old Potzblitz thread (discontinued)
Moderators: Slitherine Core, The Lordz
Re: POTZBLITZ: a mod for CTGW RELEASED!
one thing maybe worth to reconsider, commanders with negative defense are wierd, i remember it from 1.52 and its similar here, units without commader like khalil pasha have better forecast when attacking than with him (i guess its the reason in 1.6x are no more commanders with negative defense)
such stormers should have defense 0 or there isnt any good reason to use them, when they are worsing both defensive and offensive abilities of their units... (in single attack, in multiple on one target maybe he can be worth through shock, but who knows)
such stormers should have defense 0 or there isnt any good reason to use them, when they are worsing both defensive and offensive abilities of their units... (in single attack, in multiple on one target maybe he can be worth through shock, but who knows)
Re: POTZBLITZ: a mod for CTGW RELEASED!
I can't recall getting worse results with these guys, but I only use Kalil for cutting off Brits that advance too far from Basra or to retake Kuwait.
Okay, changed.
Okay, changed.
Re: POTZBLITZ: a mod for CTGW RELEASED!
its just -1D so its small difference, i get it vs weakened units, forecast is same or worse as without such commander = worse overallRobotron wrote:I can't recall getting worse results with these guys
once i figured out, it matters how many units are close to attacked one unit before attacking starts, but that attacked unit was 0 eff or close to 0, to be such effect visible in forecast (with khalil i saw it with full strength cavalry vs entrenched british infantry with 6 manpower and yellow eff, dont remember exact number, with him 1:4, without 1:3)
in 1.52 manytimes with anyone like this... assault seems to be just minor effect in comparison to BD/GA, shock is most likely good just for weakening before next attack without effect in current one
Re: POTZBLITZ: a mod for CTGW UPDATED!
Update available, see first post.
Hope everything works.
Hope everything works.
Re: POTZBLITZ: a mod for CTGW UPDATED!
im going to start from the end, but cossacks event just sux, i cant be honest
if there are some changes, it has almost same results, on top of that killing "5" points of russia units is more than challenging
why the hell its such killing germans?
germans killed at least 1 russian infantry, 2 garrisons and 1 cavalry (maybe more garrisons), but tannenberg event still untriggered
(but even if triggered, germans would be out of war or under 10% in feb 1915, before last turn returning naval heroes just prolonged german agony by one turn but they were allready at zero morale when they came home)
211 000 russians were killed (maybe it could be fixed on 100 000 russian casaulties instead of whole units?)
only lost cities were austrians krakow and tarnopol
at most russians controled 10 pointless german hexes
germans were losing spread range of morale every turn, top was 38% at once again (it should be roofed at 10% or so, to not be owned by random events all the time, its irritating)
austria 79%, germany 0%
serbia down, belgium down, france lost just calais and whole fleet, britain lost almost whole fleet (2 dreads and 2 bc included) - 148 000 sailors dead
other noticed changes:
west front is tough to beat, i got belgium as fast as usual, but later france were able to dig in, in mar 1915 i wasnt in touch of paris, still one more line of defense to beat
blimps nerfed to 0 as fighters, so now there are more useless units for like first 20 turns, as i said i never understand hystery about aircfrafts, with lower income and lowered stats, there is no reason to spam them, but like this, there is no reason to have them at all
event repairing of ships is kinda tricky, it shows lower number before attack it actually has, ai ships in ports can attack and to be repaired in same turn
and one more idea, what about making cities somethin like semi fortresses? even in vanilla i was surprised, its maybe the easiest hex to beat
if there are some changes, it has almost same results, on top of that killing "5" points of russia units is more than challenging
why the hell its such killing germans?
germans killed at least 1 russian infantry, 2 garrisons and 1 cavalry (maybe more garrisons), but tannenberg event still untriggered
(but even if triggered, germans would be out of war or under 10% in feb 1915, before last turn returning naval heroes just prolonged german agony by one turn but they were allready at zero morale when they came home)
211 000 russians were killed (maybe it could be fixed on 100 000 russian casaulties instead of whole units?)
