Re: Potzblitz V23.1 SEP 19th 2023
Posted: Sun Oct 08, 2023 9:58 pm
(...)
So at the risk of this not staying true for very long lol, here it comes XDMy ignore list is now empty again.
So that means AH loses 1 reserve in their starting army now?
Good change, it was definitely too strong. However, I now foresee the reverse issue that Britain had. In the situation that Britain joins early, and Ottomans join (much) later, the UK can build up artillery, cavalry (and maybe army corps) near the Ottoman border to blitz it in 1 turn. This is even worse than what the Ottomans could do before, because they at least could not cross Sinai desert before they declared war. Britain can.Ottoman starting forces in the Sinai are much weaker. To compensate, Britain does not receive free units at the Suez anymore (Arabs etc).
Comments about this further down.The Ottoman starting navy now consists of an Armored Cruiser instead of a Light Cruiser.-
Good changes, but this event still needs further tweaking. Because playing Abandon plan 17 should increase French defensive capacity, but instead it opens Nancy up to be taken by Germany in t1, which then also endangers Verdun because there's a cannon there (this is not as bad anymore, since you can now move it).FRANCE
Abandonment Plan17: French troops now receive max entrench, French units are not getting paralyzed from German surprise attack anymore
It already gave +1 naval right, so does it now give +2? Or is it just added to the PDF?Playing Anzac land in Egypt bestows +1 naval transport capacity to Britain.
I like this. I was actually thinking that maybe in 1916 (and maybe also 1917) every nation should receive 1 free rail since upgrading rail is so expensive, and you can never afford it later on. But at same time, it's also quite strong early and you don't want it to be too cheap that it can be spammed. But it's kinda weird that these huge powers can only move 1 unit per turn in a huge army fighting on both fronts.RUSSIA
Playing Full Russian Mobilization grants an extra rail transport capacity to Russia. The full mobilization will now be completed between turn 7 to 9.
Full Russian Mobilization must be played before turn 5 when Russia would usually join the war.
Can CP still respond with Redeployed or Defense plans if Russia sends Rush-Mob on t2?Rush-mobilize Russian army is discarded at the start of turn 3. Before it was possible to hold back diplomatic points to play both Rush-mobilize and Russian Surprise Attack on the same turn.
Do the ottomans also count as minor nation for the ammo factory cap? Or just the ammo storing cap?Ammo factory cost:
The 15 PP cap for building more than 15 ammo factories is removed.
Ammo cap for minor nations
Minor nations can only store up to 3 times the number ammo factories built but at least 10. 30 is the absolute maximum.
The Ottoman Empire is considered to be a minor nation in this respect.
Ammo factory cap for minor nations
Minor nations can't build more than 10 ammo factories.
For that reason, I'm not very happy with these changes. It's good for infantry, but it's also an indirect buff for artillery, since they are better defended now vs attacks from the sky. Maybe reduce the high defense of artillery to compensate? Or Perhaps give fighters a bonus vs artillery / artillery an anti-air attack malus vs planes (like the one subs have vs capital ships)Fighter planes
researching Reinforced Fusilage tech now bestows +1 on shock instead of +1 ground attack, researching Inline Engine now bestows +1 ground attack instead of +1 to shock
Anti-Aircraft techs
All AA-techs get +1 to Airattack making them slightly more effective.
I expect your next wall of text to be twice as high, so don't disappoint me so I can ignore you again until January...2025.Umeu wrote: ↑Mon Oct 09, 2023 3:17 am
The Austrian Armored Train is now parked near Krakau at the start of the game.
So that means AH loses 1 reserve in their starting army now?
No, AH actually gains a home guard in Stanislau since the train is parked adjacent to Krakau and not inside Krakau.
Ottoman starting forces in the Sinai are much weaker. To compensate, Britain does not receive free units at the Suez anymore (Arabs etc).
Good change, it was definitely too strong. However, I now foresee the reverse issue that Britain had. In the situation that Britain joins early, and Ottomans join (much) later, the UK can build up artillery, cavalry (and maybe army corps) near the Ottoman border to blitz it in 1 turn. This is even worse than what the Ottomans could do before, because they at least could not cross Sinai desert before they declared war. Britain can.
*sigh!* okay then: one reserve corps is reverted back to an army corps again.
