Potzblitz V25.0 OCT 18th 2024

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

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Robotron
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Re: POTZBLITZ V4.34 (beta) JUNE 19th, 10:35 PM MET

Post by Robotron »

nehi wrote:makes no sense

i dont know what events there can be, i just want to look if there is something usefull

who want some event he still can load, so wasting points of curious ones wont stop them
So you want to have a list of pre-generated events like in WW1Gold that you can pick at your leisure during the course of the war, if I understand you right?
That's not what I had in mind, I always found it strange to have events drawn at the start of the game for stuff that will be available in 1917 or such.
People would have reloaded the game anyway if their starting choices would not have met their requirements, so that wouldn't have changed anything.
nehi wrote: if u want to avoid it, then randomize some pool of numbers at start of the game?
Seriously buddy, are you even reading what I answered to your comments?
the random number generator (RNG) in Lua-script, which is used in this game, is especially faulty at providing truly "random" numbers from the get-go. Usually by reloading the very same savegame, you will get mostly the same results, providing you haven't done anything different before that last savegame was saved by yourself or autosaved by the game-engine. This sequence is called the "random seed".
My mod has some measures included as a workaround to generate different random seeds but those are getting triggered only at the start of a scenario: the engine looks at the milliseconds your PC has been running since last booting and then "burns off" the first 100 of the sequence of the random seed the RNG has created to get some variability.
By reloading to get different results though a cheater will often get the same sequence of random numbers stored internally in the savegame which kind of prevents cheaters to get different results.
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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
Moreau
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Re: POTZBLITZ V4.34 (beta) JUNE 19th, 10:35 PM MET

Post by Moreau »

Robotron wrote:
Moreau wrote:IM playing the entente and ive had 100 influence over the netherlands for a like 5-6 turns but their releation is still 50
Aha! Exactly 50 you say...that's more useful. Wait a moment, I'll upload a new script fix!
Cheers
Robotron
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Re: POTZBLITZ V4.404 (beta) JUNE 20th, 07:00 PM MET

Post by Robotron »

Ah, yes, the script fix...just had to go for a walk to let off some steam, after all I'm an armoured train now, according to my userpic. . :P

Here it is:
ScriptfixV4.40
https://drive.google.com/open?id=0B0N7V ... G5wV1FDWWc

The bug was about neutrals not converging on Entente via INFLUENCE if alignment was exactly 50.

Link in first post updated.
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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
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Re: POTZBLITZ V4.34 (beta) JUNE 19th, 10:35 PM MET

Post by nehi »

Robotron wrote: So you want to have a list of pre-generated events like in WW1Gold that you can pick at your leisure during the course of the war, if I understand you right?
That's not what I had in mind, I always found it strange to have events drawn at the start of the game for stuff that will be available in 1917 or such.
People would have reloaded the game anyway if their starting choices would not have met their requirements, so that wouldn't have changed anything.
not really, u said u made it this way to avoid free slot machine simulator with events

but it wont avoid it until load makes it anyway

pool of events is based on situation, but numbers can be drawn at start of the game

i dont know how lua script works, but i hope u see direction of my toughts

now u randomize when u click, but u can have randomized numbers from very start, no place for load "cheat" and no need to waste points when player dont want any of events available

Robotron wrote: Seriously buddy, are you even reading what I answered to your comments?
some times i have the same feelings, buddy
Robotron wrote:the random number generator (RNG) in Lua-script, which is used in this game, is especially faulty at providing truly "random" numbers from the get-go. Usually by reloading the very same savegame, you will get mostly the same results, providing you haven't done anything different before that last savegame was saved by yourself or autosaved by the game-engine. This sequence is called the "random seed".
My mod has some measures included as a workaround to generate different random seeds but those are getting triggered only at the start of a scenario: the engine looks at the milliseconds your PC has been running since last booting and then "burns off" the first 100 of the sequence of the random seed the RNG has created to get some variability.
By reloading to get different results though a cheater will often get the same sequence of random numbers stored internally in the savegame which kind of prevents cheaters to get different results.
u can add some number like current date or time or whatever, u can increase some number hidden in your scripts every time the game starts, u can make even untruly random at least tricky random
Robotron
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Re: POTZBLITZ V4.34 (beta) JUNE 19th, 10:35 PM MET

Post by Robotron »

nehi wrote: pool of events is based on situation, but numbers can be drawn at start of the game (...) u can add some number like current date or time or whatever, u can increase some number hidden in your scripts every time the game starts, u can make even untruly random at least tricky random (...)
They ARE! The script generates a random seed: a set of numbers randomly chosen at game start from between the number of milliseconds your PC was turned on up to the number of milliseconds the game was started multiplied by 100000000000.
The scripts then picks the first random number picked from that seed from # 10.000 up to # 65.000.
Then the script picks off the next 100 randomly generated numbers.
Then this whole thing is repeated ten times!

