Potzblitz V25.0 OCT 18th 2024

A forum to discuss custom scenarios, campaigns and modding in general.

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Robotron
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

Okay, you'll first need to have an editor to be able to edit the scripts. I suggest to use Notepad++.

https://notepad-plus-plus.org/downloads/


Then go to the game's DATA folder, within that folder is another folder called game, open that folder.

Within the game folder you find a lot of scripts. Of these scripts the following hold the starting values for each scenario.

1914.lua is the script for "Schlieffens's Legacy" scenario

1915.lua is the script for "Aufmarsch Ost" scenario

1916.lua is the script for "Rupprecht Plan" scenario

1917.lua is the script for "Schlieffen-Moltke (historical)" scenario

1918.lua is the script for "Home before the leaves fall" scenario

Potzblitz.lua is the script for "Lamps go out in Europe" scenario.


In each script you will find the political alignment values for all nations beginning at ca. line 1400, the exact line is a bit different in each script.

The "command" to set the alignment is called SetFactionAlignment(X,Y)

X is a number between 0 to 22 to indicate which nation will be modified.
France is 0, Britain is 1, Germany is 2, Austria is 3, Russia is 4, Turkey is 5, Belgium is 6, Serbia is 7, Italy is 8, Netherlands is 9, USA is 10, Sweden is 11, Denmark is 12, Finland is 13, Greece is 14,
15 is Spain, 16 is Portugal, 17 is Switzerland, 18 is Romania, 19 is Bulgaria, 20 is Norway, 21 is Arabia (but don't use it!), 22 is Persia

Y is the alignment, which is a number between 0 and 100.
0 means the nation has joined CP.
100 means the nation has joined Entente.
50 is perfectly neutral.

Now for example see what the instructions for France are in the script at ca. line 1400:

Code: Select all

SetFactionAlignment(0, 99.7)  
The number 0 indicates that the alignment for France will be set.
The number 99.7 means that the alignment for France is set to 99,7 at the start of the game.
Note that you must use a dot (.) and not a comma (,) to indicate fractions.

France has an alignment at 99,7 which means she will join Entente in 3 turns.

Another example this time for Germany:

Code: Select all

SetFactionAlignment (2, 0.3)   
The number 2 indicates that the alignment for Germany will be set.
The number 0.3 means that the alignment for Germany is set to 0,3 at the start of the game.
Again, note that you must use a dot (.) and not a comma (,) to indicate fractions.

Germany has an alignment at 0,3 which means she will join CP in 3 turns.


Another example for a very Entente-friendly Denmark:

Code: Select all

SetFactionAlignment (12, 97)   
Another example for a very CP-friendly Spain:

Code: Select all

SetFactionAlignment (15, 3)   
etc.

You can try out any alignment values from 1 to 99 for each nation with the following limitations:

You may NOT change the starting values for Serbia, France, Germany and Austria because this will lead to too many problems.


If you need more info I'll be happy to help.
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
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LepetitKipetchi
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Re: Potzblitz V25.0 OCT 18th 2024

Post by LepetitKipetchi »

Hello Robotron and happy new year everybody,

Thanks for these explanations, it is very simple and works easily ! It was exactly what I needed to create new original scenarios :)
If the diplomaty points are too close from an alliance at the beginning, the new countries are capitulating so it looks like the game needs to have the main protagonists fighting before having small countries joining them no ?
For example with Entente, Netherlands and Denmark joined Serbia at the first turn but in the same turn they made reddition.

Thanks again,
Robotron
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

Exactly for that reason I wrote

Code: Select all

 You can try out any alignment values from 1 to 99
so no instant surrender takes place.

However it should be safe to go as far as 0.3 and 99.7, so the nations would join their respective alliances as early as turn 3.


Any by the way, the value is called alignment not diplomatic points, diplomatic points are the stuff you use to pay for events.

Using the correct term makes it easier for me to understand what you mean. ;)
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Robotron
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

Exactly for that reason I wrote
You can try out any alignment values from 1 to 99
so no instant surrender takes place.

However it should be safe to go as far as 0.3 and 99.7, so the nations would join their respective alliances as early as turn 3.


Any by the way, the value is called alignment not diplomatic points, diplomatic points are the stuff you use to pay for events.

Using the correct term makes it easier for me to understand what you mean. ;)
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
LepetitKipetchi
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Re: Potzblitz V25.0 OCT 18th 2024

Post by LepetitKipetchi »

OK sorry for my mistake.
I just deleted the "math.random" for the nations I would like to add in the fight and it worked perfectly :)
Thanks again !!!
imp44791
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Re: Potzblitz V25.0 OCT 18th 2024

Post by imp44791 »

I came back to this game after a long hiatus. I played a full CP Aufmarsch Ost campaign. No crashes (but I have a brand new mid-to-high end rig), events seem to be all working well. Some comments.

1. I'm sure there's little that a modder can do, but the British Med fleet is very passive and allows the Austrians/Goeben to dominate the Aegean.

2. This makes the "warping in" of Allied troops in Thessalonika by event very weird: the enemy fleet dominates, so how did these troops arrive? I suggest you make this a little more plausible by giving a negative event to the CPs (perhaps decisively nudging the alignment of Greece towards the Entente) if their fleets hang about in the Aegean hexes while the country is neutral.

3. Ottoman collapsing/negative events are still too frequent and make the player scratch his head as to what he could do. With Russia surrendered and with the British stalled in both Mesopatamia and the Sinai and taking horrific losses, and the OE is up to 14 collapse points? I would instead hamper the Ottoman economy more, I was literally swimming in PP for them.

4. Once Russia surrendered the various neutrals prudently seemed to shift away from a foolish entry against Austria. Greece, Romania, Italy and even the US (that was a bit weird) shifted to more neutral attitudes (Greece and Romania basically stuck at 10% Resentful and didn't move, the others were all in the 40s and 50s). That is until two turns from the end Italy suddenly went to 0 and entered the war - on the side of basically just France, as even Britain had thrown in the towel by then. That looked super weird and was of course suicidal. I suspect this was due to the Tunisia cessation event which did fire in 1918, but the effect is too severe considering the state of the war by then. It should rather be like the Trento/Trieste ceding by Austria if it's not doing well - merely prolonging neutrality rather than getting Italy to pounce against the losing side.

5. The outcome of the war was "Pyrrhic victory"... with Russia, Serbia and Britain surrendered and the Germans in Reims and driving towards Paris. This is a minor matter, as I find these "results" cosmetic. But it did look quite odd.

On the whole, minor niggles on what is a fantastic mod. Thanks for the work.
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