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

Posted: Mon Jul 03, 2017 3:09 pm
by Egge
Just to be sure, the link says "JUNE, 2nd" when it should read JULY right?

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

Posted: Mon Jul 03, 2017 3:16 pm
by Robotron
Egge wrote:Just to be sure, the link says "JUNE, 2nd" when it should read JULY right?
right.

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

Posted: Mon Jul 03, 2017 8:21 pm
by nehi
atrition is just about moved or not moved or its distance related?

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

Posted: Mon Jul 03, 2017 8:40 pm
by Robotron
Efficiency loss from moving is not distance related.

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Mon Jul 03, 2017 9:02 pm
by Robotron
Scriptfix V4.73

- fixes naval crash bug in MP
- Putnik delayed in MP

https://drive.google.com/open?id=0B0N7V ... 01FRHM1cDQ

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

Posted: Mon Jul 03, 2017 9:43 pm
by nehi
Robotron wrote:Efficiency loss from moving is not distance related.
then if possible i suggest some difference, at least 1 hex (less exhausting, making swap less deadly) or more hexes, exhausting

and one more, what about capturing encircled commanders? i guess they can be wounded now which is like a escape from death trap

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

Posted: Mon Jul 03, 2017 10:21 pm
by Robotron
nehi wrote:then if possible i suggest some difference, at least 1 hex (less exhausting, making swap less deadly) or more hexes, exhausting
Sounds too exploitable to me to warrant the effort to implement this. :?
nehi wrote:and one more, what about capturing encircled commanders? i guess they can be wounded now which is like a escape from death trap
Player commanders are still checked for capture if out of supply and will be out of the game for up to a year.
They have to be out of supply from their previous turn so that the red out of supply symbol appears (something I can't change since the supply check rules are hardcoded to happen at the start of the current game TURN not each player's PHASE when playing vs. AI).
AI commanders can't be captured since no restrictions apply to AI commanders placement: they will always re-appear next turn and can only be killed to remove them permanently.

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

Posted: Mon Jul 03, 2017 10:55 pm
by nehi
robotron wrote: Player commanders are still checked for capture if out of supply and will be out of the game for up to a year.
They have to be out of supply from their previous turn so that the red out of supply symbol appears (something I can't change since the supply check rules are hardcoded to happen at the start of the current game TURN not each player's PHASE when playing vs. AI).
AI commanders can't be captured since no restrictions apply to AI commanders placement: they will always re-appear next turn and can only be killed to remove them permanently.
remove him = capture, just not let him flee :D

kill is not sure, but if there is 1 year delay, its maybe enough (just ai ignores it, but who cares about ai)

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 9:49 am
by Zombo
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.
I'm fine with that. The Russians will be very helpful anyway because that will be able to absorb manpower losses and man the line without costing Serbian upkeep.
By the way: any info on HOW the Russians got there historically? Through neutral Romania?
I'll look into that, see if I can find something.
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.
Okay. maybe just a little later than the very start of the game?
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?
I think most events should be by default hidden from the enemy, with a small% chance of being discovered. ( % increasing with INTEL superiority off course). With the exception of international "public domain" events, such as Germany ceded Tsing Tao, Italy remaining neutral, Britain giving battleships to Turkey, etc...
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.
I was thinking of something simpler: why not making a second option if the Goeben is sent to the med, asking whether she should be attached to the Austrian or Turkish fleet. Then there could be an Allied "intercept the Goeben" event, which would place the ship on the map. If the event is not selected ( it should require the initial "Goeben" to have been "spotted" by the Allies first - see above), the Goeben escapes automatically.

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.
The event could also automatically unlock "barbed wire" tech for more max entrenchment if you want.
Don't. It's fine the way it is.
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).
It's an idea, but it's kinda not really optimal, because it 0 rail would prevent the Austrians from redeploying infantry corps to one front or another ( historically the 2nd Army was rerouted to the Russian front). Is there no way to determine a "limited zone of operations" for units of a certain nationality, a bit like certain commanders are restricted too?

Namur: restricting the effect of AH howitzer to fortresses is great, but honestly their effect should be prolonged to turn 4 or 5 (as I said, I can't imagine them being withdrawn if the job is not done yet). Placing a French infantry in Namur can seriously stall the German advance, because artillery will generally do 0 damage.