Abandonment Plan17: French troops now receive max entrench, French units are not getting paralyzed from German surprise attack anymore.[/b]
Good changes, but this event still needs further tweaking. Because playing Abandon plan 17 should increase French defensive capacity, but instead it opens Nancy up to be taken by Germany in t1, which then also endangers Verdun because there's a cannon there (this is not as bad anymore, since you can now move it).
This is such a freak situation that I really don't care about it. Decide if you want to play Abandon Plan 17 or not and deal with it. The CP player also took a risk playing the Ultimatum event/chose to risk losing the initiative in the west.
Can CP still respond with Redeployed or Defense plans if Russia sends Rush-Mob on t2?
Yes, of course.
Ammo factory cap for minor nations
Minor nations can't build more than 10 ammo factories.
Do the ottomans also count as minor nation for the ammo factory cap? Or just the ammo storing cap?
Just for the storing cap.
Fighter planes
researching Reinforced Fusilage tech now bestows +1 on shock instead of +1 ground attack, researching Inline Engine now bestows +1 ground attack instead of +1 to shock
Anti-Aircraft techs
All AA-techs get +1 to Airattack making them slightly more effective.
For that reason, I'm not very happy with these changes. It's good for infantry, but it's also an indirect buff for artillery, since they are better defended now vs attacks from the sky.
You wanted aircraft to be more effective against artillery and "shock" is more effective than "ground attack". I'm sure the planned +1 to airattack from AA techs vs aircraftwill be pretty much insignificant.
the stats for Railroad guns need to be changed. They currently take 4 turns, which is strange since they are bigger, heavier and more complicated guns to build. It should maybe be 5 or even 6 turns. They should also cost at least as much as normal artillery to build. Currently they are 10 PP cheaper to build and 1 PP cheaper in maintenance. Both of those numbers should increase.
It's 40pp and 5 turns prod time now.
3) Railroad guns can currently use gas...
Nope, at least not in my mod, just tested it. The only upgrade for railguns is AA-techs. Send me a savegame where it's possible to equip a railgun with gas. It's for this reason that railguns were cheaper.
I am losing both times as CP (both games are still going on, but I know I can't win). In 1 game, I had effectively lost in 1916, but I will be able to fight on till early 1918 most likely. I know I have lost because Serbia is still alive, Russia is starting to push me back now that they have recovered from the Supply Crisis, and Bulgaria has not joined. Which means that the ottomans, who have dominated their front with the help of the Senussi (though at the cost of 4 mass desertions triggers and 8 collapse points) are just stacking ammo and PP with no use for it.
I am unable to replace or repair my units because of the blockade, and though Germany still has the power to push back the French army and is slowly inching closer to Paris (which I actually might take) I can't hope to replacy any units I lose, while Entente is flooding in men.
Sounds pretty historically accurate to me. If you are CP you either win pre-1916 or most likely will lose.
But really the big issue is the Steamroller feature. Steamroller is too strong.
2) Have the bonus reset at the start of every turn, so that you can't carry the benefit of attacks from previous turns over. Currently, it stacks exponentially.
This! It was that way before in earlier versions but got removed, most likely because steamroller was too weak that way or whatever. Let's go that route again.
CP might have a big PP disadvantage now in the long game. With all the buffs that Entente has received, perhaps some changes to show that CP was far more efficient at war time economy changes, like extending the effect of Raw Materials war department for more turns or maybe entire game (but instead being 1 per upgrade, and not counting the malus of blockade, which makes upgrades more expensive) or some other ideas.
Maybe CP could just build less units? Also:
Persia should stay neutral more often. It now often joins Entente, or otherwise it joins CP, but it never really stays neutral for the whole war.
Persia now starts at perfectly neutral alignment. Was subjected to a random 3D6 modifier in either direction before.
the same is true for Greece, though to a lesser extent.
Ooooh, that's a new one! Greece actually DOES join Entente now? Working as designed I might say.
the opposite is true for the USA, which I have seen join only once in like 10 games, despite u-boat campaigns sinking convoys in all of them
No clue what's going on there but I doubled the alignment changes for sinking Entente convoys for good measure.
however, it's probably way too easy to camp and kill the Swedish convoy with submarines and other ships as Entente.
