Page 33 of 50
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Fri Dec 30, 2016 8:36 pm
by Robotron
Dear valued customer,
we here at the PotzBlitz Devteam (that is: me and that voice in my head that keeps on insisting to introduce flying flamethrower-saucers as new units for CP AI) wish you a happy new year too, although it is still more than 24h away here.
@that mentioned hex: Yeah, I allowed that hex to switch to Russia on the turn Russia declares war to facilitate the Russian advance into Galicia. Since you mourned before about the difficulties of Russia to break through the Austrian front I see no problem here. Please elaborate.
@Putnik: come on! Just send more infantry commanded by Dankl or Auffenberg (needs two Austrian kills vs. Russia to get unlocked) to Serbia and wait for the Typhoid event. Serbia only has garrisons and 1 infantry at the start and should be able to only produce one more infantry before the Serbian Typhoid reduces Serbian forces to rubble. That would also solve your already mentioned inability of Russia to achieve historical results in Galicia. Alternativly I could of course delay the unlocking of Putnik in multiplayer according to the rules in singleplayer vs CP AI (35 kills, 45 casualities) but I fear you will then complain again about Russia being unable to break through the wall of AH defenses in Galicia.
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Fri Dec 30, 2016 8:49 pm
by Zombo
@that mentioned hex: Yeah, I allowed that hex to switch to Russia on the turn Russia declares war to facilitate the Russian advance into Galicia. Since you mourned before about the difficulties of Russia to break through the Austrian front I see no problem here. Please elaborate.
I don't really have a problem at all (once I know it happens), I was just afraid it was some sort of mistake, that's why I reported it.
@Putnik: come on! Just send more infantry commanded by Dankl or Auffenberg (needs two Austrian kills vs. Russia to get unlocked) to Serbia and wait for the Typhoid event. Serbia only has garrisons and 1 infantry at the start and should be able to only produce one more infantry before the Serbian Typhoid reduces Serbian forces to rubble. That would also solve your already mentioned inability of Russia to achieve historical results in Galicia. Alternativly I could of course delay the unlocking of Putnik in multiplayer according to the rules in singleplayer vs CP AI (35 kills, 45 casualities) but I fear you will then complain again about Russia being unable to break through the wall of AH defenses in Galicia.
Okay, okay

you're making me sound like a terrible whiner
don't delay Putnik, we'll handle the bastard
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Fri Dec 30, 2016 9:01 pm
by Robotron
Hey Zom-bro, don't feel bad, you're one of the few sources of feedback that keep up my motivation to further improve this game (everyone else seems to have gone away playing Strategic Command WW2 where the AI seems to suck just as hard as in CTGW from what I've read).

Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Sat Dec 31, 2016 12:04 am
by operating
Robotron wrote:Hey Zom-bro, don't feel bad, you're one of the few sources of feedback that keep up my motivation to further improve this game (everyone else seems to have gone away playing Strategic Command WW2 where the AI seems to suck just as hard as in CTGW from what I've read).

Hello Robotron..!
Hey, I'm one of those from the silent majority who is following your work and other's commenting, can't say enough about someone who is beating the bushes to get this game right. Good Luck with it..! Since I've come back around have had a fist full of MP matches going in vanilla. pretty much a lopsided affair for the most part (either I lose badly, or win badly) with few exceptions.. I'm keeping my options open to go mod (never did before), but these guys keep showing that want to play MP vanilla.
Question: Is there anyway like Kirk did to have your mod installed in the CTGW launch window? That would be huge!!! Like me, I'm sure there are members who are reluctant to DL mods, thus losing their vanilla game for Gods knows for what reason..
Have a good day, Bob
PS: Over at the Matrix CTGW forum I've just about finished up on an active MP match AAR (from turn 67 to 90, my side is about to be completely done in)..
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Tue Jan 03, 2017 4:39 pm
by Zombo
Hey Zom-bro, don't feel bad, you're one of the few sources of feedback that keep up my motivation to further improve this game (everyone else seems to have gone away playing Strategic Command WW2 where the AI seems to suck just as hard as in CTGW from what I've read).
Dear Ro-bro-tron
your mod has kept me from spending my money and time on that WW2 thing so far...
btw, one of my middle-of-the-night-CTGW-ideas: the absence of Hindenburgh at the historical time has always vexed me a little (and my gaming pals)
What about ( if technically possible) making him a one-hex leader until he later becomes C-in-C?
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Tue Jan 03, 2017 4:56 pm
by operating
Ya know when CTGW was first released General Mackenisson (sp?) was a one hex leader as well as other generals, which I thought and felt was pretty lame until in a later version it became rational to have the zone of influence as it is now. Perhaps Hindenburg's zone of influence should be increase to a 7 hex radius (only kidding)..
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Tue Jan 03, 2017 7:40 pm
by Zombo
Mackensen

Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Tue Jan 03, 2017 8:20 pm
by operating
Have not found a post here "yet" with a list of Commanders to be included in this mod. I have to think that Robotron has expanded the pool of Commanders available including their stats (including zone of influence) and conditions for release to map. Zombo, On some things in game I feel should be uniform and kept somewhat easy to understand without a lot of clicking, detaching/attaching and to avoid unnecessary movement. The one thing I might be in agreement with you on about is that a C in C should have an expanded field of influence...
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Tue Jan 03, 2017 9:05 pm
by Robotron
@operating: here's the current list of additional commanders added for PotzBlitz:
commander_51 = VON MOLTKE
commander_52 = PUTNIK
commander_53 = LUDENDORFF
commander_54 = IVANOV
commander_55 = ZHILINSKIY
commander_56 = PREZAN
commander_57 = ZHEKOV
commander_58 = HERZOG ALBRECHT
commander_59 = BOROJEVIC
commander_60 = POTIOREK
commander_61 = IMMELMANN
commander_62 = ENVER PASHA
commander_63 = VON DER GOLTZ
commander_64 = VON SANDERS
commander_65 = VON KRESSENSTEIN
commander_66 = SOUCHON
commander_67 = RUSSKI
commander_68 = VON HIPPER
commander_69 = VON EINEM
commander_70 = VON SPEE
commander_71 = TOWNSHEND
commander_72 = FRENCH
commander_73 = VON BELOW
commander_74 = RUPPRECHT
commander_75 = VON HUTIER
commander_76 = BEATTY
commander_77 = RENNENKAMPF
commander_78 = SAMSONOV
commander_79 = VON PRITTWITZ
commander_80 = VON KLUCK
commander_81 = VON BÜLOW
commander_82 = VON HAUSEN
commander_83 = LANREZAC
commander_84 = GALLIENI
commander_85 = HAMILTON
commander_86 = ALBERT I.
commander_87 = SARRAIL
commander_88 = CADORNA
commander_89 = BOEHM-ERMOLLI
commander_90 = DANKL
commander_91 = AUFFENBERG
commander_92 = KUSMANEK
commander_93 = SNIJDERS
commander_94 = BRUDERMANN
commander_95= VON KOVESSHAZA
Sorry, but I'm too lazy to sort them according to their nations. But any WW1 nerd should recognize most of them anyway. ^^
About Hindenburg (or any other commander) changing his command radius: well, that IS theoretically possible and I would have included that feature a long time ago but the only way I'm able to do that right now requires a disproportionate lot of work due to my lack of knowledge how to correctly swap the values in the respective arrays where the data is stored after the game has started.
Changing Hindenburg's radius to 3 from the get-go is no problem at all however.
@Zombo: I've included the delayed arrivial of British infantry and the "Wireless intercept" event to allow for an easier Tannenberg. The event will fire after a number of battles have been fought in East Prussia.

Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Tue Jan 03, 2017 10:17 pm
by Zombo
Sublime. Can't wait for the latest update. It will be Xmas all over again.
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Tue Jan 03, 2017 10:19 pm
by operating
OK, That list is a beautiful thing!!

I gather that list is on top of the in game stock Commanders, if so, oooohhhh!!!! I like it....

Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Thu Jan 05, 2017 12:54 am
by Robotron
Robotron wrote:here's the current list of additional commanders added for PotzBlitz:
operating wrote:I gather that list is on top of the in game stock Commanders, if so, oooohhhh!!!! I like it....

