old Potzblitz thread (discontinued)
Moderators: Slitherine Core, The Lordz
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
The convoy's behaviour was not changed by me, it always behaved like that. I built in a 25% percent probability that sinking the Baltic convoy will enrage Sweden to compensate.
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
About naval bombardment, if it's not possible to change the effectiveness of the ships, maybe increasing the resistance of the small garrisons to it would be good, because the British can take out every single Turkish ( and presumably others) small garrison with naval bombardment...
BTW, what's the effect of zeppelin bombardment ( apart from the Gott Strafe England event), say, on a Serbian city?
BTW, what's the effect of zeppelin bombardment ( apart from the Gott Strafe England event), say, on a Serbian city?
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
Zep bombardment: approximately nil (maybe a loss of 1 PP here and there).
Zombo, please elaborate on your game, which turn is it, how is it going, where are the fronts and how are morale and collapse points . I'm curious to hear how things work out in multiplayer.
Zombo, please elaborate on your game, which turn is it, how is it going, where are the fronts and how are morale and collapse points . I'm curious to hear how things work out in multiplayer.

Re: POTZBLITZ: a mod for CTGW V3.0 and docs
Zeps: I would definitely lower the ammo consumption to 1 instead of 2... in addition, I would probably make it an occasional morale point loss rather than PP
Naval: we find naval combat ( nothing to do with your mod, it's vanilla) very static and mechanical We were thinking maybe including an "evasion" possibility for the weaker side would be good. Maybe giving ships the retreat option that armoured cars have?
Purely cosmetic
what about renaming the Tannenberg event and other localized battles into something like "great victory in the East" - 'cause it's sometimes weird to see "Tannenberg" happening miles away from the actual place
Multiplayer: quiet balanced and tense. We played 6 games of the first ten turns to see how it was working. Quite difficult to take Paris with the CP, which is good, but impossible to keep Verdun, Reims, Amiens and Calais in Entente hands ( you'll lose two or three of them) and that's with British battleships massacring Germans on the coast. AH in Galicia seems a little bit too strong, but nothing exaggerated
I think one garrsion more for the French, or maybe even an army, and one garrison less for the AH should make it
Also, I'd recommend putting a garrison in Gaza to prevent a British preemptive attack to grab the city from the start (actually, making that front a little harder to overcome would be good because before the pipeline was build in 1917 there was not much possible action there), but more importantly, in Constantinople, to prevent the Russians from landing there
I still haven't found a way to kill Entente convoys with the U-Boots
... and I'm surprised about the quantity of French subs in the Med, but I don't know much about that part of history
Naval: we find naval combat ( nothing to do with your mod, it's vanilla) very static and mechanical We were thinking maybe including an "evasion" possibility for the weaker side would be good. Maybe giving ships the retreat option that armoured cars have?
Purely cosmetic

Multiplayer: quiet balanced and tense. We played 6 games of the first ten turns to see how it was working. Quite difficult to take Paris with the CP, which is good, but impossible to keep Verdun, Reims, Amiens and Calais in Entente hands ( you'll lose two or three of them) and that's with British battleships massacring Germans on the coast. AH in Galicia seems a little bit too strong, but nothing exaggerated
I think one garrsion more for the French, or maybe even an army, and one garrison less for the AH should make it
Also, I'd recommend putting a garrison in Gaza to prevent a British preemptive attack to grab the city from the start (actually, making that front a little harder to overcome would be good because before the pipeline was build in 1917 there was not much possible action there), but more importantly, in Constantinople, to prevent the Russians from landing there
I still haven't found a way to kill Entente convoys with the U-Boots
... and I'm surprised about the quantity of French subs in the Med, but I don't know much about that part of history
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
into winter 1914 in a couple of multiplayer games: still looking good
only serious problem, mentioned before, naval bombardment which makes makes it impossible for the Germans to maintain themselves on the Belgian coast
(maybe a solution would be raising dramatically the defence of ground units vs that type of attack?)
