Potzblitz V26.01 OCT 26th 2025

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

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Robotron
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by Robotron »

Argentum wrote:The game does not start after last fix.
Thanks for reporting.

ScriptFix 4.5

https://drive.google.com/open?id=0B0N7V ... XNveU02bVk

Link in first post updated.
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nehi
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by nehi »

Robotron wrote:@nehi: there is really no reason to feel "robbed" because none of the events from any given draw seem desirable at the moment.
By clicking on "choose none" you will raise your INFLUENCE on neutrals which is always useful since it might very well shift them closer to your alliance. You might even raise your chance to generate bonus diplo by having the greater total INFLUENCE or lower chances of the enemy to influence those neutrals.
but i felt robbed once i noticed thats plundering my diplo points, minors maybe except bulgaria and romania are not worth of any action, especially when player can use influence directly, i see no point in random spending diplo points such way

i have nothing against your selection process, as long as "choose none" wont robbing players :lol:

u said its robbing because u want to stop "slot machine", but its not stoped, its just moved to "load game" button

process im trying to imagine, is mix of random numbers, which can be drawn at start of scenario, which avoids reloading to get "better" number/s

and hard coded selection of events , which can be similar or same as u have now (your points 1. and 3.), just cleaned of randomization

then u mix such pick of events and choosing is made through numbers drawn ages ago

how many numbers should be drawn at start of scenario doesnt really matter, max number of turns for example

for "walktrough" in this array of numbers can be used variable "turnsandpicks" (in turn 1, with no selecetion made, position is at 1, in turn 3 with 3 made selections, position is at 6)

of course turnsandpicks can reach out of range, but turnsandpicks modulo maxturns will shorten it in the range

similar trick can be used also for dynamic number of events in list, all drawn numbers should be in range of maximum events in the list can appear (or even more), but when list is shorter then drawnnumber modulo lengthoflistofevents will shorten it

i dont now if it can be done in lua, but its not using anything unusual, i hope it can
Last edited by nehi on Wed Jun 21, 2017 12:51 pm, edited 1 time in total.
Robotron
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by Robotron »

nehi wrote: u said its robbing because u want to stop "slot machine", but its not stoped, its just moved to "load game" button
If you feel you have to reload the game just because of an undesirable set of events getting drawn I can't help you. How are you going to behave in multiplayer then? Will you just quit or what?
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nehi
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by nehi »

Robotron wrote:
nehi wrote: u said its robbing because u want to stop "slot machine", but its not stoped, its just moved to "load game" button
If you feel you have to reload the game just because of an undesirable set of events getting drawn I can't help you. How are you going to behave in multiplayer then? Will you just quit or what?
buddy, u r still not listening to me

i dont care about events, i care about diplo points robbing
(especially in mp u just cant waste it such way, i hope at least zombo & co would appreciate change in it too)

i didnt even know its randomized anytime, until u told me that
Last edited by nehi on Wed Jun 21, 2017 1:03 pm, edited 1 time in total.
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Re: POTZBLITZ V4.5 (beta) JUNE 21th, 01:50 PM MET

Post by Robotron »

And again, if you think you feel "robbed" because of a single investment of diplo points did not bring up the desired result, I can't help you.
Just stick with the lot you have drawn and get on with the game.
You are too relying on everything working to plan.
I'm starting to get the impression you are reloading your games hundreds of times just to finish as early as possible.
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nehi
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Re: POTZBLITZ V4.5 (beta) JUNE 21th, 01:50 PM MET

Post by nehi »

Robotron wrote:And again, if you think you feel "robbed" because of a single investment of diplo points did not bring up the desired result, I can't help you.
Just stick with the lot you have drawn and get on with the game.
You are too relying on everything working to plan.
I'm starting to get the impression you are reloading your games hundreds of times just to finish as early as possible.
nevermind, if u dont want to change it, it doesnt matter if it works, i get it
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Re: POTZBLITZ V4.5 (beta) JUNE 21th, 01:50 PM MET

Post by Robotron »

To be clear, I just don't want to re-structure the engine to fit the mindset of a power-gamer.
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Argentum
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Re: POTZBLITZ V4.5 (beta) JUNE 21th, 01:50 PM MET

Post by Argentum »

Crash. Maybe it's because of the France surrendering.
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

My, that was a tough one to fix, caused by the "French Mutiny" event not properly interacting with supply rules.

