Potzblitz V26.01 OCT 26th 2025

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

Moderators: Slitherine Core, The Lordz

Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2187
Joined: Tue Nov 23, 2010 3:35 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Robotron »

Zombo wrote:Ah sorry, I overlooked it (and I may have mistaken distant explosions for chirping crickets - I'm unfamiliar with both of them :wink: )
Maybe I was a little unclear: the game now has two sound effect loops of more than 10 minutes to replace the background music, each with distant battle sounds (fare away rumbling of arty, sporadic MG and rifle fire), one each for summer and winter. These will trigger after a few battles have been fought and will mute the "idyllic" chirping of birds etc.. You will have to raise the music volume in the options screen, not the FX volume.
Zombo wrote:comment on Kriegsmarine bombardement spree while Britain is neutral? I think it should apply to AH ships out of the Adriatic too, actually
If Britain is fine with Germany and France slugging it out on the ground why should she bother if they bombard each other from sea? And ships consume up to 3 units of precious ammo for each naval bombardment, so Germany will have to buy extra ammo factories to allow for both arty and naval bombardments.
And it's "Kaiserliche Marine" or "Imperial Navy", not Kriegsmarine. ;)
nehi wrote:
sweden is like 100% in 4.74
I've reduced the chance for V4.75: now you have to put INFLUENCE into Sweden to make this event available.
If a roll of D20 is less or equal than CP INFLUENCE minus ENTENTE INFLUENCE then the event will be added to the pool.
It will be discarded two turns after Russia has joined the war if not played before.
Last edited by Robotron on Wed Jul 05, 2017 1:25 pm, edited 1 time in total.
Image
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
Zombo
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 385
Joined: Wed Nov 19, 2008 11:28 am

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Zombo »

If Britain is fine with Germany and France slugging it out on the ground why should they bother if they bombard each other from sea? And ships consume up to 3 units of precious ammo for each naval bombardment, so Germany will have to buy extra ammo factories to allow for both arty and naval bombardments.
In game terms it's fine, I have no problem with it. Historically Britain was very exclusive about her dominance of the seas. Protecting Belgium had one single goal, preventing the Germans from obtaining direct naval access to the Channel. So I really think that German ships not only cruising in the channel, but engaging in combat would have been inacceptable for British public opinion and be considered a straight forward casus belli.

To a lesser extent, that would have applied to the Med as well.

MP vs argentum crashes during replay, after one of his naval moves
Attachments
ctgw.zip
(416 Bytes) Downloaded 94 times
nehi
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 794
Joined: Sat Oct 17, 2015 1:51 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by nehi »

(reserve) corpse unit looks just too weak, when facing commanded infantry, its like 50/50 it will retreat

when facing 2 infantries its like 50/50 it will be destroyed

retreating is huge problem, when there are not 2 rows of defense, then its like one shot adavance for germans

so they can advance easily and they are like unbreakable, im looking for stats once i met terminator-putnik, its similar on west front, german "heavy" tank army units have stats like 24/14 after few kills and are crushing mostly tiny corpse french units with like 8-10/6-7

when there is no time and production to build armies, there is like no way to stop germans (thats why i was soo doubtful about eastern front, but eastern is much larger and russians have own problems to stabilize it)
Last edited by nehi on Wed Jul 05, 2017 1:57 pm, edited 1 time in total.
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2187
Joined: Tue Nov 23, 2010 3:35 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Robotron »

Zombo wrote:MP vs argentum crashes during replay, after one of his naval moves
What side is Argentum playing?
What was the nation of the unit that caused the crash?
What kind of naval unit moved?
In which sea area did the naval unit move?
What turn is it?
Has "Race to Sea" already happened?


@nehi: did 4.74 fix the crash in your game with Argentum?
Image
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
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 794
Joined: Sat Oct 17, 2015 1:51 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by nehi »

Robotron wrote: @nehi: did 4.74 fix the crash in your game with Argentum?
unfortunately not (could be there some special yellow boxes/race to the sea removing fix? in replay it still looks its triggered during turn)

in our reverse game just in my last turn, race to the sea happened in the middle of my (ententes 9th) turn, so im looking for argentums, how it will be this time

same tech has to add same stats for each type of unit?

or can army got +4D and corpse (i like this nick name, as its in early phase actually just a dead corpse :lol: ) only +2D?
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2187
Joined: Tue Nov 23, 2010 3:35 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Robotron »

nehi wrote:can army got +4D and corpse (i like this nick name, as its in early phase actually just a dead corpse :lol: ) only +2D?
No, tech bonus from any tech is same for every unit type that can receive that tech. It can't be changed.