Ask your opponent to please play nice.
it's probably too easy to reduce Constantinople's PP production to rubble with Russia's black sea navy if Ottomans did not send Goeben to Med. Especially now with the light cruiser nerfed. But maybe it's ok, and you should just choose Goeben to med to avoid it.
Sending Goeben to the Med is a no-brainer unless you were not able to play "Kaisers Gold" on turn 1 and Entente played "Deliver British Dreadnoughts". This was usually a pretty rare affair but recently there might be other CP events who are just as interesting to choose instead.
Maybe, when Belgium yields, the French army should no longer get surprised as it's obvious that Germany will go through Belgium now (hence it unlocks abandon plan 17?) If in your opinion, Abandon Plan 17 needs to be played in order to avoid that surprise (And locking units in place) please switch the army corps in Belfort with the reserve in Nancy (currently, Germany can take Nancy in first turn of war entry, and France can't ever take it back.)
You can't have your cake and eat it. As said above: decide if you want to play Abandon Plan 17 or not and deal with it. The CP player also took a risk playing the Ultimatum event or ignored the possibility for losing initiative in the west.
Railroad guns are now better than normal artillery for less production cost and maintenance.
See above
Senussi are too strong (already explained previously)
Made Tribesmen and Raiders less likely to be spawned also reduced the number of units spawned by 1. Also added an event for Entente to simply remove all Senussi.
Bugs or not WAD:
- Von Francois doesn't trigger in MP
Not true, just bad luck, yes it happens. I'll change the Francois-trigger value each turn in the V24..
Ottomans can immediately retake Kuwait if they camp some units outside the capital since in MP, the Arab Raider unit doesn't always spawn immediately. And the army corps that's in the bay can't get there in time.
Fixed. Arab cavalry now spawns in Kuwait when playing the Kuwait Revolt event.
Aassault on verdun event should not damage german units when Verdun is completely cut off. Otherwise, sending this event actually decreases the chances of taking the fort, since it exposes you to a counter attack on the weakened units.
I'm puzzled about what event you were "sending" here? Hex supply is determined at the beginning of the following alliance's turn as you should know so maybe that's the issue here?
In MP at least, operation judgement only seems to give ammo, not PP
It never did.
Kaiser visits Turkey PDF says that it gives morale bonus to Germany and Ottomans, but I think only Ottomans get it (or at least, only Ottoman morale updates immediately). Might be case of PDF outdated though.
+10 morale for Turkey is correct.
Britain can send ammo and PP by sea to italy, but france cant.
Tried but can't reproduce, works fine. Got a savegame?
Something seems off with silent killer attack for player vs ai and in MP (it does seem to work for the AI). it almost always gives less dmg than the prediction (Which is usually 0-4, but I never score more than a 0-3 on the first convoy), while as the first sub attack, it should give a bonus. Instead, subsequent attacks on convoys are almost always better than the first one, despite no bonus (and no upgrades to make a difference).
Damage prediction is modified by a randomiser. Subsequent attacks work better because that's the way the combat script works.
Sometimes hitting a mine with your submarine also triggers the silent killer event.
WAD. This is to represent a submarine falling prey to a mine laid by another submarine, stressing the "silent killer" attribute.
USA has no artillery labs and can't build any.
This is to represent that US used French artillery.
I reported 2 crashes here earlier: https://www.slitherine.com/forum/viewto ... 5#p1011915
Yeah, saw that. One was reported earlier by OMGNOES the other one was correctly fixed by you.
Suggestions:
- Maybe shouldn't be able to attach ottoman generals to arab senussi rebels (they had their own leaders historically), at least not until Ottomans have taken Suez so there's a land connection between Senussis and Ottomans.
Nope, no extra "Senussi-only" commanders. Ottomans sent weapons and ammo via submarines to the Senussi, so it would not be too far fetched for one of their generals to travel via sub to Libya too.
Portuguese independent Heavy Artillery Corps. Conditions = Portugal, Britain & France must be on Entente side in the war. & Either Britain or France must have unlocked Railroad guns already.
Reinstated Portuguese artillery corps from the start. Was part in earlier versions of the mod but then removed for whatever reasons I can't remember.
