hex and nationality of the hex) giv...
- Sat Nov 04, 2023 12:50 pm
- Forum: Commander - The Great War: Tech Support
- Topic: game won't install
- Replies: 1
- Views: 4367
Re: game won't install
I have installed v1.30 of the game. Having done so, I also installed the updated version-v.1.66. unfortunately, after installing the update the programme won't load properly. I get the front screen but the game goes no further than that. any thoughts? probably resolution issue. You don't see the ic...
- Fri Nov 03, 2023 5:37 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Robo's Lua Coding masterclass
- Replies: 24
- Views: 9316
Re: Robo's Lua Coding masterclass
@robotron I'll post it here as not to derail the other thread too much with coding but what am I doing wrong here? file = game.lua this way, the code works. function UnitCanEntrench(unit,hex,nextTurn) if hex == nil then hex = unit.hex end if unit.faction.alliance.id == 1 and unit.faction.id == 7 the...
- Sat Oct 28, 2023 3:00 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V24.2 OCT 28th 2023
Fixed all reported issues. thanks I guess the changes in the morale.lua are intentional then. Can you explain what/why you changed it for? Because I don't understand how to read it anymore right now. Before it was pretty straightforward. Same for units.lua and game.ammunition.lua now btw Anything t...
- Sun Oct 22, 2023 9:41 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V24.0 OCT 14th 2023
Not enough info. Scenario, game turn, position of units, Umeu-style shenanigans etc. ? the game moved on now, so I don't remember exactly, but it happened in 2 games, 1 as Entente, 1 as CP. I received the message for the event as normal, but the hexes just did not become passable and instead remain...
- Mon Oct 16, 2023 6:09 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V24.0 OCT 14th 2023
So I feel that if they still had a major fortified port which could be supplied from sea by the British navy, they would surrender even less. Consider it implemented in the next update/bugifx. I really don't feel like re-uploading the whole mod for minor issues like this right now. Also, did you fi...
- Sun Oct 15, 2023 5:11 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V24.0 OCT 14th 2023
Some cool changes. Will try it out soon. 1 thing actually came to mind, wanted to raise it earlier but then forgot about it. But why did you change Belgium to surrender in 1915 if only Antwerp is left? I feel like Belgium would never surrender as long as there is some hope left. They clung to the ti...
- Fri Oct 13, 2023 11:37 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V23.1 SEP 19th 2023
Okay then, things stay as they are considering Russian subs (none at start, can have max. 1 at any time). If nothing else is brought up in the meantime by people that actually play this mod then I'll upload V24 tomorrow. Not sure if you changed it and I missed it, but in MP and Entente AI, Russia s...
- Thu Oct 12, 2023 4:20 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V23.1 SEP 19th 2023
Added build limits for railroad guns: 3 for France & Germany, 2 for Austria & Italy. it's probably way too easy to camp and kill the Swedish convoy with submarines and other ships as Entente. Should Russia's ability to build submarines be removed again then in exchange for having a single s...
- Tue Oct 10, 2023 12:17 pm
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V23.1 SEP 19th 2023
Did so. Now you get +2PP for each city, +3PP for each fortress and +5PP for each capital modified by how often you pillaged before. Neutral nation's anger is lowered to a +2 alignment shift against the pillaging nation per pillaging attempt. Also pillaging is now renamed " Requisition " f...
- Tue Oct 10, 2023 12:08 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V23.1 SEP 19th 2023
*sigh!* okay then: one reserve corps is reverted back to an army corps again. not what I meant. The changed set up is good in case Ottomans join before Britain does (happens less often, that's true, but still in Ostmars, Rupprecht and Belgium Yields it happens more often than not). This is such a f...
- Mon Oct 09, 2023 3:17 am
- Forum: Commander the Great War : Mods & Scenario Design
- Topic: Potzblitz V26.01 OCT 26th 2025
- Replies: 3351
- Views: 602702
Re: Potzblitz V23.1 SEP 19th 2023
Great changes. I've played quite a few games in the mean time, and I've encouraged my opponents to come here to share their thoughts, but none have done so yet, so I'll just share some of mine and some of theirs that we have discussed. My ignore list is now empty again. So at the risk of this not st...