I guess that is pretty much more random than your suggested current date and time, I guess, huh? Well, unless you start the game exactly on the same millisecond after booting up your machine anyway.

And of course the event-draw RNG is randomly operated too, even by simply clicking on the map I told the script to feed more random numbers to the RNG. This game is about as random as it gets in the boundaries given.
nehi wrote: i dont know how lua script works, but i hope u see direction of my toughts
Yes, you obviously don't know anything about RNGs, but rest assured, I consulted A LOT of coder forums to get a halfway decent RNG working from that well documented RNG fault of LUA.
Besides only a quantum-computer could you give real random numbers, but we are somewhat far away from having those available for playing games at home. ;)
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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
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Re: POTZBLITZ V4.34 (beta) JUNE 19th, 10:35 PM MET

Post by nehi »

finally, now u have random numbers, u said u dont have, so why they are picked randomly again when players click and not turn based?

or turn + number of picks made?

i know how rng works, but not in ctgw, u said its not giving fully/truly random numbers
Last edited by nehi on Tue Jun 20, 2017 5:50 pm, edited 1 time in total.
Robotron
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Re: POTZBLITZ V4.404 (beta) JUNE 20th, 07:00 PM MET

Post by Robotron »

Are you trolling me?
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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
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Re: POTZBLITZ V4.404 (beta) JUNE 20th, 07:00 PM MET

Post by nehi »

Robotron wrote:Are you trolling me?
not really, but u r enjoying mentoring me more than following me

i know in vanilla they are using similar combination of rng and hard coded rules to make results of attacks semi random

which is the way im trying explain to u, u could use to drawing events

not fully random anytime player clicks
Last edited by nehi on Tue Jun 20, 2017 6:09 pm, edited 2 times in total.
Moreau
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Re: POTZBLITZ V4.404 (beta) JUNE 20th, 07:00 PM MET

Post by Moreau »

Just finished my first game as entente on balanced,it ended on juny 1917
Serbia got rekt early 1915 when bulgaria joined and knocked it out but i held tirana with a french garrison until 1916
germany invaded thru switzerland,stalemate until the end,eastern front i managed to capture eastern prussia and galica but it was an stalemate and i almost got destroyed when the russian supply crisis hit
Italy joined early 1915 but it also ended in a stalemate,later in 1915 britain joined and germany got blockaded and i started the macedonian front wich also went stale :P,most british troops went there

The ottomans didnt join and when romania joined in late 1916 i pushed real hard on the russian front and captured berlin since the germans and co where spread thin and probaly suffered with production
germany surrenders and the war ended promptly after
Robotron
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Re: POTZBLITZ V4.404 (beta) JUNE 20th, 07:00 PM MET

Post by Robotron »

Moreau wrote:Just finished my first game as entente on balanced,it ended on juny 1917
Serbia got rekt early 1915 when bulgaria joined and knocked it out but i held tirana with a french garrison until 1916
germany invaded thru switzerland,stalemate until the end,eastern front i managed to capture eastern prussia and galica but it was an stalemate and i almost got destroyed when the russian supply crisis hit
Italy joined early 1915 but it also ended in a stalemate,later in 1915 britain joined and germany got blockaded and i started the macedonian front wich also went stale :P,most british troops went there

The ottomans didnt join and when romania joined in late 1916 i pushed real hard on the russian front and captured berlin since the germans and co where spread thin and probaly suffered with production
germany surrenders and the war ended promptly after
Sounds like a perfect alternate history game to me.
Thnx for reporting, hope you liked the way the game went.
:)
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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
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Re: POTZBLITZ V4.404 (beta) JUNE 20th, 07:00 PM MET

Post by Robotron »

nehi wrote: u r enjoying mentoring me more than following me
I'm not mentoring you, but trying to explain that the way events are chosen IS indeed random, just not when reloading games, as per the game's save game feature the random seed generated while starting the game is fed into the save game.