Sound: I love the new sound additions, but the "crickets chirping" sounds a little idyllic for WW& battlefields. How about adding - or substituting with - more ominous "distant explosions" such as these? https://www.youtube.com/watch?v=2MGq5sIRlsw and possible some distant machine gun fire ( haven't found anything satistying on youtube)

INTEL: when one enjoys INTEL superiority and it triggers a combat bonus, I'd love to see a little pop up ( liek you have for a number of events on the Eastern front) saying something like "military intelligence success" or " enemy attack plan compromised by intelligence success" or anything more appropriate or more elaborate. it would make INTEL superiority a lot more "palpable", so when you obtain a nice combat result, instead of thinking "oh, I was lucky" you could think " wow, I was right to invest in intelligence!". It woudl be a lot more immersive.
Also, I don't know if it's feasible, but I would narrow intelligence combat bonuses mainly to combat as a defender or combat vs non-entrenched units ( once the trench warfare settled in, there was no added-value of knowing "where the enemy was")

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 12:14 pm
by nehi
btw ive just noticed, putniks infantry has 22d/14a, next one infantry (under his green fog) 19/11 or something like that, why? austrian going to need a lot of hats to stop serbs, when 6/7 reserve corps are facing such steam roller

uncommanded reserve corps are too weak, i just dont want see that massacre on eastern front whats coming next

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 12:25 pm
by nehi
Zombo wrote: 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?
i forgot to say something very similar to this point, most hidden except obvious ones
Zombo wrote: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.
The event could also automatically unlock "barbed wire" tech for more max entrenchment if you want.

Don't. It's fine the way it is.
well see if its fine or not, i guess its not, on eastern front its like 8 russian armies vs 3 austrian and single german, at least one of austrian will be destroyed in first turn... when i played vs ai its was so so there, but vs human... it should be broken quickly

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 12:49 pm
by Argentum
Anybody want to play MP? I play with Zombo but he makes turns very slow.

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 12:53 pm
by nehi
Argentum wrote:Anybody want to play MP? I play with Zombo but he makes turns very slow.
set up games, i want to see schlieffens plan in action, vs zombo i had first choice ruprecht/handsome guy in fez begging for gold/ultimatum

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 1:01 pm
by Robotron
@Zombo:

1. Russian Reserve Corps to Serbia included.

2. Later Scottish Hospital included.

3. Goeben issue: your proposal is much too complicated. Admiral Haus will be available for AH from the start instead.

4. AH howitzer bonus will stay active until either Antwerp or Namur have been taken and Moltke has not yet occurred. If Rupprecht was chosen: until either Belfort or Toul have been taken or start of winter.

5. Ambient battle sounds like MG chatter and distant explosions already included, even different ones for summer and winter. These will start after a few battles. Turn up the "music" volume or switch on your hearing aid. ;)

6. INTEL messages for code breaking also already included.
btw ive just noticed, putniks infantry has 22d/14a, next one infantry (under his green fog) 19/11 or something like that, why?
Different terrain or different experience ranks, maybe both.

7.
austrian going to need a lot of hats to stop serbs, when 6/7 reserve corps are facing such steam roller. uncommanded reserve corps are too weak, i just dont want see that massacre on eastern front whats coming next
Again: choose AH planning or restart your game. Putnik is no longer available at game start.

8. Hidden events: way too complicated to find a solution before upcoming weekend.

I'll upload V4.74 later. I guess guys should abandon your games or keep on going for pure bug hunting purpose.

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 1:06 pm
by Argentum
Done. Version 4.73. I hope we can finish this game without crashes.

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 1:17 pm
by nehi
Robotron wrote: 7.
austrian going to need a lot of hats to stop serbs, when 6/7 reserve corps are facing such steam roller. uncommanded reserve corps are too weak, i just dont want see that massacre on eastern front whats coming next
Again: choose AH planning or restart your game. Putnik is no longer available at game start.
but one zombos infantry is boosted +3/+3, i have checked ai game, ai has both just 19/11

hes heading up to budapest, he wont leave such monster easily :lol:

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 1:21 pm
by Robotron
nehi wrote:but one zombos infantry is boosted +3/+3, i have checked ai game, ai has both just 19/11
Have you checked for different terrain/experience ranks? Starting experience is slightly randomized for each game.

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 1:32 pm
by nehi
Robotron wrote:
nehi wrote:but one zombos infantry is boosted +3/+3, i have checked ai game, ai has both just 19/11
Have you checked for different terrain/experience ranks? Starting experience is slightly randomized for each game.
ok, great, lets see what can do reserve corps 6/5 vs russian armies 14/11+commanders

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 3:07 pm
by Zombo
Nehi, stop whining :wink:

Re: POTZBLITZ V4.73 (beta), JUL 3rd 11:00 PM MET

Posted: Tue Jul 04, 2017 3:45 pm
by nehi
Zombo wrote:Nehi, stop whining :wink:
about arty?