Potzblitz V25.0 OCT 18th 2024

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

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Wolf001
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Wolf001 »

Robotron wrote: Sun Feb 05, 2023 6:03 pm I need a beer now... ^^
I would like one also but it’s a little early where I am.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Wolf001 »

On my Rupprecht match playing as the CP I played the Austrian Siege Howitzer event. I've noticed the that my artillery is also getting the buff while attacking Novo-Georgiesk also. I only noticed it because my Austrian shell supplies started running out quickly. Is that intended? I haven't taken any fortresses in the West other then Sargans.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Wolf001 »

Munt wrote: Sun Feb 05, 2023 6:08 pm Hi in multiplayer the game drope of me when i start to see the first turn.
Im the allied side.
Have you applied the newest updates? You were playing with Umeu? I think one of you will have to host a new game but I may be wrong.

If you want I can host a new game and I’ll PM you the password.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Robotron »

Wolf001 wrote: Sun Feb 05, 2023 6:21 pm On my Rupprecht match playing as the CP I played the Austrian Siege Howitzer event. I've noticed the that my artillery is also getting the buff while attacking Novo-Georgiesk also. I only noticed it because my Austrian shell supplies started running out quickly. Is that intended? I haven't taken any fortresses in the West other then Sargans.
Okay, will be fixed tomorrow.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Munt »

And i think whit the Paris taxi event not give us the the barb wire. :(
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Robotron »

Munt wrote: Sun Feb 05, 2023 6:08 pm Hi in multiplayer the game drope of me when i start to see the first turn.
Im the allied side.
Has you opponent played "Aufmarsch Ost" (Germany attacks Russia)?

And i think whit the Paris taxi event not give us the the barb wire.
Correct, now you must play "Gallieni" to get Barbed Wire.
Last edited by Robotron on Mon Feb 06, 2023 3:28 pm, edited 1 time in total.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Umeu »

Robotron wrote: Sun Feb 05, 2023 6:45 pm
Munt wrote: Sun Feb 05, 2023 6:08 pm Hi in multiplayer the game drope of me when i start to see the first turn.
Im the allied side.
Has you opponent played "Aufmarsch Ost" (Germany attacks Russia)?

If yes then you and your opponent must use the patch that is linked below and then start a new match.

If not then I need to have the ctgw.log

And i think whit the Paris taxi event not give us the the barb wire.
Correct, now you must play "Gallieni" to get Barbed Wire.
Yeah I went Ost. So it's bugged
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Umeu »

Robotron wrote: Sun Feb 05, 2023 5:37 pm Okay, got it: it's the most likely the new maximum entrenchment I added to Russian troops around Warsaw in Aufmarsch Ost.

Entrenchment seems to always cause trouble, so I'll remove it again.
Bummer :/

Also weird how it works in gallieni, sometimes in the old bulgarian trench line, and sometimes not at all. Like the max entrench seemed to be working in sp, but not mp... so weird.

An option might be not to use max entrench, but just entrench level 1? Or I guess not mess with it anymore lol. Atleast we now kinda know, if the game crashes without proper error, its probably entrenchment related
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Umeu »

Munt wrote: Sun Feb 05, 2023 6:08 pm Hi in multiplayer the game drope of me when i start to see the first turn.
Im the allied side.
Apply the latest fix and try again, if it doesnt work, we can start a new game :)
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Umeu »

@robotron,

in Aufmarsch Ost, Warsaw has Zhilinski, and the entrenchment is 1st level around it, so that's good, but the city is covered by a reserve corps still, so it always falls in turn 1.

Also Grodno fortress (the one below Vilna) also always falls in t1, though it's not necessarily something that requires a response. I think it might be baiting Germany into overextending their lines. I'd have to play a few more games to test that. If possible, a position for surprised and not surprised would be awesome.

also, what if, for Entrenchment, we add highdefense, instead of basedefense? This shouldn't change the calculations that much. And in all fairness, historically, the concrete dugouts were mostly a defense against artillery, not against infantry assaults. So we could do, barbed wire = entrenchment 3, pillboxes = entrenchment 4, and dugouts = entrenchment 4 + highdefense 2-4 (or whatever suitable number) edit: tried to add it, but it doesn't really work they we want it to. The non-entrenchment upgrade only gets added to the unit, not the hex. And stays with the unit also if you move outside of the entrenched position. You also need to upgrade another upgrade to get the benefit of the entrenchment upgrade, as it won't let you upgrade units by itself. :/

Entrenchment itself can't be upgraded on the unit, and while whatever you add there, can only be added to infantry/garrisons, entrenchment itself applies to all units on land. So my guess is that entrenchment is calculated/organized somewhere else, perhaps in the hardcode, and messing with it too much causes conflicts with that calculation.

So, that gives me this idea, could the entrenchment problem be an UI issue? Basically, it crashes because entrenchment grows in levels, and the game doesn't have a way to show entrenchment higher than the 4th level (which is 4x4=16 outside of forts which seem to be able to reach max 18, which is strange already, because they start at 10, so they don't gain as much benefit from entrenching, though in a way it's a bit historical, as forts became less formidable throughout the war compared to trenches, but that's besides the point). So I checked the files, and there are only 4 graphics for trenches, which leads me to believe this might be part of the issue (Though I don't know if the code will give the task to upgrade past 4 and find the corresponding file.)