ScriptFix V4.6:

https://drive.google.com/open?id=0B0N7V ... DExY3FPMFE

Link in 1st post updated.
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Re: POTZBLITZ V4.5 (beta) JUNE 21th, 01:50 PM MET

Post by nehi »

Robotron wrote:To be clear, I just don't want to re-structure the engine to fit the mindset of a power-gamer.
i tought that, its not about ideas but about personas
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Re: POTZBLITZ V4.5 (beta) JUNE 21th, 01:50 PM MET

Post by Robotron »

nehi wrote:
Robotron wrote:To be clear, I just don't want to re-structure the engine to fit the mindset of a power-gamer.
i tought that, its not about ideas but about personas
Okay, I'll rephrase that:
To be clear, I just don't want to re-structure the engine to fit the mindset of power-gamers. Note the plural.
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

After some reports that the game as CP in singleplayer was too easy, I had a few more testgames as CP to readdress certain loopholes.

Some rather ugly crash-bugs that slipped under the radar got fixed as well and quite a bunch of improvements were added.

Will upload the new Scriptfix V4.7 tomorrow.

If you have any suggestions or comments (besides feeling "getting robbed" of a few diplo points :wink: ) let's hear them!

Cheers! 8)
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Zombo »

helloooooooooo

back from my holidays and a first try at your little marvel (singleplayer)

First of all, congratulations for the fabulous qualitative leap from the previous version! It's a whole new experience!

I'll go straight to my (hopefully) constructive comments:

I like the IA aggressive play, particularly on the Eastern front, where the Austro-Russian balance of forces feels a lot more like it (I was unable to keep the Russians out of Galicia), but I noticed that on occasions IA units rush forward (especially if they can grab an undefended city) with little concern for their supply lines, resulting in easy encirclement and subsequent disaster.

The sound additions are great! I would however replace that silly "clung" vanilla sound when "repairing" units ( we're not repairing some mechanical device) and replace it with the sound of boots marching (replacements arriving to the front). A lot more immersive.

Artillery effect on cities PP value is way to strong. Even with class I artillery I was able to reduce Belgrade's PP by 2! for each shot, even though I'm not even attacking it. It feels more like 1944 strategic bombing. I dont think that makes much sense to make artillery have such on effect on cities, if they are still enemy occupied (supposedly holding lines well ahead of the key production locations). I would restrict PP damage toi cities to successful attacks ( say, at least as much damage inflicted as taken) - to avoid "sabotage" probes, and maybe give a very residual chance of artillery ( class 3 or more) to inflict 1PP damage.

I would make the Serbs a little less strong in offensive...

I think awareness of a number of enemy events that are now automatically disclosed should be tied to intelligence. This would beef up the intelligence game. In the 6 or 7 turns of my test, for example, the "French doctrine abandoned" and the "Russian sends troops to Serbia" awareness could easily be tied to intelligence capacity. of course, some events should be easier to detect than others (the two above should be "easy") and some plain automatically disclosed.
also, reducing the recon range of airplanes would make intelligence more valuable and add a welcome amount of fog of war. Now a single primitive Austrian air unit can expose the Russian deployment two ranks deep over half the total frontline.
In fact, now that I think of it, wouldn't it be possible to make aerial recon a function of the hex targeted by an air mission? like the targeted hex and all adjacent hexes would be revealed? (of course, the problem being, I don't know if it's technically feasible, that you would have to be able to target "empty" hexes") It would make for a more interesting, player-active air game, allow air superiority to potentially prevent enemy air recon, etc

now a graphical thing, but I'm being fussy, and it may just be a question of getting used to it, is that the garrisons and the reserve corps, because of their black-outline letters, stand out quite a lot compared to the regular infantry, which, to my brain at least, makes them feel like they are stronger, (as the regular infantry kinda fades more into the background). It's misleading when you look at the global picture. I was wondering if maybe making the "X" of the regular infantry more graphically prominent (maybe simply using black outline) would do the trick... but then , I might be the only one to feel that way

I kinda fumbled through the "event options "thing, as I haven't studied how it really works yet, but it looks good. Are you planning an explanatory pdf listing all the events?

Oh, and the game crashed when the IA was moving, making some naval moves in the Adriatic...

(by the way, did you find a way to reduce technological disparity between France and the UK?)

