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Re: POTZBLITZ V4.71 (beta), JUL 2nd

Posted: Sun Jul 02, 2017 4:17 pm
by nehi
Robotron wrote:
nehi wrote:
Robotron wrote: Also addresses the MP crash bug. *keeps fingers crossed* 8)

GAMES STARTED WITH V4.70 MIGHT NOT LONGER WORK!
mp can be set up
CAN? You mean it's working? ohboyohboyohboyohboyohboy! Well then, good luck and good fun! :D
even saved sp game continues so far

Re: POTZBLITZ V4.71 (beta), JUL 2nd

Posted: Sun Jul 02, 2017 4:40 pm
by Zombo
the 4.71 update has no Data file ?!

it's just a Lang and a Script

Re: POTZBLITZ V4.71 (beta), JUL 2nd

Posted: Sun Jul 02, 2017 4:51 pm
by Robotron
@Zombo: whooops, forgot about the folder structure. Here's the corrected one, consisting of only one "Data" folder.
ScriptFixV4.71
--- scriptfix already outdated, see first post for latest update ----

Just to be clear in case that happens again: you could have also copypasted the Script and Lang folders into the already existing Data folder.

Re: POTZBLITZ V4.71 (beta), JUL 2nd

Posted: Sun Jul 02, 2017 5:39 pm
by nehi
but then some problem (after reload its working again, hope at least log can be helpfull)

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 5:47 pm
by Robotron
Fortunately just a typo.

ScriptFix V4.72:
https://drive.google.com/open?id=0B0N7V ... FlCQTVfMDA

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 6:44 pm
by Zombo
MP working!

Nehi, I have hosted two games, one for each side

(don't even think of sending the Austrian artillery to the Western front - I'm sure that's the kind of thing you would do :wink: - btw, no way to prevent this? it's optimal power-play, but hardly satisfying historically)

(I've edited this on a previous post, so maybe you've overlooked it: is it possible to make Austrian Howitzers only effective against fortresses?)

Also, a comment about the Serbia surrenders things - a cool option, but the Russians attacking straight away is a bit weird (I understand this from a balance point of view) because if historically they weren't able to gear up for war before turn 3 or more, I don't see how they would have pulled that trick.

I was thinking, to preserve historical consistency, to keep the Russian timetable for attack, but reduce Austrian mobilization percentage drastically ( after all, they are not at war) to compensate

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 6:51 pm
by nehi
Zombo wrote:MP working!

Nehi, I have hosted two games, one for each side

(don't even think of sending the Austrian artillery to the Western front - I'm sure that's the kind of thing you would do :wink: - btw, no way to prevent this? it's optimal power-play, but hardly satisfying historically)

(I've edited this on a previous post, so maybe you've overlooked it: is it possible to make Austrian Howitzers only effective against fortresses?)

Also, a comment about the Serbia surrenders things - a cool option, but the Russians attacking straight away is a bit weird (I understand this from a balance point of view) because if historically they weren't able to gear up for war before turn 3 or more, I don't see how they would have pulled that trick.

I was thinking, to preserve historical consistency, to keep the Russian timetable for attack, but reduce Austrian mobilization percentage drastically ( after all, they are not at war) to compensate
are you serious about arties? ill have to wait until your response then... im not friend of stalemate

btw i have just one free slot and like 25 inactive games, i have to ask slitherine to delete them

ruprecht came first with next two uniteresting options... so i can move arty there i guess :lol:

history is cryin a river

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 7:05 pm
by Robotron
Zombo wrote:(I've edited this on a previous post, so maybe you've overlooked it: is it possible to make Austrian Howitzers only effective against fortresses?)
Got included in V4.72.

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 10:04 pm
by nehi
human player starting with putnik in mp? kinda overkill

im curious, how austrians should stop serbs without commanders and trenches, not mention that bad joke piotorek

when they are killing units from very begining

its going to end as soon as russia enters the war

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 10:09 pm
by Robotron
nehi wrote:human player starting with putnik in mp? kinda overkill
Wasn't intended, caused by an oversight.

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 11:24 pm
by Zombo
started game with Nehi (Nehi, you DID bring your Austrian arty on the Western front! :roll: )

Game crashes during the replay of his moves, turn 2, when an Austrian ship moves next to a French ship near Malta

Is my save file useful?

Apart from the Putnik thing (it would be a pity to discard him, as he was a prominent and remarkable leader, but I would use reasonable, defensive only stats), I chose the Russia Helps Serbia option (seems to pop nearly in every game, maybe it should be less frequent) and I guess that accounts for the second Army corps. In my opinion, it's waaaaay too strong, and, in addition, difficult to imagine how the Russians would get a full corps in Serbia from day one while struggling with their own mobilization.

I would suggest setting up a RESERVE RUSSIAN corps somewhere in a Serbian city on turn 4 to 7 (random - it needs time to get there and to be assembled).