Edit: lmao yep, that actually works. I added a 5th level entrenchment UI in the graphics folder, and trenches can now be upgraded past lvl4. There's 1 caveat though, it seems like the max level of entrenchment is set at 18, which explains why forts were previously the only ones to get this. So at 5x4 grassland still maxes out at 18, though it should be at 20. However, at 5x3, rough now goes to 15 proving that the missing graphics was the issue. And as expected, deleting this graphics file on the turn the game is supposed to upgrade trenches beyond level 4, crashes the game. (Even better, if I don't add that file, end turn, the game will crash on the autosave next turn. But if I then add the file afterwards, I can load that turn still, though without the file, it won't load and crash. I can even continue MP games!)

Though I set barbed wire to upgrade to lvl 6, but did not add a 6th level graphic, however, this is probably because the game doesn't accept higher than lvl 5 entrenchment, I guess. But at least, the max entrenchment command and going over lvl 4 entrenchment, should no longer cause a crash if the missing graphic is added. And setting it to lvl 6 or higher does not cause a crash even if the corresponding graphic is missing, so it's highly likely the game stops upgrading after lvl 5.

in any case, the new stats of wire = 3, pillbox = 4, dugout = 5 for the 3 entrenchment techs can now be added.

other observations,

for the fatherland works now, with 2 reserve spawned on both fronts
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Wolf001 »

Playing the Fires in the Desert event causes the game to crash.

When Erich Von Falkenhayn is sent to Turkey he is named commander_142.

The Failed Italian Offensive might need a delay. When Italy went to war on the AI turns the event triggered on the first turn and I was able to destroy an Italian army corps and two reserve corps on my turn and gain a lot of ground.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Umeu »

Wolf001 wrote: Mon Feb 06, 2023 2:08 pm Playing the Fires in the Desert event causes the game to crash.

When Erich Von Falkenhayn is sent to Turkey he is named commander_142.

The Failed Italian Offensive might need a delay. When Italy went to war on the AI turns the event triggered on the first turn and I was able to destroy an Italian army corps and two reserve corps on my turn and gain a lot of ground.
I think the damage done to the italian units is maybe too heavy to begin with. perhaps it can get progressively worse depending on the year the failed offensive happens in. lose only a bit strength in 1915, medium in 1916, and very heavy in 1917 (aka caporetto)

cool to see falkenhayn become a turkish commander :P
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Robotron »

Fixed Rupprecht's Howitzers, crashing Senussi, Falkenhayn Pasha.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Wolf001 »

In multiplayer the two Russian army corps are not at Omsk.

I played the Royal Flying Corps event and did not get the Royal Balloon Corps event with the free balloon/airship. I did play the Naval Review which was stated as a requirement for unlocking Royal Balloon Corps . Unless I missed it the Royal Flying Corps event is also not in the PDF. I am writing the event from memory so do keep in mind I might be wrong and its just a percentage chance for the balloon corps to unlock.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Robotron »

Did you already deploy a British Zeppelin or had one in the production queue? If so then no additional Zep will spawn if "Royal Flying Corps" is played, to conform with the unit limit on "modern weapons".

2 Russian Army Corps at Omsk should only be available in "Aufmarsch Ost".
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Wolf001 »

I haven’t built a British Zeppelin yet nor is one in production.

I should have clarified I am playing Aufmarsch-Ost with Umeu. There are not two Russian army corps at Omsk in our game.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Robotron »

Zeps: okay, will re-check.

Omsk Corps: since I've no clue about how the scenario plays out in multiplayer: are those two Russian Army Corps even needed?
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Wolf001 »

Robotron wrote: Mon Feb 06, 2023 8:34 pm
Omsk Corps: since I've no clue about how the scenario plays out in multiplayer: are those two Russian Army Corps even needed?
I’m playing Aufmarsch-Ost as the Entente vs the AI. The only thing they are useful for is to disband and get the PP and MP. Otherwise you’ll use up rail movements for three turns each. I don’t think it’s worth fixing honestly.

In multiplayer Zhilinskiy is attached to a reserve corps in Warsaw and in single player he’s attached to an army corps. That does make a big difference as Umeu was able to capture Warsaw on the first turn when Germany declared war.
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Robotron »

Are those two Army Corps at Omsk even worth the trouble to get them to the front in multiplayer?
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Re: Potzblitz V18.03 FEB 5th 2023

Post by Robotron »

Here's a preview of the new campaign selection screen with two new campaigns and re-introduced difficulty levels for singleplayer mode.
new campaign selection.jpg
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"Home before the Leaves fall" will be a more "chilled " campaign with all neutrals having a more anti-war stance than usual while "Lights go out in Europe" will escalate quicker than normal.

Any suggestions for either campaign are more than welcome. 8)
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