old Potzblitz thread (discontinued)

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Robotron
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

Copy/paste should be enough, as long as the original game was updated to V1.66 (the last official update) which is mandatory to run any version of Potzblitz in the first place.
nehi
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

one small issue, when clicking for info of arabian unit in senussi uprising -> crash
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Zombo »

I wasn't really complaining... Potzblitz in MP is still extremely enjoyable, and I'm not an easily satisfied wargamer ( vanilla is way below my minimum acceptable threshold)

The work and the detail Robotron has put into the mod just raises expectations and invites us ( well, at least our little group that plays mod) to look for aspects that are still perfectible

The only salient thing that remains, in our opinion, is the rigidity of the Russian front, even, I must say, with the Supply crisis event. Russian production allows enough reserves to rotate to the front and hold. It works just fine for the Western front, where it brings the right historical feeling, but it fails the convey the complete difference in scale/space/mobility of the eastern theatre, especially when reaching 1917 when the Russian army was close to disintegration.
The fact that none of us EVER managed to replicate something resembling the 1915 Polish campaign and even reach the Curzon line at all during the course of the game is telling.
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

Bug with missing arab infantry pic fixed.

@Zombo: I lowered Russian war effort in multiplayer:
35% in turn 4 (Russia Surprise attack)
50% starting with turn 6
66% starting with turn 10
and 100% starting with turn 17.

I also lengthened the duration of the Russian Supply Crisis. Let's see whether this helps.

New download link in starting post.
nehi
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

one more crash

and it looks like egyptian revolt is still trapping units (turks lost 2 infantries cause of it, can be seen in saved game also, starving)

and even i owned half of france, ai kept landing british units up to rouen (out of supply), with rouen-paris in my hand

btw i saw at least 4 infantry transports at once, quite huge invasion

not allowing more ammo production for germany is quite dirty thing (with 4 labs in arty tech i got that event in 15th turn - it brutally slowed german advance in the west)

5mp small garisons definitely dont help ai, ai is using them fearlessly as first liners (actually it helped me to make at least some advance in france without boosted ammo production)

suggestions: is really neccessary to disband -against the rules- reallocated commanders? i prefer less violent solution, just kick him to production queue(2 months penalty), or dont let him to be reallocated

commanders without supply are dying? if not, they could be captured/killed instantly, when they are trapped

btw its annoying as ai commanders are never injured - its there from vanilla, cant be changed? (ive killed garrison with serbian commander, next turn he was reallocated to trenched infantry...)
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Moreau
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Moreau »

i dont know if this is a bug but its early 1915 and the ottoman empire is still neutral
anzacs landed in egypt,abadan oil fields northern perisa occupied,all these events has occured but the ottomans wont join
neither the goeben and breslau event has triggered or ottoman warships it says in 1-3 turns the ottomans will join and "it will take a whille before this nation joins"

btw romania joins way to early,in 1915 actually before bulgaria and italy
nehi
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

Moreau wrote:i dont know if this is a bug but its early 1915 and the ottoman empire is still neutral
anzacs landed in egypt,abadan oil fields northern perisa occupied,all these events has occured but the ottomans wont join
neither the goeben and breslau event has triggered or ottoman warships it says in 1-3 turns the ottomans will join and "it will take a whille before this nation joins"
in my game i had ottomans on my side from 6th turn :lol: it was like contra russia move
Last edited by nehi on Mon Nov 14, 2016 3:33 pm, edited 1 time in total.
Moreau
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Moreau »

nehi wrote:
Moreau wrote:i dont know if this is a bug but its early 1915 and the ottoman empire is still neutral
anzacs landed in egypt,abadan oil fields northern perisa occupied,all these events has occured but the ottomans wont join
neither the goeben and breslau event has triggered or ottoman warships it says in 1-3 turns the ottomans will join and "it will take a whille before this nation joins"
in my game i had ottomans on my side from 6th turn :lol:
now they just joined lol but looks like the romanian entry got delayed
nehi
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

Moreau wrote: now they just joined lol but looks like the romanian entry got delayed
in vanilla nations will to join was connected to strength of whole alliance... too weak alliance = no will
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

@moreau:
1.
There is a VERY small chance that the Goeben event won't trigger in your game at all and this can of course delay Turkey's war entry long enough that in the meantime other nations will have joined Entente, so Turkey's countdown will stop. You then will have to wait for the "Jihad" event.

2.
How did Romania enter the war? By event or just on its own? Romania's starting alignment can range between 81 to 93, so it should not lead to a DOW in 1915 without some events taking place like "Anti-German Propaganda" which has a very low chance of firing that early.