Yes, indeed!
I just read your AAR at that other ugly forum and I really cringed at the massive abuse of overpowered airforces displayed there. No wonder the original game has been largely forgotten with such a totally skewed importance of aircraft.
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Thu Jan 05, 2017 3:23 pm
by operating
I'd do an AAR here, but find this forum restrictive as far as screenshots go (resizing and such), not crazy about the font system, like Matrix emicons better and of a greater variety, also find that the Matrix forum is clearer, thus easier to read. I'd have to agree, that this CTGW forum is more popular "these days" compared to Matrix CTGW, Steam CTGW and Lordz CTGW forums. Plus I follow the General Discussions at Matrix quite a bit...
Have you talked to Lord Zimoa or Kirk about setting up your mod at the CTGW launch screen yet?
Currently have 3-4 active vanilla MP matches going on, one of which I have put on hold due to self made game rules questions. Likely to be doing an AAR there soon about one of these as Entente and about to lose France (not good)...
When it comes time to go Potzblitz I'll be asking for your advice on how to do it and how to save what I already have saved.
All the best, Bob
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Thu Jan 05, 2017 4:43 pm
by Robotron
operating wrote:
Have you talked to Lord Zimoa or Kirk about setting up your mod at the CTGW launch screen yet?
Huh? I don't quite get what you mean.
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Thu Jan 05, 2017 5:59 pm
by operating
Robotron wrote:operating wrote:
Have you talked to Lord Zimoa or Kirk about setting up your mod at the CTGW launch screen yet?
Huh? I don't quite get what you mean.
I know you know Kirk (listed in CTGW credits as game designer). He had received permission from LZ to place a mod ( a year or two ago) in the scenario selection panel of the CTGW (actually after the first launch game window). However I do not recall why it was removed from scenario selection at a later date. Actually before that years ago Kirk had another mod called something like "The Eastern Front" that was included to where all the stock CTGW scenarios were launched from, making it amazingly easy to play the mod, instead of having to DL-ing it.
My thinking is this: This game has continued to sell despite it's flaws, by how many units, I do not know. Regardless it is still viable and perhaps even more valuable if it should be able to handle your mod at little or no expense to Lordz. See it would benefit both you and Lordz, for Lordz main complaint has been they did not want to spend any more of their capital on programming (johnny bravo) (which you have already done) yet they have continued to draw income from the game (say from the past year or two). I have to wonder if it is at all possible to put something together/collaborate here? The one thing different here is; That Kirk "had" a working relationship with Lordz that you don't. But for some darn reason I feel Lordz might be open to a proposition.
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Thu Jan 05, 2017 7:10 pm
by Robotron
I guess none of the guys in the decision-making department can be bothered to care for some funky mod for a six-year old game that's been done by an amateur like me. After all the mod is still a work-in-progress and undergoing LOTS of more or less obvious changes (and stability issues, although the current versions are about 99% stable) with every new update. Maybe they wait for it to reach a reasonably "complete" state and then include it with the "CTGW Director's Cut Edition" or something like that. Or maybe they really just don't give a damn and I'm fine with that. ^^
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Thu Jan 05, 2017 9:40 pm
by operating
I know what I was talking about had some chance of success for it had been done before, maybe not a whole lot but some to be honest. Agreed that your incomplete work likely would not be a good candidate for a proposition at present in it's current form, it's unfinished, however that does not exclude it from being discussed as an idea to Lordz. I cannot talk "for" you, I can support you in whatever way I can. Am I to understand that you have had or tried to have communication with Lordz for you to say: "Or maybe they really just don't give a damn and I'm fine with that"? I actually had a pretty decent rapport with LZ and others connected to the CTGW project, unfortunately that changed with my criticisms and down right bad mouthing the current status of the game, but that did not change my attitude that the game could be a gem, and not only that, but another stepping-stone to another Commander production (such as The American Civil War, division scale Franco-Prussian War, French-Indian War, perhaps a Victoria style campaign, ect.). Often time heals and hard thoughts change to more reasoning..
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Thu Jan 05, 2017 10:14 pm
by Robotron
operating wrote: Am I to understand that you have had or tried to have communication with Lordz
Someone from the Slitherene Team once mentioned via PM they could always use new skilled programmers. I didn't feel I could match that requirement at that time and still don't. So that is that, I'm just someone modding a game and that's okay. ^^
*edit*
wow, I'm a IIIL now! vrooooom-vrooooom!!!!

Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Thu Jan 05, 2017 10:46 pm
by operating
The only reason I brought the subject up is for members like me who avoid mods like the plague unless they are available from a stable platform.
Re: POTZBLITZ mod Update V3.4 (DEC 11th)
Posted: Fri Jan 06, 2017 12:00 am
by Robotron
Well, I guess in this case you're out of luck.
But really: installing the mod is really no problem at all: you only have to copy the folder "data" contained in the archive over the folder "data" in the CTGW folder.
That's all.