Turkey taking its time to join
only serious problem, mentioned before, naval bombardment which makes makes it impossible for the Germans to maintain themselves on the Belgian coast
(maybe a solution would be raising dramatically the defence of ground units vs that type of attack?)
Turkey taking its time to join
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
Thanks for reporting, Zombo.
Next update will include:
Improved CP AI (way more aggressive, but still dumb)
Catastrophic French morale loss bug in singleplayer vs CP bug fixed
convoys in singleplayer vs CP were sunk too often, I lowered the chance according to anti-sub techs and number of light cruisers in Entente navys
Zep ammo consumption lowered to 1 but there will be a hard limit of how many Zeps (and bombers) any faction can build (total number of Zeps/bombers can not be higher than the tech level of according research branch)
Gaza will receive a garrison.
French small garrisons in Reims and Amiens will be replaced by garrisons. To compensate, the Belgian armoured car unit will be removed from singleplayer mode too.
"Hotzendorf attacks" and "Attaque a outrance" will cause more damage.
CP Subs in multiplayer and singleplayer vs CP will gain an additional D6 of attack strength.
Cost for upgrading sea transport bug fixed (upgrade cost was lowered while sea transports were in use, for instance for Britain the cost was shown as 120 pp but only 60 got deducted when 2 transports were already in use)
Russian Supply Crisis chance raised
bug, where nations could have negative value for collapse points fixed
Hope to be able to upload next update tomorrow evening.
Cheers! ^^
Next update will include:
Improved CP AI (way more aggressive, but still dumb)
Catastrophic French morale loss bug in singleplayer vs CP bug fixed
convoys in singleplayer vs CP were sunk too often, I lowered the chance according to anti-sub techs and number of light cruisers in Entente navys
Zep ammo consumption lowered to 1 but there will be a hard limit of how many Zeps (and bombers) any faction can build (total number of Zeps/bombers can not be higher than the tech level of according research branch)
Gaza will receive a garrison.
French small garrisons in Reims and Amiens will be replaced by garrisons. To compensate, the Belgian armoured car unit will be removed from singleplayer mode too.
"Hotzendorf attacks" and "Attaque a outrance" will cause more damage.
CP Subs in multiplayer and singleplayer vs CP will gain an additional D6 of attack strength.
Cost for upgrading sea transport bug fixed (upgrade cost was lowered while sea transports were in use, for instance for Britain the cost was shown as 120 pp but only 60 got deducted when 2 transports were already in use)
Russian Supply Crisis chance raised
bug, where nations could have negative value for collapse points fixed
Hope to be able to upload next update tomorrow evening.
Cheers! ^^
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
Sorry I've not chimed in, son had some surgery and was able to get in some gaming. It was a great distraction from what was going on, and I appreciate that more than you can know. Going to give the mid-November version a run now.
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
looking forward to the update
I recommend putting a Garrison in Constantinople too, for the same reason ( surprise Russian amphibious invasion)
I would also probably reduce sea mine damage a notch, I lost a whole 9-point U-boot fleet (EDIT: Twice!) ... I don't know how many U-boots that represents, but still
Re-Edit: mines also decimate the German surface fleet in the Baltic, it makes protecting the convoys even more impossible. I cannot discuss how hitorical it is, as the navl part of WW1 is not my forte, but in terms of game I feel it really is too much of an impact for a random event.
keep up the good work
I recommend putting a Garrison in Constantinople too, for the same reason ( surprise Russian amphibious invasion)
I would also probably reduce sea mine damage a notch, I lost a whole 9-point U-boot fleet (EDIT: Twice!) ... I don't know how many U-boots that represents, but still
Re-Edit: mines also decimate the German surface fleet in the Baltic, it makes protecting the convoys even more impossible. I cannot discuss how hitorical it is, as the navl part of WW1 is not my forte, but in terms of game I feel it really is too much of an impact for a random event.
keep up the good work
Last edited by Zombo on Mon Nov 21, 2016 7:12 am, edited 1 time in total.