@nehi:
1. egyptian revolt fixed. For each unit trapped in Egypt a morale check will be taken, if the check is passed, the unit goes back to the queue, else it is destroyed and the commander will be captured.
2. commander reallocation: no way, this stays as it is.
3. yes, AI commanders are never injured, I can't change that without a major code rescripting which I can't be bothered with right now, unless all the bugs are fixed, okay?
4. "german advance brutally slowed because of lacking ammo", fine,just what I wanted


Fixed versions will be uploaded later.

On another matter:
I fiddled around with the AI files again and FINALLY got the CP AI to play aggressively.
This is me playing Entente:
Image
This will obviously need some fine-tuning but it's a beginning.
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

Robotron wrote: 2. commander reallocation: no way, this stays as it is.
but why is it this way... some warning or disallow would be better

with that trapped units, i meant by enemy, not by event like egyptian one... shouldnt be egyptian revolt against british forces?
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

nehi wrote:
Robotron wrote: 2. commander reallocation: no way, this stays as it is.
but why is it this way... some warning or disallow would be better

with that trapped units, i meant by enemy, not by event like egyptian one... shouldnt be egyptian revolt against british forces?
This is why Turkish units will have a chance to escape unharmed while British units will be destroyed without a chance. I will make it so that Egypt joins CP when "Jihad" occurred.
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

while i cant continue my cp game, ive tried it as entente

france lost ypres and reims, surrendered in 9th turn (7th french), funny, next cossacks/typhus syndrome
lowering morale by events definitely needs that roof, france were losing in average 15% of morale or more each turn without chance to avoid it
losing morale for pointless hexes again? better dont ask me what im think about it, especially, if there are not enough units to stop it, i was making units at highest rate possible

in next turn same crash as in cp game

game/game_events.lua:7958(global BritishRaid) game/game_events.lua:7958: attempt to compare boolean with number
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

nehi wrote: better dont ask me what im think about it
Better don't ask me what I think about guys with a stroppy attitude. It's obviously a bug, so what? :roll:
nehi wrote: game/game_events.lua:7958(global BritishRaid) game/game_events.lua:7958: attempt to compare boolean with number
What did you expect? It's still the exact same bug - it won't fix itself by magic. I've not gotten around to upload a new fixed version because of other bugs and playtesting the new Entente-AI. Oh, and just by the way: I have other things on my mind too besides spending countless hours working on this mod, believe it or not. ;)
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

not enough units and third of them just 5mp small garrisons its not a bug

not roofed morale devastation like cossacks or typhus is maybe bug, but in closer look to your screenshot above and french morale there, that issue was there even in your own test game
its based again on continuously losing morale for pointless hexes

to break france or germany shouldnt be possible without seizing their capitals (i mean in first year/s of the war at least)

im sorry my english skills are hardly enough to express my thoughts, express it in polite way is far beyond them

but u can keep mentoring me while doing the same, if u wish
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Zombo »

Honestly dude

a bit of gratitude

I can't begin to imagine how much work went into that mod, and it's not like we're paying for it or anything. It might have a few perfectible aspects, and actually they are surprisingly rare, considering, if I'm not mistaken, Robotron is a one-man crew and it's not like there are hundreds of testers pouring over the product to make it bugfree before release.
The mod not only is a huge quality leap from (uninteresting) vanilla, it's also always an improvement over the previous versions, and he's always been attentive to our suggestions. I can only renew my thanks to Robotron's devotion to the hobby, his countless hours of work are mirrored by countless hours of entertained on our side, well mine at least, if not yours - I got a few friends on board who are really enthusiastic.
Last edited by Zombo on Wed Nov 16, 2016 1:31 pm, edited 1 time in total.
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

i understand its tough job to make such mod alone

i dont aim to make any hard feelings

im just trying to point out whats wrong (in my oppinion)

everyones time is valuable, my objections can save it

unlimited morale drops are there from the very beginning
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Zombo »

Robotron: where exactly is the border between the North Sea and the Atlantic?

BTW, I still fond shore bombardment a tad too powerful. Just got a German cavalry pulverised by naval guns... 3 damage from a battleship! that's 30% of the whole unit's strength :shock:
I really think 1 damage should be the MAXIMUM ( for aircrafts too, btw)
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

@Zombo:
1.
North Sea begins at 77/4 and 69/28
Atlantic at 76/5 and 69/29

2.
No clue how to change that, reducing the stats did not work.
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Zombo »

Advancing in multiplayer, and the game is going smoothly, lots of tension, West and East front feel right ( apart from that unsolvable nuclear naval bombardment)

there is a little problem with the German naval convoy ( although it's not really due to the mod and might be difficult to fix): on its second move, the convoy borders the Russian green zone. From there, the Russian navy can simply blow it to bits, and the naval balance of forces in the Baltic does not allow the Germans to attack Russian ships in their green zone. As a result, the German convoy is systematically ambushed and pulverized, and there's nothing the German can do, or maybe there is something I didn't understand.
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