Potzblitz V25.0 OCT 18th 2024

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

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Robotron
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Robotron »

Ah well, maybe those matches could have discovered other bugs...

Anyway, let's continue our match until the end no matter what, as long as the game remains stable.

If possible, don't choose any events that say anything in the description about "spawning units".
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Robotron
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Robotron »

A brief summary of what's going on in my match as Entente vs. Argentum as CP:

Germany chose "Warplan Rupprecht" which calls for bludgeoning of Switzerland to flank into France.

Britain is out of the game until 1915 since Belgium was not attacked.

Goeben BC deployed to the Western Med.

The French Army of Africa and later the Foreign Legion both were transferred to Europe, trying to stem the German advance. This means, once the Ottomans join the war, all French colonies in the Maghreb are prone to revolts.

Russia, somewhat foolishly, chose "Full army mobilization" giving Austria and Germany time to fortify their eastern borders while Serbia was unable to fire any helpful event due to CP playing "Diplomatic Poker".

Turkey got her shiny BBs from Britain, delaying war entry until 1915 or later. The Dardanelles then were closed

Therefore Goeben BC headed for Austria and, due to a bug, got miraculously duplicated.

Japan was bribed to join the Entente so the German East-Asia squadron would hopefully be destroyed once Britain would join the war later on.

Britain, while still out of the game, prepared the navy by holding the traditional Spithead Fleet Parade.

Helped by French human wave attacks (aka "Attaque a outrance") Germany chew through Switzerland and slowly broke through the French belt of fortresses helped by early discovery of chlorine gas due to playing the "Fritz Haber" event.

In the east, the Russian invasion failed, taking only minor territory, especially in Galicia. No suicidal "Hoetzendorf Attacks" from AH units occurred.

After finally joining the war in 1915, Britain failed to enact the North Sea Blockade, because the Entente chose to play the "French Women Workforce" event instead.

Serbia finally collapsed after being plagued by the Typhoid epidemic and losing all cities except Tirana to the Austrians.

Right now the Russian Supply Crisis has broken out, further stifling Russian offensives after a month of muddy weather, Russia is barely holding any enemy terrain in East Prussia while Germany is probing the defenses of Kovno and Riga with cavalry.
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Argentum
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Argentum »

I think we will not see Turkey in this war.

Also Italy dont got collapse point although join the war on side which attack switzerland. Its bug?
Robotron
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Robotron »

Italy does not suffer collapse from from joining CP after Siwtzerland got attacked.

Why do you think Italy should suffer collapse points?
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Argentum
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Argentum »

Maybe it was in early version. I dont remember. I think I was read about it in manual. By the way I dont got Falkenhayn after first winter. Its because I chose War plan Ruprecht or its bug? I'm actually fighting without commanders only Ruprecht and Crownprince.
Robotron
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Robotron »

You did not receive Falkenhayn because you did not suffer enough casualities.

Sorry about not receiving Hindenburg, but that was caused by a bug: a simple typo. To somehow compensate you now have 2 BCs in the Med.

Besides, you're doing quite well, even without commanders. However, this is only about my 3rd MP game, so don't feel too proud about it. ;)

What bugs me is that I've not received any Diplomatic Points twice in a row and all my cipher codes are broken. Are you heavily investing in INTEL?
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nehi
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by nehi »

[22:05:05][9876]CHECKAI1
[22:05:05][9876]AiMakeTurn() for entente
[22:05:05][9876]*** Starting naval AI ***
[22:05:05][9876]NavalAI1
[22:05:05][9876]NavalAI2
[22:05:05][9876]NavalAI3
[22:05:05][9876]NavalAI3
[22:05:05][9876]SCRIPTED TARGETING START
[22:05:05][9876]CHECKING ARTY FROM:111/23TO:109/24
[22:05:05][9876]Resume: false, scripted_ai/1914_ai.lua:784: bad argument #1 to 'insert' (table expected, got nil)
[22:05:05][9876][C]:-1(global error) ai/ai.lua:28: scripted_ai/1914_ai.lua:784: bad argument #1 to 'insert' (table expected, got nil)
Argentum
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Argentum »

@Robotron
Yes I invest in Intel on Russia near 60-70 points but now I have 104 intel on Russia and I dont know why.
nehi
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by nehi »

Argentum wrote: Sun Nov 18, 2018 9:10 pm @Robotron
Yes I invest in Intel on Russia near 60-70 points but now I have 104 intel on Russia and I dont know why.
quite imba if u can nullify ententes diplo income...

entente have less points anyway, how should they avoid it?
Robotron
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Robotron »

nehi wrote: Sun Nov 18, 2018 9:15 pm
Argentum wrote: Sun Nov 18, 2018 9:10 pm @Robotron
Yes I invest in Intel on Russia near 60-70 points but now I have 104 intel on Russia and I dont know why.
quite imba if u can nullify ententes diplo income...

entente have less points anyway, how should they avoid it?
Rest assured that this is not intended.
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Zombo
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Zombo »

taly does not suffer collapse from from joining CP after Siwtzerland got attacked.