only lost cities were austrians krakow and tarnopol
at most russians controled 10 pointless german hexes
germans were losing spread range of morale every turn, top was 38% at once again (it should be roofed at 10% or so, to not be owned by random events all the time, its irritating)
austria 79%, germany 0%
serbia down, belgium down, france lost just calais and whole fleet, britain lost almost whole fleet (2 dreads and 2 bc included) - 148 000 sailors dead
other noticed changes:
west front is tough to beat, i got belgium as fast as usual, but later france were able to dig in, in mar 1915 i wasnt in touch of paris, still one more line of defense to beat
blimps nerfed to 0 as fighters, so now there are more useless units for like first 20 turns, as i said i never understand hystery about aircfrafts, with lower income and lowered stats, there is no reason to spam them, but like this, there is no reason to have them at all
event repairing of ships is kinda tricky, it shows lower number before attack it actually has, ai ships in ports can attack and to be repaired in same turn
and one more idea, what about making cities somethin like semi fortresses? even in vanilla i was surprised, its maybe the easiest hex to beat
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Re: POTZBLITZ: a mod for CTGW UPDATED!
Strange...never had such drastic morale loss happenening to me and Tannenberg worked last time I checked. Will have to re-check again.
Re: POTZBLITZ: a mod for CTGW UPDATED!
infantry and one garrison were out of supply when killed, can be that reason? (it should trigger tannenberg, cavalry and one more garrison were killed before these unsupplied)
Re: POTZBLITZ: a mod for CTGW UPDATED!
Were the kills done by german units as described in the events list? Just checked and it worked fine. Just make sure you kill those units early and you should be fine. A few infantry in the east should do the trick or the Austrians can help out by not throwing everything at Serbia.
But I do feel the west is now too hard to break through and must be fixed again.
But I do feel the west is now too hard to break through and must be fixed again.
Re: POTZBLITZ: a mod for CTGW UPDATED!
austrians killed no one, they were just holding positions, i was cautious when killing russian units
i wont play it anymore as cp, germans again owned in 15 turns without any true reason
austrians lost 2 event cities and lasted with 79%
its time for others to test it
in previous version happened to me too, that tanneberg wasnt triggered on first cavalry/infantry
in contrary i saw for ai was enough just to push one cavalry to retreat, not kill, to trigger it
west is tough (even i get brussels in 3rd and antwerp in 6th turn ), now its more tough than average player in mp, but its no surprise, in open space ai is swapping units. not like in capitals, damaging units is not enough and its complicated to kill em just with arts
on top of that, u hasten entente +4D tech, in vanilla they need like 15 turns, in your mod half
but it feels way more suitable than that insanity in the east
when serbia was down and bulgaria entered the war, i could use 4 arts in the west (maybe 5, diplomacy showed 1-3 turns to turks entering), but germany surrendered sooner
i wont play it anymore as cp, germans again owned in 15 turns without any true reason
austrians lost 2 event cities and lasted with 79%
its time for others to test it
in previous version happened to me too, that tanneberg wasnt triggered on first cavalry/infantry
in contrary i saw for ai was enough just to push one cavalry to retreat, not kill, to trigger it
west is tough (even i get brussels in 3rd and antwerp in 6th turn ), now its more tough than average player in mp, but its no surprise, in open space ai is swapping units. not like in capitals, damaging units is not enough and its complicated to kill em just with arts
on top of that, u hasten entente +4D tech, in vanilla they need like 15 turns, in your mod half
but it feels way more suitable than that insanity in the east
when serbia was down and bulgaria entered the war, i could use 4 arts in the west (maybe 5, diplomacy showed 1-3 turns to turks entering), but germany surrendered sooner
Re: POTZBLITZ: a mod for CTGW UPDATED!
I think I found the bug, will upload a corrected version later.
*edit*
Done! see first post for details. Comments are welcome. Sorry for the inconvenience.