Your mod continues to improve and become great ( sad that there is no full Russian version of your mod to understand all the nuances and not the cold rhetoric of the online translator )![]()
https://ru.wikipedia.org/wiki/БасмачествоBasmachi (from Turkic "basma" - raid + suffix -chi) is a term of Soviet historiography used to describe various military-political, national liberation and religious movements in Central Asia in the first half of the 20th century. In Soviet historiography, Basmachi is an armed counter-revolutionary nationalist movement in Central Asia in 1917-1926. It was a form of class struggle of feudal lords, bais, kulaks, mullahs, national bourgeoisie against the Soviet power
not what I meant. The changed set up is good in case Ottomans join before Britain does (happens less often, that's true, but still in Ostmars, Rupprecht and Belgium Yields it happens more often than not).
I've had this happen in 3 MP games out of 10, and never seen anyone attempt the yield but fail to get it. Lucky opponents I guessThis is such a freak situation that I really don't care about it. Decide if you want to play Abandon Plan 17 or not and deal with it. The CP player also took a risk playing the Ultimatum event/chose to risk losing the initiative in the west.
ok, if shock will be more effective, let's see how it goes.You wanted aircraft to be more effective against artillery and "shock" is more effective than "ground attack". I'm sure the planned +1 to airattack from AA techs vs aircraftwill be pretty much insignificant.
https://img.onl/SYDEBb I didn't upgrade the tech btw, but maybe it autoupgraded since the gas techs were already researched when I built the unit. Or, might just be a display issue then.Nope, at least not in my mod, just tested it. The only upgrade for railguns is AA-techs. Send me a savegame where it's possible to equip a railgun with gas. It's for this reason that railguns were cheaper.
It does, but that wasn't the point. It was about length of the games. In my experience they end early more because 1 side feels hopeless and like they can't win, and so they don't want to play on. The mod has done well to achieve historical balance I think. But most people seem not to want to fight an uphill battle without at least a small chance of snatching victory from the jaws of defeat. It doesn't matter for me much, but maybe these seismic events such as the Russian revolution, French mutiny, Indian independence and Ethnic/socialist uprisings can be made more severe and a bit more unpredictable as to have a small chance of rng to have the tides completely reversed by a stroke of fortune.Sounds pretty historically accurate to me. If you are CP you either win pre-1916 or most likely will lose.
the increments with which it went up was also lower then, so maybe this is the right balance. reset per turn but reach the max faster (current 0.75 seems good.) What about the surprise attack? Does it give a 0.25 on top of the 0.75 or is it just 0.25 increments for suprise attack?This! It was that way before in earlier versions but got removed, most likely because steamroller was too weak that way or whatever. Let's go that route again.
yeah... imagine them building even less units. They already make less than Entente. Pillage would help in a pinch but gives too much of an aligment hit if you use it frequently (also currently, the luckier your pillage "diceroll" the more aligment hit you take.), and CP would currently need to do it every turn. Especially since no convoy ever really makes it through because nobody plays niceMaybe CP could just build less units? Also:
pillage.jpg
I've been going goeben to Pacific to get von Spee to help out break the blockade and fight in the North Sea (though I suppose he's not actually supposed to get away his tour of the British islands XD), but now that battlecruisers have been nerfed, maybe to Med is better again. Kaisers gold is still the event to send though, even without going Goeben to MedSending Goeben to the Med is a no-brainer unless you were not able to play "Kaisers Gold" on turn 1 and Entente played "Deliver British Dreadnoughts". This was usually a pretty rare affair but recently there might be other CP events who are just as interesting to choose instead.
strange, but sure, seems good then.Not true, just bad luck, yes it happens. I'll change the Francois-trigger value each turn in the V24..
Operation judgement. Sending, choosing, picking, whatever. I meant that this event damages French unit(s) adjacent as well as CP units adjacent to Verdun. But when fully surrounded (the turn before), there are no adjacent French units.Assault on verdun event should not damage german units when Verdun is completely cut off. Otherwise, sending this event actually decreases the chances of taking the fort, since it exposes you to a counter attack on the weakened units.
I'm puzzled about what event you were "sending" here? Hex supply is determined at the beginning of the following alliance's turn as you should know so maybe that's the issue here?
It was in MP. I don't currently have a savegame of v23 with italy on Entente's side. It works now in an old savegame, so just a strange occurance I guess.Tried but can't reproduce, works fine. Got a savegame?
