Potzblitz V25.0 OCT 18th 2024

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

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nehi
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by nehi »

Zombo wrote: the difference is A LOT more hexes covered, a lot deeper in the enemy's territory, so no, not just cosmetic
u need to break first line, when there is second line, u dont need to see 3rd or 4th :lol:
Robotron
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

Zombo wrote: For both human opponent's in MP to have an air-range of 3? I'll gladly take it, thank you (and zeps 4)
Do both opponents need to replace the file or just the hosting player?
No need to to replace anything: test game proved that AI is capable of handling LOS & RANGE 3 fighters alright.
Zeps will have LOS 8 and range 16 to be able to give anti-minefield escort and bomb London from Wilhelmshaven.
Zombo wrote:BTW, could you explain briefly how the intel game works? what does the intel 0 mean? what are the implications of cypher broken, what does cypher unknown mean in game terms, etc? thanks
Of course, good thing I already did so in the starting post. Here's a more elaborate explanation:

NFLUENCE will bring the targeted neutral nation closer to your alliance with a % chance of the number of INFLUENCE points spent.
If your enemy has also spent INFLUENCE on the target nation, then your chance to influence that nation might be reduced or canceled if the enemy has spent more INFLUENCE.
You will gain bonus diplo points if your alliance has spent the most overall INFLUENCE spread across all neutrals.
Also the results of any successful INFLUENCE attempt will be greater if you have spread more total INFLUENCE across all neutrals.

INTEL will raise your chance to perform spy/sabotage missions on enemy nations with a % chance of INTEL points spent IF your alliance has SIGINT superiority ("enemy code broken").
Else "cipher unknown" will be displayed.
If the enemy has broken your own code then "cipher broken" will be displayed.
Else "cipher is safe" will be displayed.
You will gain bonus diplo points if your alliance has spent the most overall INTEL.

SIGINT superiority is out of your direct control but is heavily modified by the amount of INTEL points you have sunk into the target nation.
To be precise: INTEL values from both alliances are tested with D100. If your alliance's test is successful and the enemy's is not, you gain 1 SIGINT point.
If you have spent more total INTEL across all the neutrals you will have a chance to gain bonus SIGINT.
The side with the higher SIGINT value over any given enemy nation will be able to trigger spy/sabotage missions on the enemy nation like described above with a % chance equalling the number of INTEL points spent on that nation.

Protect your own nations from enemy INTEL by clicking on COUNTER-INTEL.

Don't expect wonders from INTEL but the occasional boost like stealing some tech, industrial sabotage, immunity from minefields, showing enemy units and giving short-lived but substantial combat bonuses. It will also unlock special "spy" events to cancel enemy events or boost your own diplo points.
Zombo wrote:also, I tried "influence" on Sweden twice in a row, but the gauge did not move. Is it a possible result? is the result implemented next turn?
Can't reproduce. Works alright here with both CP and Entente. Savegame please.
Last edited by Robotron on Fri Jun 30, 2017 5:32 pm, edited 1 time in total.
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Zombo
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Zombo »

Ok so I got it right
if you don't have SIGINT superiority Intel helps you obtain it
if the enemy has SIGINT superiority Intel helps you cancel it
If you have SIGINT superiority Intel allows you to perform spy/sabotage actions
?

regarding LOS, glad air LOS is reduced. Btw, is detection automatic for all units within LOS range? or is there a chance they won't be seen? (or is that implementable?)

Sweden thing: damn, I overwrote the file. I'll try it again later.

How's 4.7 progressing? it's looking good!!
Robotron
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

Zombo wrote:
How's 4.7 progressing? it's looking good!!
4.7 is progressing quite good, but some guys at Slitherene forum keep on requesting stuff, so the release is postponed every time. :mrgreen:
nehi wrote:ruprecht is interesting, buts impossible to reach paris in time, even its quite easy way when britain is out of war for a long time and russia enter was postopened, moltke was sacked, maybe verdun could replace paris in this scenario
Sorry, I missed that comment earlier. This is indeed a very good proposal, I will double the French morale drain for losing Toul, Belfort and Verdun if warplan Rupprecht was chosen to compensate.
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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
nehi
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by nehi »

i remember some more issues

i guess amphib attack. disembarking to hex with enemy unit is still crashing the game, save is just in time to reproduce it

next one is about transports too, when i lowered but didnt sink it, doesnt matter how much, once to 3/10, then while disembarking it became 10/10 again like a magic

when navy retreats, it retreats even in enemy port or neutral and then is stucked in it

when kuwait switched sides, ai as entente, they were out of supply -> massacre
(when i was entente it was ok)
kuwait.jpg
kuwait.jpg (47.36 KiB) Viewed 5671 times
and one suggestion, is possible to let player choice in first turn , if ai should or shouldnt take attrition? as its almost constantly moving, its weakened even when player is just holding position, spring (counter)offensives are then really effective :D
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Robotron
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

@nehi: all bugs fixed.
nehi wrote:and one suggestion, is possible to let player choice in first turn , if ai should or shouldnt take attrition? as its almost constantly moving, its weakened even when player is just holding position, spring (counter)offensives are then really effective :D
I've reduced AI unit loss of efficiency from moving to 0. I hope you appreciate the extra challenge. :D
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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
nehi
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by nehi »

Robotron wrote:@nehi: all bugs fixed.
all? dont be fooled 8)

next one is coming

btw. manpower is really harsh for cp, germans are in yellow at end od 1914

in middle of 1915 germans orange and im requiring just enough units... reserve corps and arts

austrians are poor, so they are in yellow later, but just because of low production
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Egge
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Egge »

I have another bug for you.

