old Potzblitz thread (discontinued)

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Robotron
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Robotron »

Thanks a lot for the kudos, it's great to hear you are enjoying this and it really makes me carry on with the mod.
Sorry the promised 2.2 update had to be shelfed but I really put A LOT of new stuff into it and it must be playtested a bit more, don't want to release a crash-fest. ^^

Okay, the Tannenberg-Event explained:

Requires the "Cossacks"-Event to have fired before (Russian unit on German hex) and date of year to be 1914 or 1915.

Will fire as soon as the CP player has destryoed a specific number of Russian units with German units (and not AH units!).

This specific number of russian units has to be one of the following:
- 1 infantry or
- 2 cavalrys and one garrison or
-1 cavalry and three garrisons or
- five garrisons

As soon as this happens the following will take place:

- German General Prittwitz will be removed from the game
- Russian General Samsonov will be removed from the game and General Zhilinskij put into a random russian unit
- German General Hindenburg will be attached to that German unit that made the final required kill (so be careful he will not be killed himself by a Russian counterattack)
- Germany will get a moral bonus of 5-10
- Germany will stop losing morale due to the "Cossacks" event (losing morale for each Russian unit on German soil)
Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Zombo »

Take your time, take your time...

BTW, is there somewhere I can find the effects of all the events in the game? has this been written somewhere?

An idea when (approximately) the 2.2 will be released? We'll suspend playing until then, but it's just nice to know...
Robotron
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Robotron »

Regarding events description: I have written a list on page 2 of this thread (just in case you missed it) but I definetely will have to update that in the near future.

I hope I'll find enough time over the next few days to finish a some more testgames, so maybe 2.2 might be finished this weekend. I will postpone the choice-feature for events and the victory-summary screen for a future 3.0. update though.
Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Zombo »

Coooool

(I had missed that list; silly me)

Is there a way to keep track of the collapse points? ( an excellent idea, btw)
Moreau
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Moreau »

I think manual control of convoys would be pretty good
Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Zombo »

not really
Robotron
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Robotron »

In my opinion manual control of convoys would be well suited for multiplayer but in singleplayer it would give a huge bonus to the human player since the AI is not able to activly search for convoys. As a consequence virtually every convoy manually moved by the player would reach its ports.
Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Zombo »

i think with manual control of convoys the convoys would end up making crazy trajectories, since there is no consideration of fuel consumption in the game, for starters.
i'm not a navigation expert but I think there is a reason for pre-established navigation routes

(sorry to ask again, but is there a way to track collapse points?)
Robotron
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Robotron »

@Zombo: at the moment no (at least not in the game itself ;)). Although you are informed when a faction has had enough ("XY collapsing") via event. I will have to look for a way to include that info on the management screen for your own alliance.
Moreau
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Moreau »

Just a question
Can there be more consequences if the war drags on very late like massive economical or manpower issues? I also have a suggestion to make manpower valueable,increase manpower troops take
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Zombo »

Will the 2.2 be save-compatible with the 2.1?
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Robotron »

@Moreau: The collapse point system quickly ruins manpower and morale for any faction that has suffered 10 collapse points. Consider that low manpower is already affecting maximum troop quality and CP troops are the first to suffer from that at around 1916 already due to the Hunger Crisis events which eat up manpower quickly (as does the Russian Supply crisis). Low morale in turn reduces production.
Also note that MP costs for infantries and garrisons are already doubled compared to the vanilla game and convoys give only a pittance of manpower instead of 100 as per normal.

@Zombo: No, unfortunately not due to new variables that will have to be checked and must be present from the start of the game.
Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Zombo »

Blockade Broken

When you mean vessels in the North Sea, can they be in their home port? within the three hexes?
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Robotron »

Ships in ports don't count. Ships in home waters do count.

For CP only surface vessels in the North Sea do count. Also CP submarines in the Atlantic do count (but their hp are halved when computing the success of "Blockade broken").

Entente surface ships in the North Sea do count. Entente surface ships in the Atlantic count with only half their hp.

Don't expect the blockade to remain broken for long in the early game.
Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Zombo »

We are eagerly expecting your little jewel and cannot stress enough how thankful we are for all your work, that has provided our little gaming community with a revived interest in TGW and countless hours ( and more to come) of enjoyment!

(btw, we all think that some way of tracking the accumulated collapse points would be great, it would add to the drama and the sweat! I don't know if it's feasible, though)

We'll be starting some games has soon as it's out and we'll let you know how they go... :)
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Robotron »

Spent most of the day hunting a nasty typo that was buried in the scripts with no clue where to look for. Finally found it and had two rather short testgames (lost both in 1916 as CP). Needs more balancing I guess. At least no more crashes....phew!

Had the idea to include a chain of events covering the colonial war in Africa but abandoned it because I couldn't see it having any substantial impact on the european theatre. :?

Still no clue on how to include a display for collapse-points. :evil:

Time to hit the sack.
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Robotron »

New 2.2 update available (finally!).

See first post for details! :D
Moreau
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Post by Moreau »

cheers
Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.2

Post by Zombo »

Hurray!
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.2

Post by Robotron »

Hope everythings works fine....if not please upload the ctgw.log file found in your "games" folder and the "autosave.Endturn" savegame file if possible as usual.
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