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Thanks, much appreciated for the link, didn’t saw the thread, I will try it now!!!Robotron wrote: ↑Sat Aug 25, 2018 2:24 pm @Kossatx: What about Spain having 1 Armoured Cruiser and 1 pre-dreadnought? I'd hate to give her a full dreadnought though, maybe one at 30% hp.
@:Tulius: the amount of units available to the AI is depending on the events that were played but also the AI enjoys a greater amount of production in general. This is to enable the AI to build a cohesive front line which is not easily outflanked by the player. Sadly such "dirty" tricks are necessary because there's not much else that can be done to improve the rather lacking AI code which is a complete hell to decipher to begin with.
About how to add the coordinates display please refer to my post here:
viewtopic.php?f=218&t=72163
Be sure to backup any scripts you want to change beforehand just in case anything goes wrong.


Humm… ok. I really have to try better your mod. After all I have the game for less than a week!Robotron wrote: ↑Sat Aug 25, 2018 3:17 pm @Tulius: I did my best to improve the AI wherever I could make sense of the scripts, you will notice it the most when playing Entente in singleplayer where vanilla AI was barely making an attempt to invade France. In Potzblitz it's quite a bit more of a challenge to stop the Germans although most of it is scripted (as in: IF the player moves here THEN do that etc.). I know that's kind of cheap but it works better than in vanilla where the AI behavior was designed with no strategical goals in mind other than to attack there where the player has the least units.

im not sure if ive learned how to stop germans or u made it less aggressive in later versions, but they barely steps on any french hexRobotron wrote: ↑Sat Aug 25, 2018 3:17 pm @Tulius: I did my best to improve the AI wherever I could make sense of the scripts, you will notice it the most when playing Entente in singleplayer where vanilla AI was barely making an attempt to invade France. In Potzblitz it's quite a bit more of a challenge to stop the Germans although most of it is scripted (as in: IF the player moves here THEN do that etc.). I know that's kind of cheap but it works better than in vanilla where the AI behavior was designed with no strategical goals in mind other than to attack there where the player has the least units.

I understand you partially. I mean I understand that these codes changed several times and updated can make a mess. I think I have just messed my “bright” new mod, since the Germans now, even if I made them overall stronger, can’t even invade Belgium properly and conquer Brussels.Robotron wrote: ↑Sat Aug 25, 2018 4:10 pm The problem is that the AI code has been edited quite a few times during development and there are bits and pieces flying around which are obviously "hacks" or improvements that ended up nullifying older parts completely. Thus it is very hard to discern what parts are deprecated and what is going on anyway.
Kossatx brought up such an example lately when he asked for the meaning of the strengthValue parameter which is found in units.lua and whose relevance is hazy to say the least. From what I've seen in the scripts that's a general value for defining the combat-value of any given unit, so the AI knows how many of such units are necessary to allocate to the battlefronts.
Also at times it is barely noticeable if the AI reacts at all to changes you have made, so you have to reload the game dozens of times from a given savegame to spot patterns in unit behaviour...if there are any at all.
It's all very laborious but then again, that's what you asked for if you want to mod such a game. ^^
I agree with you. Seems a fair choice in game terms. A dreadnaught or a cruiser would be too modern.


Your support here has been a jewel in the crown!!!Robotron wrote: ↑Sat Aug 25, 2018 11:01 pm In the vanilla version the Germans were as good as never be able to take Brussels, it's a deficiency brought about the very defensive AI stance.
If the game keeps crashing please provide the last savegame (autosave.endturn) before the crash or the ctgw.log (usually to be found in your Documents folder, so look in "My Documents\My Games\Commander The Great War".
Put the ctgw.log and/or autosave.endturn files into a .zip or .rar archive and attach them to your post using the forum's "upload attachment" feature in the bottom left corner of the FULL EDITOR version of the reply box.
NOTE: This log is overwritten every time you start the game. Please make a copy of the log after any crash/bug you want to report BEFORE reloading the game.
Alternatively you can just post the "error" message at the end of the ctgw.log, usually this holds enough information to fix a bug but in some cases the last savegame is required for me to get the "bigger picture".





“sound unfriendly”?Robotron wrote: ↑Sat Aug 25, 2018 11:49 pm One more thing:
Please be aware that the more you are modding in, the less I'll be able to help you since I don't have your modified scripts and to be frankly, I just don't have the time to go looking through the changes you made.
This is not meant to sound unfriendly, but after a certain amount of changes, it's just too time-consuming for me.
Of course I'll try to help anytime I can when the error is caused by things like typos or other "general" stuff.![]()

maybe it was quickly covered by dust, but i would suggest that germans should be more aggressive in the west