Keep up the good work!
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Robotron
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

Zombo wrote:helloooooooooo

back from my holidays and a first try at your little marvel (singleplayer)

First of all, congratulations for the fabulous qualitative leap from the previous version! It's a whole new experience!
Thanks a lot for the positive feedback, it's what makes me go on with this thing. :)
Zombo wrote: I like the IA aggressive play, particularly on the Eastern front, where the Austro-Russian balance of forces feels a lot more like it (I was unable to keep the Russians out of Galicia), but I noticed that on occasions IA units rush forward (especially if they can grab an undefended city) with little concern for their supply lines, resulting in easy encirclement and subsequent disaster.
Indeed, I'll have to apply some brakes on the Russians by fiddling around with the "aggression multiplier" factor. Will have a look into that.
Zombo wrote:The sound additions are great! I would however replace that silly "clung" vanilla sound when "repairing" units ( we're not repairing some mechanical device) and replace it with the sound of boots marching (replacements arriving to the front). A lot more immersive.
Good idea.
Zombo wrote:Artillery effect on cities PP value is way to strong. Even with class I artillery I was able to reduce Belgrade's PP by 2! for each shot, even though I'm not even attacking it. It feels more like 1944 strategic bombing. I dont think that makes much sense to make artillery have such on effect on cities, if they are still enemy occupied (supposedly holding lines well ahead of the key production locations). I would restrict PP damage toi cities to successful attacks ( say, at least as much damage inflicted as taken) - to avoid "sabotage" probes, and maybe give a very residual chance of artillery ( class 3 or more) to inflict 1PP damage.
That's strange since arty stats are the same as in V3.4.

Zombo wrote:I think awareness of a number of enemy events that are now automatically disclosed should be tied to intelligence. This would beef up the intelligence game. In the 6 or 7 turns of my test, for example, the "French doctrine abandoned" and the "Russian sends troops to Serbia" awareness could easily be tied to intelligence capacity. of course, some events should be easier to detect than others (the two above should be "easy") and some plain automatically disclosed.
I thought about that one too but failed to find a way to modify the events-popup script. Definitely on my "to do" list though. :)
Zombo wrote:also, reducing the recon range of airplanes would make intelligence more valuable and add a welcome amount of fog of war. Now a single primitive Austrian air unit can expose the Russian deployment two ranks deep over half the total frontline. In fact, now that I think of it, wouldn't it be possible to make aerial recon a function of the hex targeted by an air mission? like the targeted hex and all adjacent hexes would be revealed? (of course, the problem being, I don't know if it's technically feasible, that you would have to be able to target "empty" hexes") It would make for a more interesting, player-active air game, allow air superiority to potentially prevent enemy air recon, etc
Originally I planned to raise LOS for fighters from a starting value of 3 to a maximum of 5 according to tech advances but alas the non-combat stats cannot be changed during the game so this was out. Maybe reducing fighter LOS to 4 would be a greater incitation to build airships? Not sure about feasibility of your "get LOS by attacking empty hexes" proposal though, sounds like a hell of a lot of work to implement that.
Zombo wrote:now a graphical thing, but I'm being fussy, and it may just be a question of getting used to it, is that the garrisons and the reserve corps, because of their black-outline letters, stand out quite a lot compared to the regular infantry, which, to my brain at least, makes them feel like they are stronger, (as the regular infantry kinda fades more into the background). It's misleading when you look at the global picture. I was wondering if maybe making the "X" of the regular infantry more graphically prominent (maybe simply using black outline) would do the trick... but then , I might be the only one to feel that way
Should be no problem at all to change that.
Zombo wrote: Are you planning an explanatory pdf listing all the events?
Only if I get more feedback from players. As of now the amount of work required for that PDF seems rather disproportional to the number of guys actually playing (or even enjoying) this mod. :?

Zombo wrote:Oh, and the game crashed when the IA was moving, making some naval moves in the Adriatic...
That was easily fixed and will be included in upcoming Scriptfix V4.7
Zombo wrote:(by the way, did you find a way to reduce technological disparity between France and the UK?)
I hazily remember you came up with that one before but cannot recall what the actual problem was. Please elaborate on this. :oops:

Zombo wrote:Keep up the good work!
I'll try to do my very best. Thanks again for your well-laid out comments.
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Zombo »

Indeed, I'll have to apply some brakes on the Russians by fiddling around with the "aggression multiplier" factor. Will have a look into that.
it happened to the French too. One army managed to breach the Alsace-Lorraine line, then rushed to take Mainz all on its own. You guess what happened.
But against the Austrians the Russians did well, it felt more like it.
Maybe reducing fighter LOS to 4 would be a greater incitation to build airships?
If there is no other option, I would even set it to 3 for the whole game.
Regarding zeps, I really wouldn't exaggerate their recon ability either, it wasn't even their primary role, and they got reassigned to the navy ( because they sucked as bombers) because they would be kinda useless in land recon (because of the altitude) while naval recon would be easier
That's strange since arty stats are the same as in V3.4.
Possibly, although I seem to remember PP reduction was only one. Anyway, I would limit artillery damage to cities to 1, 10% x artillery class chance of happening.