For some strange reason Italy joined the Central Powers in my game. Trouble is, Italy still acquires collapse points whenever a member of the Entente, i.e. the opposing alliance, surrenders.
nehi
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by nehi »

Egge wrote:I have another bug for you.

For some strange reason Italy joined the Central Powers in my game. Trouble is, Italy still acquires collapse points whenever a member of the Entente, i.e. the opposing alliance, surrenders.
as happened to me in first game too, i guess italy is/was attracted by taking paris quickly

not just collapse points, but when u move italian unit, to its major cities, it triggers event as conquered 8)
Zombo
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Zombo »

Robotron, I'm building you a statue
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

Egge wrote:I have another bug for you.

For some strange reason Italy joined the Central Powers in my game. Trouble is, Italy still acquires collapse points whenever a member of the Entente, i.e. the opposing alliance, surrenders.
Fixed. And yes: Italy joined because of CP successes / Entente defeats. Maybe territory was ceded too.

@nehi: your autosave crashes without error message. Since my magic crystal ball is out of order either provide the autosave.ENDGAME or give a more detailed description about in what turn the crash happened and what was the general situation. Were there still any ships who retreated into enemy ports? How many nations had already surrendered? Summer or winter weather? Anything.
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
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nehi
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by nehi »

Robotron wrote: @nehi: your autosave crashes without error message. Since my magic crystal ball is out of order either provide the autosave.ENDGAME or give a more detailed description about in what turn the crash happened and what was the general situation. Were there still any ships who retreated into enemy ports? How many nations had already surrendered? Summer or winter weather? Anything.
damn slitherines forum... i had rar with both autosaves, but it was too large and ive deleted endofturn

last i remember, messagebox poped up with something like ottomans code was deciphered (that khaki small one), but it happened to more nations before and wasnt doing anything like that

fortunately ive copied it out of saves before
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Robotron
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

@nehi: Sorry, can't reproduce that crash. :?

Will be uploading 4.7 at about 8PM unless some serious stuff gets reported in the meantime.
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nehi
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by nehi »

Robotron wrote:@nehi: Sorry, can't reproduce that crash. :?

Will be uploading 4.7 at about 8PM unless some serious stuff gets reported in the meantime.
again decipher, but after reload its working again... but this time there should be some log

btw. gott strafe england even there is no more england 8)

strange with that ottomans one, anytime i end turn, then its crashing when ending next one

but ive got log this time, if its helpfull
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Robotron
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by Robotron »

The crash bugs you keep reporting are caused by bugs that got already fixed.

Wait for 4.7.
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nehi
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Re: POTZBLITZ V4.6 (beta), JUNE 22th

Post by nehi »

Robotron wrote:The crash bugs you keep reporting are caused by bugs that got already fixed.

Wait for 4.7.
fine then, 4.6 is outdated 8)
Robotron
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Re: POTZBLITZ V4.7 (beta), JUL 1st

Post by Robotron »

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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
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Zombo
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Re: POTZBLITZ V4.7 (beta), JUL 1st

Post by Zombo »

Okay, so first test

Looks really good. In France, though, Namur held for the whole 7 turns I played. Artillery would do 0-1 damage, concentric infantry attacks 0-1 too, and the French managed to keep a life line to the fortress, so it pinned most of the offensive power of my right wing and doomed my attack in the West. I don't know if it's possible to lower the defensive strength of an individual fortress, but Namur shouldn't be that strong (I had already noticed before it was too much of an obstacle). The Namur fortress suffered from catastrophic design flaws and fell after 5 days.
For the rest, it's impressive. A really enjoyable experience.
A question about an event: got the message about the Russian wireless intercepts, requesting "immediate reaction". What does it do? I thought maybe it would translate into a combat bonus for the following attack, but all the Germans units had moved, so I don't know.

Oh, and the game crashes when I try to host a MP game... Sorry Nehi, you'll have to wait...
nehi
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Re: POTZBLITZ V4.7 (beta), JUL 1st

Post by nehi »

anytime ship cant retreat, it crashes

doesnt matter if on first choiced forbidden hex is ground, another ship or enemy/neutral port, in save during ai turn when sweden cruiser is attacked

i have bad feeling austrian howitzers were consumed like hoffmans boost in 4.6 during first forecast or their boost is almost invisible this time

btw russians r looking scarry now, with that yellow mark like swarm of wasps 8)

wire of death + accusation of war crimes almost immediatelly brought netherland in war
(ive seen both events first time in pool, played in 8th and 9th turn, in 10th netherland joined entente, belgium except antwerp and one more hex was full of germans)
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Robotron
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Re: POTZBLITZ V4.7 (beta), JUL 1st

Post by Robotron »

Austrian Howitzers:
they are only in effect for three turns (normally turns 3-5) and have a 50% chance to deal 1 or 2 extra damage if 2D6 are less than AHs ammo. If the roll fails only 1 extra damage will be caused.
Attack Namur with arty while this lasts.

In 4.6 they caused up to 3 extra damage but when I annihilated Lanrezac's Army Corps with them I decided to lower the extra damage.
The extra damage will not be shown in battle forecast.

Russian wireless:
will give a combat bonus of (CP INTEL on Russia minus Entente COUNTER INTEL on Russia) divided by 2. The event itself adds 1D6 INTEL for CP. Combat prognosis will not show this.
The bonus will last until either

- end of 1914
- all Russians have left German soil
- Warsaw has fallen
- the Tsar takes command
- randomly per battle with a % chance equaling the current game turn

MP crash:
that's catastrophic, since I can't do anything without error logfile and MP games don't produce error logs, right? :|

Naval retreats:
Managed to fix naval retreats. Unable to properly check naval retreat bug into enemy port without savegame though.
Last edited by Robotron on Sun Jul 02, 2017 1:26 pm, edited 3 times in total.
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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
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