*edit*
Done! see first post for details. Comments are welcome. Sorry for the inconvenience.
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
as entente i havent met anything extraordinary, but bulgaria nor turkey didnt enter the war, so it ended in 20 turns
i forgot to mention slightly weakened cavalries, i guess its right, they used to be far the best ground unit in comparison to expenses, especially vs ai, which is not able to do proper counterattacks
now they are something between garrison and infantry, not almost as good as infantry
ai triggered tannenberg by killing just 2 garrisons in first turn (i used outdated tactics garrisons first as cannon fodder, which worked great in former version
) (v2.0)
typhus is still deadly, just kicking austria out of war saved serbian asses
with 4 british units as reinforcements and one new serbian garrison came winter and typhus, in like 3 turns it sucked out almost all serb manpower, let just 10, deep red, in next two turns serbia was completely out of manpower and pps too, so they lost belgrade where used to be infantry with putnik as commander, but depleted by typhus couldnt resist anymore
with last two remanining serbian garrisons and some sg they "survived", but at that point only belgrade was lost and morale allready droped to 13%, without any offensive action, just holding position in trenches without great losses (as cp i had to anihilate serbians to force them surrender, to kill all units and to burn all cities)
btw there is something more wrong, typhoided (owned by typhus
) units show full strength even i guess they are not - sometimes they can be refilled when showing status 10/10
ive noticed ai has some problem with production, at certain point, it stoped to refill units, but i didnt advanced much at that point, got just konigsberg and some fortress from germans and tarnopol+lemberg from austrians, i havent used any blimp, just coastal bombardment of austrian ports. which is not great hit (but i sunk all their navy, so maybe they were owned by events somehow badly, bulgaria and turks had red numbers in diplomatic window)
austria surrendered when lost budapest+tarnopol+krakow+lemberg+przemysl+dread, germany in next turn, berlin still up, but not much more
i forgot to mention slightly weakened cavalries, i guess its right, they used to be far the best ground unit in comparison to expenses, especially vs ai, which is not able to do proper counterattacks
now they are something between garrison and infantry, not almost as good as infantry
ai triggered tannenberg by killing just 2 garrisons in first turn (i used outdated tactics garrisons first as cannon fodder, which worked great in former version
typhus is still deadly, just kicking austria out of war saved serbian asses
with 4 british units as reinforcements and one new serbian garrison came winter and typhus, in like 3 turns it sucked out almost all serb manpower, let just 10, deep red, in next two turns serbia was completely out of manpower and pps too, so they lost belgrade where used to be infantry with putnik as commander, but depleted by typhus couldnt resist anymore
with last two remanining serbian garrisons and some sg they "survived", but at that point only belgrade was lost and morale allready droped to 13%, without any offensive action, just holding position in trenches without great losses (as cp i had to anihilate serbians to force them surrender, to kill all units and to burn all cities)
btw there is something more wrong, typhoided (owned by typhus
ive noticed ai has some problem with production, at certain point, it stoped to refill units, but i didnt advanced much at that point, got just konigsberg and some fortress from germans and tarnopol+lemberg from austrians, i havent used any blimp, just coastal bombardment of austrian ports. which is not great hit (but i sunk all their navy, so maybe they were owned by events somehow badly, bulgaria and turks had red numbers in diplomatic window)
austria surrendered when lost budapest+tarnopol+krakow+lemberg+przemysl+dread, germany in next turn, berlin still up, but not much more
Last edited by nehi on Mon Jun 27, 2016 2:03 pm, edited 2 times in total.
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
The reason for sometimes being able to repair a unit shown at full 10 strength points is that the game handles a unit's hitpoints in hundreds not tens and displays only the rounded up amount, so a unit with 99 hitpoints would show as 10 on the map.
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
fine, but i havent seen that ever before, just when they were typhoided
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
i finally managed to win my first game against privlieged ai as the cp
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
win in which version? former one, v2.0 or v2.1? in 2.x there should be wf more challengingRobotron wrote:IMPORTANT NOTES!
