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Re: POTZBLITZ V5.33 (beta), NOV 18th
Posted: Sat Nov 18, 2017 7:05 pm
by Robotron
Re: POTZBLITZ V5.33 (beta), NOV 18th
Posted: Sat Nov 18, 2017 10:25 pm
by Zombo
Just re-checked: that's per the normal rules since vanilla: AI factions only surrender if their morale is below zero even if they lost all their cities.
Might be worth changing
it kinda makes sense that morale 0 would represent the surrender threshold
what does NOT make sense is that a country would lose its last city and still retain a morale higher than zero
I'd suggest that should be the angle to tackle the issue
Re: POTZBLITZ V5.33 (beta), NOV 18th
Posted: Sat Nov 18, 2017 10:47 pm
by Robotron
I don't believe those homeless Bulgarians in Argentum's example would have lasted longer than a few turns anyway.
How about having them join the original owner of their currently occupied hex if not at home ? This could represent an exile army or troops defecting to the enemy.
This would of course only apply to minor nations.
Re: POTZBLITZ V5.33 (beta), NOV 18th
Posted: Sat Nov 18, 2017 11:07 pm
by nehi
Robotron wrote:I don't believe those homeless Bulgarians in Argentum's example would have lasted longer than a few turns anyway.
How about having them join the original owner of their currently occupied hex if not at home ? This could represent an exile army or troops defecting to the enemy.
This would of course only apply to minor nations.
bulgarians are tougher than hell, but u r right thats from vanilla
as they have high morale and just one major/capital and low production, i guess they lose barely half of their morale by losing cities
to break em there u need to shut down few or all major nations in their alliance
or to let em die by income shortage (or to destroy all units), -10 pps is lowering morale by 1 i guess
Re: POTZBLITZ V5.33 (beta), NOV 18th
Posted: Sat Nov 18, 2017 11:32 pm
by MarechalJoffre
Fog of war is broken for the CP;
https://i.imgur.com/zskPpJj.jpg
Re: POTZBLITZ V5.33 (beta), NOV 18th
Posted: Sun Nov 19, 2017 12:37 am
by Robotron
LOOOL, this just HAD to happen at some point.
That's my no-FOW setting for testing purposes, forgot to remove it before uploading. Enjoy it while it lasts.
V5.34 (FOW back, Bulgarian surrender accelerated and whatnot)
https://drive.google.com/open?id=14lz2f ... 2vRAr6sUSb
Link in starting post updated too.
P.S: sorry guys, but you know this is a one-man team here doing all the stuff...errare humanum est

Re: POTZBLITZ V5.34 (beta), NOV 19th
Posted: Sun Nov 19, 2017 10:05 pm
by Zombo
So far so good
no phantom retreats !
Entente AI playing a little too agressively towards namur, trying to hold the place at all costs and ending up encircled with strong armies there. Don't know if it's possible to disqualify Namur as a "must-hold" hex
Anyway, this is perfectly minor - which is a good sign... Could this be The One?
Re: POTZBLITZ V5.34 (beta), NOV 19th
Posted: Mon Nov 20, 2017 12:45 pm
by Robotron
Zombo wrote:So far so good
no phantom retreats !
I assume you are testing Singleplayer mode? Where there ever phantom retreats? I never saw those happen in SP.
Entente AI playing a little too agressively towards namur, trying to hold the place at all costs and ending up encircled with strong armies there. Don't know if it's possible to disqualify Namur as a "must-hold" hex?
In any case I did not mark Namur as a "must-hold" hex.
Re: POTZBLITZ V5.34 (beta), NOV 19th
Posted: Mon Nov 20, 2017 7:33 pm
by Zombo
I assume you are testing Singleplayer mode? Where there ever phantom retreats? I never saw those happen in SP.
Yes, SP. Okay, I didn't know phantom retreats were a MP-only issue.

maybe I rejoiced too soon.
Re: POTZBLITZ V5.34 (beta), NOV 19th
Posted: Tue Nov 21, 2017 7:27 pm
by Robotron
Over 500+ clicks the last few days and no other comments?
Difficulty? Play balance? Historic aspects? Anything?
Re: POTZBLITZ V5.34 (beta), NOV 19th
Posted: Wed Nov 22, 2017 8:46 am
by Zombo
To me it looks all fine
But I don't go too far in SP, just a dozen turns into 1914
waiting for an MP trail, ( Robo, when you're ready) before I submit it to my pals
Re: POTZBLITZ V5.34 (beta), NOV 19th
Posted: Wed Nov 22, 2017 1:39 pm
by Robotron
@Zombo: okay, let's go for it!
PM sent!
Re: POTZBLITZ V5.34 (beta), NOV 19th
Posted: Thu Nov 23, 2017 6:52 pm
by Zombo
Mmmmh
me as CP, crash during replay, right after an infantry attack on German-held Namur