It doesn't seem random in my games. It always shows 0 losses 4 kills, and then it always does 0 losses 3 kills, at least for me. But if it works well for you then fine.Damage prediction is modified by a randomiser. Subsequent attacks work better because that's the way the combat script works.
They also used French tanks and British airplanes :/ but ok I get the reasoning.This is to represent that US used French artillery.
It must be twice as high since you ignored half of it XD and imagine banning 50% of your active playerbase for engaging with your mod!I expect your next wall of text to be twice as high, so don't disappoint me so I can ignore you again until January...2025.
Thank goodness it's indeed just a display issue since the script checks for unit class instead of unit prototype and erroneously displays the gas attack icon. The combat script properly checks gas attacks for artillery units only, not railguns. With this in mind, do you think 40PP and 5 turns build time are worth it?I didn't upgrade the tech btw, but maybe it autoupgraded since the gas techs were already researched when I built the unit. Or, might just be a display issue then.
It will now also end as soon as East Prussia devastated was triggered.Anyway, what about the Cossack morale damage? Even with Germany losing East Prussia, they shouldn't plummet to 0. It was MP, so can't provide savegame unfortunately.
The 0.25 for Russian Surprise Attack is on top of the 0.75.the increments with which it went up was also lower then, so maybe this is the right balance. reset per turn but reach the max faster (current 0.75 seems good.) What about the surprise attack? Does it give a 0.25 on top of the 0.75 or is it just 0.25 increments for suprise attack?
Did so. Now you get +2PP for each city, +3PP for each fortress and +5PP for each capital modified by how often you pillaged before. Neutral nation's anger is lowered to a +2 alignment shift against the pillaging nation per pillaging attempt. Also pillaging is now renamed "Requisition" for PR reasons.Pillaging could be the right balance adjustment though
Operation Judgement can't be send/played/picked etc., it triggers randomly. I don't understand why there's a problem with damaging adjacent French units when there are no adjacent French units to begin with. So nothing happens, now what?Operation judgement. Sending, choosing, picking, whatever. I meant that this event damages French unit(s) adjacent as well as CP units adjacent to Verdun. But when fully surrounded (the turn before), there are no adjacent French units.
Wow, that bug must have hidden there for an eternity. Losing Dublin causes loss of 5 morale, 2 ammo factories and bestows 1 collapse point on Britain.PS: came across something in the MP. Everytime the German unit from Irish Rebellion leaves and reenters Dublin, it triggers the Dublin Fallen pop up. Not sure if there are any penalties associated with it for the UK.
To be honest, I found your proposal about blocking the Carpathians in winter overly complicated and I'm also not too keen about adding more war crime events. If I skipped anything else you consider especially important/desirable then feel free to bring it up again.(the wall of text) must be twice as high since you ignored half of it XD
sounds good, keen to try it out.Robotron wrote: ↑Tue Oct 10, 2023 11:09 am Did so. Now you get +2PP for each city, +3PP for each fortress and +5PP for each capital modified by how often you pillaged before. Neutral nation's anger is lowered to a +2 alignment shift against the pillaging nation per pillaging attempt. Also pillaging is now renamed "Requisition" for PR reasons.
I guess I mixed up event names, it's the assault on Verdun event then. It's not so much a problem as wondering whether that's how it is supposed to work. Because the French don't lose, since there is no unit to be damaged, but CP instead gets 2 units damaged now, instead of 1 CP and 1 Entente.Operation Judgement can't be send/played/picked etc., it triggers randomly. I don't understand why there's a problem with damaging adjacent French units when there are no adjacent French units to begin with. So nothing happens, now what?
It was just part of the joke response to your wall of text comment. You responded to most of it adequately enough, hence the thanks.To be honest, I found your proposal about blocking the Carpathians in winter overly complicated and I'm also not too keen about adding more war crime events. If I skipped anything else you consider especially important/desirable then feel free to bring it up again.