The mod only covers the 1914-18 Grand Campaign scenario.
The mod only supports english language, choosing another language will cause a crash.
The mod is meant to be played on the balanced level or else it might crash.
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
Congrats Moreau on your victory, no small feat indeed! Care to give details about how the game went?
Anyway, great to see there is at least one more other guy playing the mod (I started to lose hope).
Anyway, great to see there is at least one more other guy playing the mod (I started to lose hope).
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
v2.1 cp
wf quite easy, not freeride like in video, but brussels down in 3rd, antwerp in 6th, paris in 12th, whole france in like 22th
britain in 26th turn
ef looks fixed, tanneberg triggered by killing cavalry and infantry in this order
sometimes even small changes forces ai to behave different, but it looked like russia went easier on me... (still lost tarnopol and lemberg, but then i pushed em back with mostly garrisons and few cavalries)
russian surrendering in 27th turn finished war
only crash was due egyptian revolt, but back in the game there was autosave for my new turn and worked
i guess it was caused by trapping british active unit/s on egyptian neutral hexes
macedonian front event is still stealing tirana and skopje from cp (and some more pointless hexes), i was prepared for that, but its a bit unfair backstab (maybe it shouldnt convert hexes which are not neutral or are cps)
in the end german morale was around 190% and austrians 140%
wf quite easy, not freeride like in video, but brussels down in 3rd, antwerp in 6th, paris in 12th, whole france in like 22th
britain in 26th turn
ef looks fixed, tanneberg triggered by killing cavalry and infantry in this order
sometimes even small changes forces ai to behave different, but it looked like russia went easier on me... (still lost tarnopol and lemberg, but then i pushed em back with mostly garrisons and few cavalries)
russian surrendering in 27th turn finished war
only crash was due egyptian revolt, but back in the game there was autosave for my new turn and worked
i guess it was caused by trapping british active unit/s on egyptian neutral hexes
macedonian front event is still stealing tirana and skopje from cp (and some more pointless hexes), i was prepared for that, but its a bit unfair backstab (maybe it shouldnt convert hexes which are not neutral or are cps)
in the end german morale was around 190% and austrians 140%
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
Without reports from other players I'm unsure whether to raise the difficulty or leave it as is. So, for the moment I will not change anything.
Crashreports need savegames as always since my magic crystal ball is still out of order.
Crashreports need savegames as always since my magic crystal ball is still out of order.
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
i know, but i was able to continue from that autosave and i was too lazy to make backup of that log, it was close to the end (britain surrendered in that turn) and i wanted just to finish it
but im sure it was caused by egyptians
breaking trenches is tough job without aircrafts (this time i kept research so i saw they are useless 30 turns or more, not just 20), vs ai are arts enough, but in mp it would be unevitable stalemate and just waiting for event lottery
v2.0 has some taste of that
but im sure it was caused by egyptians
breaking trenches is tough job without aircrafts (this time i kept research so i saw they are useless 30 turns or more, not just 20), vs ai are arts enough, but in mp it would be unevitable stalemate and just waiting for event lottery
v2.0 has some taste of that
Re: POTZBLITZ: a mod for CTGW UPDATE V2.1
Nehi, I'm sorry to hear that the mod is not suitable for your "rush the bad AI in minimum time" playstyle due to "events lottery" taking place. If you don't agree on certain aspects please come up with productive ideas and not snarky remarks which surely won't help my enthusiam to continue working on the mod or might scare off people giving the mod a try.
It's frustrating enough for me to see that despite months of effort put into the mod the AI is still not able to hold out substantially longer against a good player and the lack of feedback is indicating that everyone else has moved on to other games anyway.
Well, guess I've been too late for the party.
It's frustrating enough for me to see that despite months of effort put into the mod the AI is still not able to hold out substantially longer against a good player and the lack of feedback is indicating that everyone else has moved on to other games anyway.
Well, guess I've been too late for the party.