Also, I was offered the Scottish Hospital event: shouldn't it be proposed only when the epidemics starts?

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 11:31 pm
by nehi
Zombo wrote: Is my save file useful?
ctgw.log might be
Zombo wrote: Apart from the Putnik thing (it would be a pity to discard him, as he was a prominent and remarkable leader, but I would use reasonable, defensive only stats)
2 turns, 2 kills, thats a pity

of course i moved arty out, when there is no place for it on serbian front, its not frontline unit, just after initial turn my arty was facing serbian infantry

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 11:50 pm
by Zombo
of course i moved arty out, when there is no place for it on serbian front, its not frontline unit, just after initial turn my arty was facing serbian infantry
From a power-play perspective, I totally understand. The problem is that it's a no-brainer optimal move, so it kinda messes with the balance of forces in the West. You may as well place it on the Western front at start.

Historically, it makes no sense at all - the Austrians would NOT have given up all their artillery, they had two enemies on two fronts.
Would make no more sense, than sending Bulgarians fight in the Middle-East, however useful that might be in game terms.

Goeben: ideally the Entente player shouldn't be informed, unless SIGINT success (I think you're working on that, right, Robo?) but maybe the starting location could be randomized or something. 'Cause it generally degenerates into a massive naval clash: you did to get the Austrian navy out to protect the Goeben - no way she can slip through as historically )

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Sun Jul 02, 2017 11:59 pm
by nehi
Zombo wrote:The problem is that it's a no-brainer optimal move, so it kinda messes with the balance of forces in the West. You may as well place it on the Western front at start.
the problem is that we have played just like 2 turns each and u r talking about balance allready

more infantries for serbs was your idea btw, u shouldnt change balance as long as u dont know where balance actually lies
(fighters were useless, but fighters with range and los of 3 are just hyperuseless)

i dont know that, ai games are just like tutorial, it gives no idea about balance

putnik + trenches vs bunch of austrians on plains, thats imbalanced, 2 turns, 2 kills, thats all we know now

advancing puntik and russian walkthrough galicia will squeeze austria so hard, that talking about balance is just pointless

austrians wont be able to replace casaulties
Zombo wrote:Historically, it makes no sense at all - the Austrians would NOT have given up all their artillery, they had two enemies on two fronts.
Would make no more sense, than sending Bulgarians fight in the Middle-East, however useful that might be in game terms.
ok, next time i will let you to destroy my arty in 2nd turn, if it makes more sense
Zombo wrote: Goeben: ideally the Entente player shouldn't be informed, unless SIGINT success (I think you're working on that, right, Robo?) but maybe the starting location could be randomized or something. 'Cause it generally degenerates into a massive naval clash: you did to get the Austrian navy out to protect the Goeben - no way she can slip through as historically )
starting location is a bit randomized, somewhere around corsica

austrians used to have sub, which is great escort unit, but austrians dont deserve historically sub unit, because thay had just 5 not 10 of them, i guess u know why they lost it

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Mon Jul 03, 2017 7:06 am
by Zombo
the problem is that we have played just like 2 turns each and u r talking about balance allready
I'm not talking about balance as a whole, I'm saying that allowing to redeploy AH artillery to the Western front amounts to start the game with 3 German artilleries in the West and no AH artillery at all, which is not what is intended
more infantries for serbs was your idea btw, u shouldnt change balance as long as u dont know where balance actually lies
No, it wasn't, I actually -read my previous posts - said that the Serbs were a bit overpowered in attack. I don't ask for a bad-ass Putnik, Robotron admitted it was a mistake anyway. (Although, yes, I think having a non-entity like Potliorek represented on the Serbian front while disregarding Putnik seems a little silly, but I would gladly settle for a downgraded version)
(fighters were useless, but fighters with range and los of 3 are just hyperuseless)
Nehi, I know that you are a nostalgic of the 1914-Super-Killer-Stukas from vanilla, but in 1914 fighters didn't even exist! And airplane recon in reality was way less impactful than it is in CTGW, even with range 3. In addition, if you feel "robbed" by your "useless" fighters , remember that they are "useless" for your opponent too.

i dont know that, ai games are just like tutorial, it gives no idea about balance

putnik + trenches vs bunch of austrians on plains, thats imbalanced, 2 turns, 2 kills, thats all we know now

advancing puntik and russian walkthrough galicia will squeeze austria so hard, that talking about balance is just pointless

ok, next time i will let you to destroy my arty in 2nd turn, if it makes more sense
I didn't say you had to suicide your arty, I said that that Austria handing over its whole artillery to the Germans makes no sense