This is a feature I find quite useful to prevent cheat-reloading.
I have a slight suspicion you have a problem with preventing cheat-reloading, am I correct?
nehi wrote: i know in vanilla they are using similar combination of rng and hard coded rules to make results of attacks semi random
This still applies to PotzBlitzV4 but a lot of event-, experience, or endurance- based modifiers are fed into the combat scripts on top of that.
There are also new modifiers for desert combat and fighting during mud periods.
nehi wrote: not fully random anytime player clicks
The choice-pool of events will be checked each time you click on "choose events".
Events might be discarded or added at this moment or anytime during the current turn.
If your choice-pool of events is very small and there are no events pending to be added or removed there is of course NO chance that new events will appear.
This most often happens in late 1914 as most starting options are used up or have been discarded by the engine.
This is the moment where you might decide to save up diplo or use diplo for INFLUENCE or INTEL.
You will notice that at this time the % chance for non-generic events is quite low: this means that at the moment you are out of non-generic events, but you would have a good chance to draw some bonus-stuff events.
Starting from 1915 the % chance should start to raise again.
Hope this helps.
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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
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Re: POTZBLITZ V4.404 (beta) JUNE 20th, 07:00 PM MET

Post by nehi »

Robotron wrote:
This is a feature I find quite useful to prevent cheat-reloading.
I have a slight suspicion you have a problem with preventing cheat-reloading, am I correct?
of course, thats the reason im trying to explain u system which is immune to save/load (or at least more immune)
Robotron
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Re: POTZBLITZ V4.404 (beta) JUNE 20th, 07:00 PM MET

Post by Robotron »

But nehi, cheating is BAD, won't you agree?
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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
Moreau
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Re: POTZBLITZ V4.404 (beta) JUNE 20th, 07:00 PM MET

Post by Moreau »

i forgot to report about this bug from my earlier entente gameplay but
When i attacked a german convoy in the atlantic with a french submarine the north sea blockade got established but britain had not joined the war yet
Robotron
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by Robotron »

Moreau wrote:i forgot to report about this bug from my earlier entente gameplay but
When i attacked a german convoy in the atlantic with a french submarine the north sea blockade got established but britain had not joined the war yet
Thanks for reporting! You guys really try crazy stuff! :mrgreen:

New script fix V4.41:

https://drive.google.com/open?id=0B0N7V ... XlIU1JzR2M

Link in first post updated.
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
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Robotron
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by Robotron »

nehi wrote: of course, thats the reason im trying to explain u system which is immune to save/load (or at least more immune)
I already explained several times: the current system is rather safe from reload-tactics.
This is achieved by storing the random seed into the savegame.

What you are wishing to have is the opposite: having a different random seed for events upon reloading.
That is supporting cheating by reloading to get better results, and I won't have that in my mod!
I hope you agree.
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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
saber255
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by saber255 »

Is there any lets play on youtube with this MOD would love to see that
nehi
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by nehi »

Robotron wrote: I hope you agree.
i dont, its not safe from reloading and its waisting points even its not safe and someone just dont want to reload, because there is not "cancel" button

safe would be if numbers were determined before (u said turn before is not enough, then at starting scenario), so reload wont change anything

when u now its same before and after reload, thats safe from reloading
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by Robotron »

@nehi: there is really no reason to feel "robbed" because none of the events from any given draw seem desirable at the moment.
By clicking on "choose none" you will raise your INFLUENCE on neutrals which is always useful since it might very well shift them closer to your alliance. You might even raise your chance to generate bonus diplo by having the greater total INFLUENCE or lower chances of the enemy to influence those neutrals.

Here is the way the event selection process works:

1.
Once you click on "CHOOSE EVENT" the script checks if any events will be added or removed from your current pool of events because certain conditions have been met.
Maybe a nation just surrendered, then all currently available events for that nation will be discarded (removed from the alliance's event pool).
If a new nation has joined the war then events for that nation will be added, others will be discarded (like "Shelling of Sevastopol" if Turkey joins, or "Win over Romania" if Romania joins).
For example if US enters the war, then the events "Lusitania sunk", "War with Mexico", "Germanophobia" and many more will be discarded (if not already happened before).
If for example Russia surrenders, then the events "Rasputin killed", "Lenin shot", "Soviet Revolution" and many more will be discarded (if not already happened before).

2.
The script then picks event #1 by randomly drawing an event from the events pool.
It will then randomly pick a second event and keep it if the event is a different one than #1.
The script will then randomly pick the third event and keep it if it is different from #1 and #2.

If the current event pool is too small to generate three different events then a "generic" bonus-resource event is fed into the pool.
This will also happen if the event pool is big enough to generate three different events but the chance for this to happen is much lower.
So if your event pool is low you are more likely to draw the same events.
For this reason I included the % chance display for drawing non-generic events.

3.
Once you choose an event, the events pool will be re-checked for any new events getting added or removed because of changed conditions.

Please give an example where you feel you got robbed of options because of the way the event selection process works.
Last edited by Robotron on Wed Jun 21, 2017 12:13 pm, edited 1 time in total.
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FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Argentum
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Re: POTZBLITZ V4.41 (beta) JUNE 20th, 09:45 PM MET

Post by Argentum »

The game does not start after last fix.
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