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
I think I spotted a major bug with Russian production: we're in Feb 15 I think, things are going well for the Russian ( no wonder) but prod is at 96% =188! which gives a per turn differential of 80+ !!!
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
That's the normal PP value for Russia, once it has reached maximum war effort. The Supply Crisis will deal with that in a few turns, so don't panic. 

Re: POTZBLITZ: a mod for CTGW V3.0 and docs
Damn, I'm churning out infantries like it was nothing! Okay, then
What do you think of toning down sea mine damage a little?
something else, how about just removing the general from the unit ( and send him to the reinforcement queue) rather than killing the dude outright if he's on the wrong front
it happenened to us a number of times, by distraction, and so it's a little less harsh a penalty

What do you think of toning down sea mine damage a little?
definitely a good idea, I hardly felt the effect, with Russian armies deep into enemy territory maintaining effectiveness 10 when the event firesRussian Supply Crisis chance raised
something else, how about just removing the general from the unit ( and send him to the reinforcement queue) rather than killing the dude outright if he's on the wrong front
it happenened to us a number of times, by distraction, and so it's a little less harsh a penalty
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
@sea mines: are you providing cover by light cruisers and zeps? This should significally reduce damage (and getting hit in the first place).
@commanders on wrong fronts: okay, since this was brought up before, I'll see into it.
@commanders on wrong fronts: okay, since this was brought up before, I'll see into it.
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
@sea mines: are you providing cover by light cruisers and zeps? This should significally reduce damage (and getting hit in the first place).
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
nehi wrote: Re: POTZBLITZ: a mod for CTGW V3.0 and docs
Postby nehi » 14 Nov 2016 15:01
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
thx, u share my feelings in this, until i did attack with reassigned commander i havent clue its forbidden, then it was too lateZombo wrote: something else, how about just removing the general from the unit ( and send him to the reinforcement queue) rather than killing the dude outright if he's on the wrong front
it happenened to us a number of times, by distraction, and so it's a little less harsh a penalty
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
Just played a few turns of 3.0 and checked out how good work has been done on the game. Game feels way more historical and realistic. Keep up the good work!
Still, I fail to see why these small garrison units are kept on the game. In games like the Commander series in which stacking of units is not allowed, there should be removed units that do almost nothing but to reduce margin of maneuver.
Also, and this is so from vanilla game, normal garrison units have an offensive potential that is far away from their main role. Garrisons, as its name indicates, are mostly territorial and static units so I fail to see these units joining offensives in all fronts and having movement allowances similar to that of corps units. I would vote to decrease their attack value so players and AI are discouraged to use them in an offensive mode. Reducing their movement allowances would help either.
Regarding graphics, counter mod looks great. If map could be edited so it can be fixed all map inaccuracies, it would be an excellent addition to the mod. Another thing I dislike from vanilla game is how cities are represented with a big blank circle that keeps from seeing the terrain in which the city is. I think these blank circles aren't really needed.
Still, I fail to see why these small garrison units are kept on the game. In games like the Commander series in which stacking of units is not allowed, there should be removed units that do almost nothing but to reduce margin of maneuver.
Also, and this is so from vanilla game, normal garrison units have an offensive potential that is far away from their main role. Garrisons, as its name indicates, are mostly territorial and static units so I fail to see these units joining offensives in all fronts and having movement allowances similar to that of corps units. I would vote to decrease their attack value so players and AI are discouraged to use them in an offensive mode. Reducing their movement allowances would help either.
Regarding graphics, counter mod looks great. If map could be edited so it can be fixed all map inaccuracies, it would be an excellent addition to the mod. Another thing I dislike from vanilla game is how cities are represented with a big blank circle that keeps from seeing the terrain in which the city is. I think these blank circles aren't really needed.
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
Thanks for your comments, Vokt.
Regarding small garrisons: I don't remember exactly why these were introduced, answers can be gleaned by reading older threads in the main CTGW forum.
Regarding garrisons: we could always rename those to give them a more appropriate designation that reflects their abilities, maybe "Reserve Corps" or such, dunno...