Nehi, calm down, it's only a game

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Mon Jul 03, 2017 7:37 am
by nehi
Zombo wrote:
I'm not talking about balance as a whole, I'm saying that allowing to redeploy AH artillery to the Western front amounts to start the game with 3 German artilleries in the West and no AH artillery at all, which is not what is intended
then u r not talking about balance at all, u r just talking about pseudo realism
(germans have just twice more arties than serbs, isnt it absolutely unrealistic? i guess serbs had barely any, dont say about supply for them)

it's only a game, as u said, so let be there something to play with and stop blaming me

i wanted to shoot at belgrade, but u forced me to retreat, moving arty every turn is just as senseless as let u to destroy it, zero effect anyway

so far 2 turns, 2 kills, most likely u can achieve 3rd kill in 3rd turn on that wing, no place for heroism of artillery there

its just testing game, i had no particular plan what i will do

just to taste it, especially eastern front has to be tough for cp in mp, cp have no power/production to fight all three fronts properly, actually dont even two of them

first play (both sides at least, but the more the better), then lets talk about balance, then maybe about whats intended

btw my slots are just freed, u can set up 2nd game when robotron will public corrections

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Mon Jul 03, 2017 12:42 pm
by Robotron
Hi guys! Sorry to read you are already fighting more in the forum than on the battlefields. Anyway my comments:

1. @crash:
yes Zombo, your logfile was helpful. Bug is fixed. Btw: logfiles are almost always more helpful then savegames. In MP only logfiles can help.

2. @early Putnik:
Putnik will spawn as intended after 35 Serbian kills and 45 Serbian casualities, not from the beginning of the game.

3. @Russian Reserve Corps spawn at random Serb city:
of course only possible if Russia is already at war. Will need some hours to put together the function required from scratch. Bear in mind that Russian Reserve Corps are just as bad as Serbian, if not worse because of less experience. By the way: any info on HOW the Russians got there historically? Through neutral Romania?

4. @Scottish Hospital event available when Typhoid starts:
then it would likely be too late: around that time a lot of new events are fed into the events pool, lowering the chance to draw Scottish Hospital. Also the Scottish Hospital event lowers the chance for the Typhoid epidemic to trigger in the first place.

5. @Hide event messages from enemy:
all I can do is to hide the "bulletin" pop-ups (those with the telegraph chatter/telephone ringing etc.). The original game indeed allowed to hide the actual event "Special Event" popups from the enemy but that conflicts with the way the diplo events are triggered. As of now I've had no time to look into this but hope I'll find a way. Of course in the early game no alliance would have enough diplo points to spare to put into INTEL/SIGINT to have a substantial chance to hide the events from the enemy, making the whole affair a little bit useless. Suggestions?

6. @Goeben in Med leads to huge naval slugfest:
maybe let AH start with admiral Haus then in MP? that might deter Entente to engage in an all out battle with the AH fleet trying to protect the Goeben. Also the Goeben could choose a more "evasive" course than trying to go the obvious southeast route.

7. @Putnik + Trenches for Serbs is imbalanced:
The Austrian player has a good chance to choose "AH Planning", allowing max entrench for ALL his troops PLUS allowing free redeployment of AH generals. Use Von Kovessazar to replace Potiorek.
Also Putnik will be delayed as originally intended.
The event could also automatically unlock "barbed wire" tech for more max entrenchment if you want.

8. @shipping of AH arty to the west is imbalanced:
How about lowering AH rail moves to 0 in turn 3, if "AH siege howitzers" was choosen then? Anyway, since arty got nerfed (-1 ground attack, -8 stratattack) until "hydro-pneumatic"-tech that AH arty might not cause that much damage at all. Also the arty could be more useful to keep the Serbs in check if Putnik is not available at the start of the game (you'd need to replace the two AH Reserve Corps guarding the arty with Army Corps rather quickly of course).

Crash bug fixed.
Putnik delayed.
More Suggestions?
I'll upload the Scriptfix later.

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Mon Jul 03, 2017 12:58 pm
by nehi
thx, more suggestions will come later, i guess russians will overrun eastern front like there is no front

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Mon Jul 03, 2017 1:22 pm
by Robotron
@nehi: No comments about the stuff I suggested? (numbered them for better reference) :?:

Re: POTZBLITZ V4.72 (beta), JUL 2nd 7:45 PM MET

Posted: Mon Jul 03, 2017 1:39 pm
by nehi
Robotron wrote:@nehi: No comments about the stuff I suggested? (numbered them for better reference) :?:
we just started, cant tell how it goes, so no real suggestions now

barbed wire could help vs russians

only true difference ive noticed between handicaped/balanced/privileged in vanilla was that privileged does (i guess) 100% actions scripts tell it, balanced less and handicaped just maybe like 50%, then its much easier to hold the ground

btw green dots were helpfull when weaker fleet met stronger, just 1 hex will force weaker to stay at ports

lesser bonus is kind of backstab for them too

there are points where realism/historism is in contrary to balance