About the crash:

@nehi: I will upload a test script just for your game vs. Argentum. Install this just like any normal Scriptfix. Then try the replay and report back. Once the crash is solved we can go back to balancing the game but crash bugs have first priority.
If the test script fixes the bug I will upload the proper 4.75 script fix.
Image
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
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2187
Joined: Tue Nov 23, 2010 3:35 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Robotron »

Here's the test script
https://drive.google.com/open?id=0B0N7V ... zNjaTVRVVU

1. install like the others
2. start replay
3. whether the game crashes or not, post the logfile! Do NOT continue your game after the end of the replay if the game did not crash. If Race to the Sea was triggered, please say so.
Image
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
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 794
Joined: Sat Oct 17, 2015 1:51 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by nehi »

Robotron wrote:Here's the test script
https://drive.google.com/open?id=0B0N7V ... zNjaTVRVVU

1. install like the others
2. start replay
3. whether the game crashes or not, post the logfile! Do NOT continue your game after the end of the replay if the game did not crash. If Race to the Sea was triggered, please say so.
it crashed, log file contains just this except common things

[18:49:26][8652]SEARACE START
[18:49:26][8652]SEA RACE END
[18:49:27][8652]SEARACE START
[18:49:27][8652]SEA RACE END
[18:49:28][8652]SEARACE START
[18:49:28][8652]SEA RACE END
[18:49:29][8652]SEARACE START
[18:49:29][8652]SEA RACE END

triggered as usual, before first unit (exposed army) moved
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2187
Joined: Tue Nov 23, 2010 3:35 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Robotron »

Again please with this one´:
testscript2:
https://drive.google.com/open?id=0B0N7V ... jYzNVo5eDQ

Please post log again.
Image
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
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 794
Joined: Sat Oct 17, 2015 1:51 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by nehi »

Robotron wrote:
Please post log again.
nothing logged this time
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2187
Joined: Tue Nov 23, 2010 3:35 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Robotron »

I assume the game crashed, right?

Okay, last test then.
Now I've disabled the event. If the replay still crashes there must be something else wrong then.

test 3:
https://drive.google.com/open?id=0B0N7V ... EdLcGdMQW8

Please report back.
Image
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
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 794
Joined: Sat Oct 17, 2015 1:51 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by nehi »

Robotron wrote:I assume the game crashed, right?

Okay, last test then.
Now I've disabled the event. If the replay still crashes there must be something else wrong then.

test 3:
https://drive.google.com/open?id=0B0N7V ... EdLcGdMQW8

Please report back.
its crashing all the time, nothing logged again

but yellow boxes disappeared as usual, so its maybe digged in that replay deeply and no way to change it retrospectively
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2187
Joined: Tue Nov 23, 2010 3:35 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Robotron »

nehi wrote:but yellow boxes disappeared as usual, so its maybe digged in that replay deeply and no way to change it retrospectively
Yeah, that must be it since the event was turned off in the last script but was triggered all the same.
All you can do is to quit the challenge I'm afraid, same goes for the game Argentum vs. Zombo.

Btw: did the bug also happen in your game vs. Zombo or was "Race to Sea" not triggered yet?
Image
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
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 794
Joined: Sat Oct 17, 2015 1:51 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by nehi »

Robotron wrote:
Btw: did the bug also happen in your game vs. Zombo or was "Race to Sea" not triggered yet?
not, because i raced to the alps, belgium is neutral
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2187
Joined: Tue Nov 23, 2010 3:35 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Robotron »

Okay then. I'll rebuild Race to the Sea so it fires at the start of the turn not during a turn, which is a shame since the whole idea of the Belgian coast suddenly unlocking is out of the window then for the most part.

Small chance that there's something wrong with Argentum's installation though...both players must have the whole mod and the latest scriptfix installed.

From the game Argentum vs. Zombo I still need the following infos since the logfile shows no errors despite the crash:

1. What side is Argentum playing?
2. What was the nation of the unit that caused the crash?
3. What kind of naval unit moved?
4. In which sea area did the naval unit move?
5.What turn is it?
6. Has "Race to Sea" already happened?
7. Is the North Sea already blockaded (does the BLOCKADE ACTIVE button appear in the top left corner of the minimap?)
Image
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
Argentum
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 74
Joined: Wed Apr 13, 2016 5:18 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Argentum »

My game with nehi crashed. I as CP. The last thing I saw on the replay as the Russian infantry approached Lemberg then pause for a few seconds and crash. Version 4.74.
Attachments
Cp.rar
(502 Bytes) Downloaded 79 times
nehi
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 794
Joined: Sat Oct 17, 2015 1:51 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by nehi »

i guess race to the sea strikes again...

i was suspicious as it was triggered during my turn

schlieffen is doomed then
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2187
Joined: Tue Nov 23, 2010 3:35 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Robotron »

Argentum wrote:My game with nehi crashed. I as CP. The last thing I saw on the replay as the Russian infantry approached Lemberg then pause for a few seconds and crash. Version 4.74.
So this is a new bug.

@Argentum: You DID download the NEW FULL MOD V4.7 I uploaded on the 1st of July, the one with 290mb, right? I suspect you are missing some files.

@nehi: is this a bug report from a MP or SP?