Only if I get more feedback from players. As of now the amount of work required for that PDF seems rather disproportional to the number of guys actually playing (or even enjoying) this mod. :?
Ok, I'll get my pals to drop you a line to show some support
I hazily remember you came up with that one before but cannot recall what the actual problem was. Please elaborate on this. :oops:


No problem. Optimal tech play for the allies is to divide tech "specialties". For example, Brits invest strongly in Artillery and Vehicle, and build powerful guns and tanks, the French refrain to and can actually sell the vehicle lab. French invest in infantry and Air and build the allied air force. This gives the allies a strong tech advantage over the Germans, who have to invest in each of the techs, and in 3.4 it significantly impacted balance, with the allies ending ahead of the Germans in every tech. But also, it results in the weird situation where England and France each end up having primitive knowledge of their allied most advanced technologies, while in fact they evolved together.
My suggestion was to make French and British tech points increase per turn 2/3 for the owning nation and 1/3 for the ally. The total allied points would still be the same but more evenly distributed.
Last edited by Zombo on Mon Jun 26, 2017 6:08 pm, edited 3 times in total.
Vokt
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POTZBLITZ V4.6 (beta), JUNE 22th

Post by Vokt »

I have to congratulate you either for a really good job.

The mod runs really smoothly and found no bugs so far.

I played both the Entente and CP. When playing CP I got no surprise attack on Belgium so Germans got a bit stalled but overall it was good in gme balance terms.

When playing as the Entente I felt that Germans were way powerful in France-Belgium. Well entrenched in cities Allied units losing 7-8 steps due to the attack of only 1 German corps unit is something that shouldn't happen IMO. If the units were in the open ground that would be another matter but inside cities they shouldn't have such terrible losses. Urban warfare is hard and that should be reflected more.

Germans got past the Seine near Le Havre in October 1914 and they were threatening Paris from the SW. I counted something like 12-14 German infantry corps whilst the French we only able to field 6-7.

The fact is that such strong German army in France should imply a weak German army in the eastern but that wasn't the case since Germans progressively started to increase its strength in the east either. I know from many games thay the AI uses to cheat sometimes so could the AI be cheating here? Because when I played the CP I didn't have that many availability of army corps units by that date.
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

@Vokt: Okay, I'll tone down initial German combat bonus in France quite a bit then.

@Zombo: I'm sorry, but adding outlines (even at 1 pixel width) to the infantry unit symbol just made the symbol look more darkish instead of making it more stand out. As a consolation I added half a dozen of "organic" repair sounds though. :)

@all: How about using the imperial Russian flags I pilfered from Sabratah's "All this madness mod"? They look quite stunning in my opinion and might help people (like me) who often misclick on French flags instead.
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Zombo »

@Zombo: I'm sorry, but adding outlines (even at 1 pixel width) to the infantry unit symbol just made the symbol look more darkish instead of making it more stand out. As a consolation I added half a dozen of "organic" repair sounds though. :)
maybe outlining the rectangle (inwardly) instead? anyway, it's no big deal
@all: How about using the imperial Russian flags I pilfered from Sabratah's "All this madness mod"? They look quite stunning in my opinion and might help people (like me) who often misclick on French flags instead.
cool!
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POTZBLITZ V4.6 (beta), JUNE 22th

Post by Vokt »

I agree that Imperial Russia flag looks good.
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Zombo »

Hi Robo

Another few turns as the German, my comments

first, spotted Russian small garrisons in each northern Russian city up to Pskov and Minsk moving from their city (why?), even if widely off recon range

Austrian artillery still making 2PP damage on Belgrade

Russian navy (on the previous game too) making suicidal one ship strikes, allowing it to be destroyed piecemeal

In my opinion:

Serbs too strong on the offensive

Too easy to destroy a full 10-points German garrison in Alsace-Lorraine with three French concentric attacks, would definitely improve German entrenchment level there

Submarines become "yellow" too quickly

I would definitely make air recon range a 3 for the whole game - much better a little too blind than a lot too omniscient.

Diplo game is AWESOME!

However, I would increase the cost of optional events a little (or reduce the per-turn allotment) because I feel you can get too many options early in the game, and that reduces the "dilemma" aspect that should be more excruciating. Here I kinda manged to buy everything I wanted + a good bit of extra ammo, which is a bit underwhelming

HOWEVER, (I don't know if it's feasible in your code), I would REALLY NOT increase diplo cost by one when you pick the "choose none" option (still spend the points of course) so it would make a "pass" more interesting, wanting for something better to come up


You did a fantastic job, can't wait to explore the whole thing in depth!
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