Re: POTZBLITZ V5.34 (beta), NOV 19th
Posted: Thu Nov 23, 2017 7:27 pm
by Robotron
Yup, had that too, but should be no problem...update coming up.
V5.35
https://drive.google.com/open?id=1sR9N0 ... 1-EAziOQ0W
Re: POTZBLITZ V5.35 (beta), NOV 23th
Posted: Thu Nov 23, 2017 9:38 pm
by Zombo
a few strange things:
last turn (sorry I forgot to report it than) your German infantry pushed back one of my French reserve corps that survived with 1 SP ( as seen during the replay). On my turn the unit had disappeared
i seem (on both sides) to be swimming in PPs.. I didn't keep track so maybe that's normal, but it feels very unusual
BTW, what's the cost and probability of occurrence of the Plan XVII reinstated event? It's a nice addition, but a very powerful trump card... it should have some drawback...
Re: POTZBLITZ V5.35 (ABANDONED!!!), NOV 23th
Posted: Thu Nov 23, 2017 9:51 pm
by Robotron
One has to know when to quit.
I've finally had enough of all the frustration trying to get this game into shape.
Finding the source of the multiplayer replay crash bug is just beyond my capability, especially when the game crashes with no error message.
It was fun while it lasted but I need to find something new and more rewarding than meddling with this game.
Thanks to everybody, especially to Zombo for trying to help but, alas, it was to no avail.
This mod is now officially abandoned.
Re: POTZBLITZ V5.35 (ABANDONED), NOV 23th
Posted: Fri Nov 24, 2017 9:41 am
by Zombo
So... it crashed again...
Alas. I had a bunch of game pals who had a place under their Xmas tree waiting for a stable MP version. Sadly, there's no going back to the previous V3, after having tasted of the latest upgrade.
Anyway, you did all you could, and I'm thankful - and so are, certainly, my friends and game partners - for many hours of enjoyment. Maybe one night the solution will come to you in dream... I'll keep an eye on the forum.
Good fortune to you, my friend, in your future endeavours, whatever they may be...
Re: POTZBLITZ V5.35 (ABANDONED), NOV 23th
Posted: Fri Nov 24, 2017 3:07 pm
by Vokt
What a pity to hear that. I just downloaded 5.34 yesterday and play SP game with me as Central Powers. Everything went good and observed a quite improved AI.
I haven't played multiplayer yet so I can't say anything about it.
Although not being possible to have multiplayer in a game is considerable issue, could the mod be maintained (and supported) only for SP?
Re: POTZBLITZ V5.35 (BETA), NOV 23th
Posted: Fri Nov 24, 2017 4:34 pm
by Robotron
Okay, have to admit I went a little bit berserk last night after those crashes but I've calmed down already (a bit).

Re: POTZBLITZ V5.35 (BETA), NOV 23th
Posted: Sat Nov 25, 2017 10:25 pm
by Robotron
Ran a few tests and came up to the following insights considering MP REPLAY crashes:
- the MP replay routine seems only to access the combat and movement scripts
- both the combat and movement scripts are seemingly being executed without errors...so the bug must be located somewhere else AFTER the combat/movement orders have been processed
- according to Zombo, who seems to be the (ONLY?) guy who tried MP before V4, MP worked alright before the diplomatic section was added and rather large edits were made to the game-function sequence order
- therefore the error must be located in the diplomatic script or the altered game-function sequence order
- there is a warning comment by some former coder about using a certain function call during MP
- I followed these warnings and still the game crashed.
I'm greatly confused about the latter!
Right now I got the notion that the MP REPLAY can't deal with NEW units getting spawned by diplomatic events.
@Zombo:
1. In my game as CP the last thing I saw you doing was moving your fighter south of Paris. Was that the last move you did? Did you use the "Paris Taxis" or "Gallieni" event to spawn NEW French units?
2. In my game as Entente the last thing I saw was your attack move vs Nancy. Again: was that the last move in that turn? (in that game I used the "Abandoment of Plan 17" event, that spawns a NEW unit in Belfort)
3. If you do not recall those moves then, as arduous as it might sound, we will likely have to keep notes of events played and unit moves next time. To keep it simple, I suggest a non-competetive game where we just zip units around.