Everyone please be specific when reporting bugs in MP, the game is not giving out clear error logs in MP, so I need every bit of info.
Image
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
1st Lieutenant - Grenadier
1st Lieutenant - Grenadier
Posts: 794
Joined: Sat Oct 17, 2015 1:51 pm

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by nehi »

Robotron wrote:
Argentum wrote:My game with nehi crashed. I as CP. The last thing I saw on the replay as the Russian infantry approached Lemberg then pause for a few seconds and crash. Version 4.74.
So this is a new bug.

@Argentum: You DID download the NEW FULL MOD V4.7 I uploaded on the 1st of July, the one with 290mb, right? I suspect you are missing some files.

@nehi: is this a bug report from a MP or SP?

Everyone please be specific when reporting bugs in MP, the game is not giving out clear error logs in MP, so I need every bit of info.
mp, me entente, argentum cp, as i said eralier today im looking for how it will go, because race to the sea was triggered during my turn

in log u can see its mp
[22:38:37][4436]Starting PBEM game. Id: 375740 Argentum vs nehi

i have downloaded full 4.7x, argentum hosted just first game, this second was created by me
Zombo
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 385
Joined: Wed Nov 19, 2008 11:28 am

Re: POTZBLITZ V4.74 (beta), JUL 4th 8:20 PM MET

Post by Zombo »

Some Clauzewitzian thoughts

I agree with Nehi that the Germans can become unstoppable. The problem is the snowball effect of a victory. One “Tannenberg” creates a breach, generates two more “Tannenbergs”, which in turn generate four. There is one aggravating factor in the game: the experience augmenting with the victories, at a pace and in a proportion probably very exaggerated compared to reality. I'm fine with that, though, all in all that factor is not that impactful.
The main problem, however, is the lack of representation of a crucial aspect of combat: friction and its effect on offensive capability. In reality, offensives eventually ran out of steam, not because of the opposition, but because of the gradual exhaustion of its offensive power: fatigue, disorder, stretched supply lines, etc. So an offensive could never be maintained over an indefinite period of time, even if victorious.
The game doesn't portray that, and yet there is a parameter that could be used to that effect: effectiveness.
Lowering effectiveness should have a relatively marginal effect on the ability of a defender to inflict damage on an attacker, while having a significant effect on the ability of an attacker to inflict damage on a defender. To the point that units with effectiveness 4 or less shouldn’t be able to attack at all, regardless of opposition. Combat, in particular offensive combat, generates friction, so attacking repeatedly should have diminishing returns, to the point of shutting down the offensive power and require an operational pause.
(I have an idea on how it could be translated in the “rules”).

Thoughts on War Plan Rupprecht

Used it against Nehi, had Nehi use it against me. Nehi as burst through, snowballing towards Paris, and I haven't been able to contain him, probably won't be at all. I cannot breach the defence, so I'm probably stuck inflicting damage that he can repair indefinitely, (not mentioning ammo running out). A key difference was the addition of the AH artillery on Nehi's part. So while I still profess that the AH artillery should remain with the Austrian army, I think the Germans could use a little help, and that should come in the form of the mandatory Plan XVII offensive (barring cancelling event) that would reduce French effectiveness and inflict a few casualties.
The some goes, btw, for Galicia, where the historical AH rout is close to impossible to replicate against minimally competent play.

The deployment for Rupprecht is overcrowded in terms of reserve Corps that station in the rear that will not find any hex to squeeze in, while being missed in the East. So first thing the German does is transfer a good bunch of them as sson as the game starts. I think that redeployment could already be partially included in the Rupprecht set up. However, because it seems to me like a pretty strong alternative for the Germans, allowing them to postpone Britain's entry, hold a very short Western front against the Allies and concentrate in the East with devastating effects, I think it could come with a slight penalty in starting morale, reflecting the less “confident” approach.

Switzerland could come with a few extra initial PP, because its PP centres are on the frontline, so are immediately attacked and reduced to zero even if held, making it impossible to maintain even its very small army.

A few random thoughts: I don't remember seeing that von François pop up while playing MP. Is that intentional?

Land generals die too easily. I'm not sure, but I don't think any of the generals in the game depicted actually died on the battlefield. These people commanded from far behind.

Does the Italy remains neutral event restore Italian strict neutrality even if Switzerland was attacked? If yes, that should be corrected.

Race to the Sea: something kinda odd happened when the event fired vs Argentum. Because it was his turn to move, the railroad connection between Antwerp and Calais suddenly became free, and he was able to “slide” the British corps in Calais straight into the Belgian fortress, along the coast, unmolested by the neighbouring German armies crammed in Belgium( the Germans cannot, as historically, encircle Antwerp.)
An elegant fix to this would be to re-rout the railroad from Calais into Ypres, then back to the coast into Antwerp. So Allied troops in calias would be able to move one hex up the coast into that marsh hex (historical) while the Germans would have the remaining northern hex to encircle Antwerp (historical too).

Please consider my British channel naval zone of exclusion idea. Even if neutral, Britain was very anti-German precisely because of the naval competition, Kriegsmarine freely doing mischief in the channel would have been instant casus belli.
Post Reply

Return to “Commander the Great War : Mods & Scenario Design”