Regarding city graphics hiding terrain: cities are a kind of terrain on their own.
Regarding changing the map: this is just not possible due to the original developers having quit, taking the map editor tool with them.
Regarding small garrisons: I don't remember exactly why these were introduced, answers can be gleaned by reading older threads in the main CTGW forum.
Regarding garrisons: we could always rename those to give them a more appropriate designation that reflects their abilities, maybe "Reserve Corps" or such, dunno...
Regarding city graphics hiding terrain: cities are a kind of terrain on their own.
Regarding changing the map: this is just not possible due to the original developers having quit, taking the map editor tool with them.
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
i can agree, sg should be 10mp to be usable for filling holes, or disbanded for uselessnessVokt wrote:Still, I fail to see why these small garrison units are kept on the game. In games like the Commander series in which stacking of units is not allowed, there should be removed units that do almost nothing but to reduce margin of maneuver.
I have to disagree, garrisons are mostly useless to any offensive action, just germans are sometimes able to use them in such way - with +4D vs techfree enemies, but usually attacking with garrison means great danger of destruction to themselves in next turn (just ai is usually not capable to make proper counter attack)Vokt wrote:Also, and this is so from vanilla game, normal garrison units have an offensive potential that is far away from their main role. Garrisons, as its name indicates, are mostly territorial and static units so I fail to see these units joining offensives in all fronts and having movement allowances similar to that of corps units. I would vote to decrease their attack value so players and AI are discouraged to use them in an offensive mode. Reducing their movement allowances would help either.
when cavalries are allready nerfed to be just slightly better than garrisons, making garrisons weaker there would be just next useless unit on battlefield (cavalry for such price is overpriced)
now there are just two reasonable options, infantry for long term build, garrisons for short term, without garrisons there would be like no option
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
Hmm, AH is still having really bad morale problems. Attached is my game from Jan 2015. Don't think I'm doing terrible on the Russian front, but damn that morale is still brutal. Link goes to a One Drive copy of the saved game.
https://1drv.ms/u/s!AvuWjardv7FOgaAfBtbuYVPXLxPRBw
https://1drv.ms/u/s!AvuWjardv7FOgaAfBtbuYVPXLxPRBw
Re: POTZBLITZ: a mod for CTGW V3.0 and docs
@amcelroy:
Well, you got all production points from Krakow destroyed, plus lost all of Galicia and the city of Temeschburg as well as all production from Cattaro. On the Balkan front there are three Serb garrisons having a party on AH territory shouting "Down with Franz-Josef" every turn for three further points of morale damage. Additionally Austrian kill/casualities ratio is not in your favour with 224 kills vs 264 dead.
I'm sad to say, but your Austrian morale of 36 quite fits the performance displayed here.
Well, you got all production points from Krakow destroyed, plus lost all of Galicia and the city of Temeschburg as well as all production from Cattaro. On the Balkan front there are three Serb garrisons having a party on AH territory shouting "Down with Franz-Josef" every turn for three further points of morale damage. Additionally Austrian kill/casualities ratio is not in your favour with 224 kills vs 264 dead.
I'm sad to say, but your Austrian morale of 36 quite fits the performance displayed here.

Re: POTZBLITZ: a mod for CTGW V3.0 and docs
its quite tough to fight vs units covered by skilled ocmmander in trenches (that austrian commander there is just scarecrow)Robotron wrote:@amcelroy:
Well, you got all production points from Krakow destroyed, plus lost all of Galicia and the city of Temeschburg as well as all production from Cattaro. On the Balkan front there are three Serb garrisons having a party on AH territory shouting "Down with Franz-Josef" every turn for three further points of morale damage. Additionally Austrian kill/casualities ratio is not in your favour with 224 kills vs 264 dead.
I'm sad to say, but your Austrian morale of 36 quite fits the performance displayed here.
until hotzendorf its suicide there and massacre in galicia
options are to fight and to have bloody casaulties or not to fight