Why do you think Italy should suffer collapse points?
Italy should swing massively towards the Entente in that event, but I suppose it is already the case
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Robotron »

@Zombo: the current Italy swing amounts to 1D6.

Regarding how to fix the MP crash:
It seems the MP replay crashes when enemy units are spawned by playing events when in LOS of the enemy.

To solve this problem a workaround must be found.
I see 2 alternatives:

1. Spawn the units into the production queue. The replay should accept the standard procedure of players putting units on the map themselves.
This is problematic because the player could deploy those units anywhere and I don't know how to "mark" them for specific deployment areas.

2. Have the units spawn at the START of the enemy player's next turn. The replay should accept this since this procedure is used in vanilla CTGW where it worked without problems. However, the enemy player could have already moved his forces into the hexes designated for spawning, causing problems and even crashes when units of both players appear in the same hex with no room to displace the new unit.

Any other ideas?
Last edited by Robotron on Mon Nov 19, 2018 6:10 pm, edited 1 time in total.
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operating
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by operating »

I don't know if this helps: Recently, turn prior to the Gallipoli Event I put a English sub where a English pre-dreadnaught would spawn next turn, sure enough it did not spawn during the event. In another match put a AH sub where usually an English infantry would appear in transport (Gallipoli), instead the infantry spawned on a OE coastal hex (I was hoping the English infantry would not spawn at all)..
Argentum
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Argentum »

Maybe you can chek enemy LOS and if hex where units should be spawned in enemy LOS you may spawn them somewhere else(on hexes not in enemy LOS) or if all potential spawn hexes are in enemy LOS you can put units in production line. Anyway first variant looks good for me. Its not so much units that spawn by events in the midle of turn(2-3 fo France and some fo Russia).
Zombo
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Zombo »

the current Italy swing amounts to 1D6.
I would probably make it a little more severe than that
However, the enemy player could have already moved his forces into the hexes designated for spawning,
How is that, if the units spawn at the beginning of the enemy turn, therefore before the enemy units have a chance to move?
Robotron
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Robotron »

@Zombo: uhm...okay, you got me there (at least someone is paying attention). However, even for the current player it would be difficult to plan any moves for already deployed units on that front without clear visual clues where the extra spawns will occur next turn.

I've experimented trying to directly spawn units into the queue but much to my dismay the value for "turns left to deploy" can't be edited as it is read-only.
This would mean the extra units would probably arrive much too late. Same is with players being granted bonus PP.

There are 172 calls for unit spawns in the diplomacy script alone and about 350 more in the rest of the scripts. Of course I want to avoid inspecting every single one of them so I'll have to come up with a one-fits-all solution.
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nehi
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by nehi »

Robotron wrote: Tue Nov 20, 2018 1:03 pm as u r talking about attention...
[22:05:05][9876]CHECKAI1
[22:05:05][9876]AiMakeTurn() for entente
[22:05:05][9876]*** Starting naval AI ***
[22:05:05][9876]NavalAI1
[22:05:05][9876]NavalAI2
[22:05:05][9876]NavalAI3
[22:05:05][9876]NavalAI3
[22:05:05][9876]SCRIPTED TARGETING START
[22:05:05][9876]CHECKING ARTY FROM:111/23TO:109/24
[22:05:05][9876]Resume: false, scripted_ai/1914_ai.lua:784: bad argument #1 to 'insert' (table expected, got nil)
[22:05:05][9876][C]:-1(global error) ai/ai.lua:28: scripted_ai/1914_ai.lua:784: bad argument #1 to 'insert' (table expected, got nil)

+

i suggest u to make some testing/spawning event, which will occur during first turn/s for sure
Robotron
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Robotron »

I'll have to write a test setup to be absolutely sure that spawning into LOS is the cause for replay crashes if triggered by both CP and/or Entente.
Also neutrals must be tested.

Austria and Serbia will both get a Zep equipped with GPS (LOS of 99).

I'll apply spawning events for AH, Serbia and several neutrals to every CP and Entente event in the starting pool.

Then I need volunteers to try this "test version" about 5-6 times to be sure. These test matches will only last about 2 turns.

@nehi: your corrected 1914_ai.lua is in the attachment. Put that into: Data/Scripts/scripted_ai/
Attachments
1914_ai.zip
(9.91 KiB) Downloaded 75 times
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
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Vokt
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by Vokt »

Glad to find that this project is still alive! :)
nehi
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Re: POTZBLITZ V6.5 (BETA), NOV 13th

Post by nehi »

Robotron wrote: Tue Nov 20, 2018 3:02 pm @nehi: your corrected 1914_ai.lua is in the attachment. Put that into: Data/Scripts/scripted_ai/
thx, its working fine

btw. why egyptians sometimes join cp but sometimes not?
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