Missed this. But yeah, I think it's still worth it, and I think the unit deserves a cap as well. Both for sake of historical accuracy as well as balance reasons. The extra range is just really valuable, and despite the gas not counting, I haven't found the unit to perform noticably worse vs dug in infantry compared to normal artillery. But the fact that 2 of them can destroy 1 artillery/fighter unit, that's the real strategic value imo. Once these things are built and properly used, the enemy has to either gain air superiority or offensives will be limited to only a few places where you can't put 2 of these baddies in range of enemy artillery. I used to always prioritize gas. I'm now debating whether it's not just better to put tech focus on these from the beginning. Definitely after the first gas tech, you should switch to these. It's now artillery to kill infantry, railguns to kill artillery, fighters and bombers to kill railguns.Thank goodness it's indeed just a display issue since the script checks for unit class instead of unit prototype and erroneously displays the gas attack icon. The combat script properly checks gas attacks for artillery units only, not railguns. With this in mind, do you think 40PP and 5 turns build time are worth it?
Probably, I did not chose that number but it makes sense to assume most Portuguese military was in stationed in Africa. That being said 150 manpower is really quite low but then again the whole Portuguese Expeditionary Corps was only 50.000 men strong.btw, why is portugal's manpower reserve so low? It's only 150, less than half that of Netherlands (330), and like 40% that of Greece (400+), while Portugal had about 6m people in 1914, same as the Netherlands, and even a bit more than Greece. Is it because half their military manpower is sent to the colonies?
Should Russia's ability to build submarines be removed again then in exchange for having a single submarine at the start?it's probably way too easy to camp and kill the Swedish convoy with submarines and other ships as Entente.
Robotron wrote: ↑Thu Oct 12, 2023 7:31 am Added build limits for railroad guns: 3 for France & Germany, 2 for Austria & Italy.
Should Russia's ability to build submarines be removed again then in exchange for having a single submarine at the start?it's probably way too easy to camp and kill the Swedish convoy with submarines and other ships as Entente.
https://www.stoletie.ru/voyna_1914/atak ... ki_437.htmThis is how, at the dawn of the 20th century, an almost invisible weapon - submarines - appeared in the history of warfare.
I am standing on an old concrete quay in the Finnish port of Gange. It was from here that Russian submarines went to sea on their very first combat trips. Then, in 1914, as well as now Gange, known to us thanks to the historic victory of the Russian Navy over the Swedes as Gangut, was a cozy resort town. And few people knew that the 1st division of submarines was based here, which included quite modern and formidable for those times submarines "Bars", "Vepr" and "Cheetah". On the other side of the Gulf of Finland, in Revel, stood the 2nd Division ("Tiger", "Lioness" and "Panther"). Both divisions were part of the Baltic Sea Submarine Division, whose main task was to cover the sea approaches to the capital of the Empire.
Before the outbreak of the World War, none of the naval powers had any real experience in the combat use of submarines. Therefore, their tactics were very primitive.
idk, Britain brings theirs usually, France as well sometimes. You just kinda have to suffer it until the anti-submarine upgrade comes through, usually that ends it. It's just that the spot it comes through is so predictable. With the atlantic ones, you roughly know, but the area is so big, sometimes you miss them by 1 hex for example. But the Swedish one, you know exactly where it'll spawn. And it can be easily camped by 2 subs.Robotron wrote: ↑Thu Oct 12, 2023 7:31 am Added build limits for railroad guns: 3 for France & Germany, 2 for Austria & Italy.
Should Russia's ability to build submarines be removed again then in exchange for having a single submarine at the start?it's probably way too easy to camp and kill the Swedish convoy with submarines and other ships as Entente.
First attack wasn't until September, and it didn't do shite lol. And in 1915, still didn't do stuff. I thought it was mainly the British subs that were somewhat effective in the Baltic.They began to look at submarines as full-fledged warships, and very soon the tactics of waiting for the enemy were replaced by active actions: raids to the enemy’s shores and hunting for his ships. So, already on September 7, the submarine “Akula” under the command of Lieutenant Nikolai Gudim set out on a voyage to Dagerort to search for the enemy. The commander was in no hurry to return to base and, at his own peril and risk, moved to the shores of Sweden, from where transports with ore for Germany regularly sailed. The next day, the signalman discovered the twin-tube German cruiser Amazon. It was guarded by two destroyers. Gudim fired a salvo from a distance of 7 cables, but the Germans managed to notice the torpedo's trail and went beyond the island of Gotska Sande. This is how the first attack of Russian submariners in the Baltic took place.
And if in 1914 Russian submariners managed to make only 18 trips before the winter freeze-up, then in the next year they made almost five times more. Unfortunately, it was not possible to open a real combat account. None of the torpedo attacks in 1915 were successful. The fact is that Russian torpedoes could not withstand diving to great depths. However, the submariners captured two enemy ships with cargo.
This seems to support that.By the beginning of 1916, new torpedoes of improved quality and new submarines entered service with the Russian submarine fleet. On May 15, the submarine "Wolf" set out from Revel on a voyage to the shores of "Swedish Manchester" - the port of Norrkoping
Not sure if you changed it and I missed it, but in MP and Entente AI, Russia starts with 1 sub still. Only in SP vs CP, it starts without one.
I'm playing your mod while this update is being developed (I just like the First World War)
Consider it implemented in the next update/bugifx. I really don't feel like re-uploading the whole mod for minor issues like this right now.
Yes.
Missed updating the event's description. Here's the updated version: The situation you described must have been caused by the event triggering randomly quite late in the game, about turn 50 or later.Umeu wrote: ↑Sun Oct 15, 2023 5:11 ambtw: the pdf says that Greek Schism is supposed to move Greece 5 points towards Entente, but in one of my MP games it caused Greece to go from around 50% proCP to 0% CP = 100% Entente after Greek Schism triggered. This was v23 still, but I think it's probably still the same in v24.
fair enough.Robotron wrote: ↑Sun Oct 15, 2023 6:37 pmConsider it implemented in the next update/bugifx. I really don't feel like re-uploading the whole mod for minor issues like this right now.
Yes.
Missed updating the event's description. Here's the updated version:Umeu wrote: ↑Sun Oct 15, 2023 5:11 ambtw: the pdf says that Greek Schism is supposed to move Greece 5 points towards Entente, but in one of my MP games it caused Greece to go from around 50% proCP to 0% CP = 100% Entente after Greek Schism triggered. This was v23 still, but I think it's probably still the same in v24.
Clipboard02.jpg
The situation you described must have been caused by the event triggering randomly quite late in the game, about turn 50 or later.
Code: Select all
elseif ( faction == game:GetFactionById(5)
or faction == game:GetFactionById(6)
or faction == game:GetFactionById(7)
or faction == game:GetFactionById(9)
or faction == game:GetFactionById(11)
or faction == game:GetFactionById(12)
or faction == game:GetFactionById(13)
or faction == game:GetFactionById(14)
or faction == game:GetFactionById(15)
or faction == game:GetFactionById(16)
or faction == game:GetFactionById(17)
or faction == game:GetFactionById(18)
or faction == game:GetFactionById(19)
or faction == game:GetFactionById(20)
or faction == game:GetFactionById(21)
or faction == game:GetFactionById(22) )
and faction.luaData.factories >= 10 then
PopupMessage("Minor powers lack the infrastructure to build more than 5 ammunition factories!")
return false
[04:49:05][15052]game/game_events.lua:14853(global Offensives) game/game_events.luaattempt to index global 'paris' (a nil value)
[04:54:29][22876]game/game_events.lua:14855(global Offensives) game/game_events.luaattempt to index global 'dortmund' (a nil value)
Code: Select all
--------KAISERSCHLACHT----------
if germany.luaData.kaiserschlacht == 1 then
These changes heavily favor Britain/Entente. With the longer train times, the naval war was pretty balanced, slightly in favor of Britain for surface war, but Germany can do a lot to equalize with smart use of submarines (both to sink convoys as well as to help in big North Sea Engagements).Capital Ships
Dreadnoughts and Pre-Dreadnoughts made stronger and Battlecruisers made weaker.
This makes the Dreadnought (DD) now somewhat superior to the Battlecruiser (BC) while the Pre-Dread is still outclassed by an upgraded Light Cruiser squadron (and also consumes ammo).
Raised upkeep for BC/DD from 4 to 5.
Reduced build time for BC from 12 to 6 and for DD from 18 to 12.
Reduced cost for DD from 45 to 40PP.
BC cost unchanged 35PP.
Note that upkeep must be paid during build time, so a BC will effectively cost 30 + (6x5) = 60PP, and a DD costs 40 + (12x5) = 100PP. This is to encourage Britain/Germany to invest into BCs to overwhelm each other by weight of numbers if so desired.