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Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Thu Nov 22, 2018 6:20 pm
by nehi
Robotron wrote: ↑Thu Nov 22, 2018 6:00 pm
Are your ships bombing french ports?
i started once more ostmarsch, didnt touch france except sinking its dreadnought
(20 turns before it happened)
log attached in file
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Thu Nov 22, 2018 6:48 pm
by Robotron
Must be that CP got too strong just right on the same turn Britain was about to join.
Same thing that often stopped Bulgaria from joining in vanilla CTGW.
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Thu Nov 22, 2018 6:52 pm
by nehi
Robotron wrote: ↑Thu Nov 22, 2018 6:48 pm
Must be that CP got too strong just right on the same turn Britain was about to join.
Same thing that often stopped Bulgaria from joining in vanilla CTGW.
that can explain red color, which came first and of course to my mind, that britain is scared of mighty cp alliance
but why it switched to negative numbers and its continuously falling? there has to be some force/script behind it
havent u wrote something similar for britain as usa have to follow when russia is near to collapse?
in such situation is usa joining like unstoppable, in quick and huge jumps
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Thu Nov 22, 2018 7:44 pm
by Robotron
Something else must have happened to push Britain's alignment further like the sinking of a convoy or an event that affects all neutrals.
Without a savegame I can only guess, the logfile does not hold all information.
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Thu Nov 22, 2018 8:01 pm
by nehi
Robotron wrote: ↑Thu Nov 22, 2018 7:44 pm
Something else must have happened to push Britain's alignment further like the sinking of a convoy or an event that affects all neutrals.
Without a savegame I can only guess, the logfile does not hold all information.
it happened few turns ago
when i saw whats happening i moved all german fleet to french ports, but so far i havent bomb any of them, then came that crashing bug
so saves are maybe useless
Save.rar
- (306.03 KiB) Downloaded 82 times
until that countdown wasnt broken, ive set traps just in north sea, my ships havent even move down of norwich
btw ive tried just now bombing french ports in that last save, and its not changing countdown, interesting, i should know that sooner

Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Thu Nov 22, 2018 8:45 pm
by Robotron
Here's the numbers I procured from the save:
CP strength is:512
Entente strength is:255
So, my assumption was right why Britain stopped.
Next I'll make sure King George will not let have his cousin Nicky get crushed by Willy while Willy spams the whole North Sea with subs.

Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Thu Nov 22, 2018 8:58 pm
by nehi
Robotron wrote: ↑Thu Nov 22, 2018 8:45 pm
Here's the numbers I procured from the save:
CP strength is:512
Entente strength is:255
So, my assumption was right why Britain stopped.
Next I'll make sure King George will not let have his cousin Nicky get crushed by Willy while Willy spams the whole North Sea with subs.
but again, thats why its red, not why its falling
dont say why its in negative numbers
subs were made just for george, nicky is harmless
at some point there is no more point to make more ground units
u should fix mp, sp is working except extreme scenarios

Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Thu Nov 22, 2018 9:31 pm
by Robotron
It's in negative numbers because with an alignment light that, Britain should have joined "x" turns ago.
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Thu Nov 22, 2018 9:34 pm
by nehi
Robotron wrote: ↑Thu Nov 22, 2018 9:31 pm
It's in negative numbers because with an alignment light that, Britain should have joined "x" turns ago.
1) should, but when counter was set to 1-3 it went red
2) next turn it jumped to negative numbers
3) then it was/its falling
at points 2 and/or 3 i suspect some of your scripts that boosted britain will too much
there should be some sicherung that no ones nation countdown will ever switch to negative numbers, as u fixed that bombing issue in channel
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Fri Nov 23, 2018 9:13 am
by Zombo
Damn, Robotron, you're a Jagdpanther! That's some promotion
I'm jealours
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Sat Nov 24, 2018 5:28 pm
by Robotron
@Zombo: you might be interested to hear that Argentum and I were able to finish our match without any problems when not choosing events spawning units. Needless to say Argentum won. The match ended in 1917 with the collapse of Britain and the US forces in reach of enemy occupied France which already surrendered in 1916. Italy had joined CP and the Ottomans did not participate at all.
@nehi: got all bugs fixed and was able to continue your savegame without crash. Britain also now joins as planned.
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Sat Nov 24, 2018 10:39 pm
by berto
After hanging back for several years, I finally purchased CTGW in the current Matrix/Slitherine Holiday Sale (actually, bought the game on Steam, because I was impatient with the server slowdowns on Sale launch).
Really nice game. I am having good fun with it. However, I can't say I am fond of the "cutesy" stuff like overpowered aircraft and coastal naval bombardment, armored car units at the corps/army level, etc. Fun stuff to some, but to others (like me) valuing historical fidelity over "cheesiness", some of these things seem anachronistic, disproportionate, and/or out of place in a WWI setting.
I am wondering if the Potzblitz Mod tones it down, or does without a thing or two altogether. I glanced through the latest (?) Mod manual, and didn't see anything. I confess I haven't read through this very long Mod thread. Pardon if this is a FAQ.
I might try modding the game more to my liking, but I am not sure I want to invest my very limited free time in the effort.
I will likely begin playing the Potzblitz Mod at some point, and will be more eager to do so if it tilts the game towards greater historical "realism". Does it?
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Sat Nov 24, 2018 11:10 pm
by Robotron
Hi, there, I'm the guy behind PotzBlitz.
Yep, the PDF is not up to date as the whole mod got a major reform with the introduction of the diplomacy system at some stage and I'd come under the impression, nobody really cared about the game anymore or could be arsed to read the existing manual included in the main mod's download (100 pages, now almost obsolete, excluding the first few pages with general extra features).
With rekindled feedback, I'll be happy to update the PDF but right now I'm busy getting rid of that multiplayer crash bug that plagued the mod for years.
The cause has just been identified a few days ago, now all I've to do is to do a minor rewrite of the code, then we'll be perfect.
Airpower is severely toned down in PotzBlitz.
Fighter Planes are not the Stuka-style flying artillery anymore.
Zeppelins and Bomber Planes are also toned way down and given a hard limit on how many can be build according to the number of respective technological discoveries.
However considering "historical realism" I must point out that a major design goal of the mod was to create as many possibilities of "what if" scenarios as possible. Depending on the flow of the game and the decisions of players what events to play using their diplomatic options the game may well take an entirely different course. A little bit of randomness is retained to keep the players on edge.
For instance Germany can now choose to send all her troops to face Russia...or attack into Switzerland instead of Belgium so that Britain stays out of the war til 1915.
Italy might join the Central Powers if they are doing well or the Ottomans might stay out altogether.
Germany will suffer from the British North Sea Blockade, causing hunger effects.
There's also systems for unit experience, espionage and resource transfers.
Plus dozens of additional historic leaders and places.
Weather effects for muddy or stormy weather or heat in the desert.
Over 500 game events.
Ambient sounds for weather and terrain.
You might very well enjoy it.
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Sat Nov 24, 2018 11:51 pm
by berto
I'm okay with diplomatic what-ifs. It's things like the absurdly disproportionate armored cars, airplanes, zeppelins, etc. that make me cringe.
You are right to focus on creating content and debugging code rather than documenting the whole thing. This here mod thread gets the job done in a way.
Thank you for working on the mod. I'll be sure to try it out. Keep the faith.
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Wed Nov 28, 2018 3:16 am
by berto
My, my, so much to like in PotzBlitz compared to vanilla CTGW. It really does feel like a different and decidedly better game. After toying with vanilla a bit, I had my doubts about continuing to play CTGW. Now, after experiencing Potzblitz, there is no turning back, I can foresee maybe playing this in all seriousness. So far, so good!
Re: POTZBLITZ V6.5 (BETA), NOV 13th crash
Posted: Wed Nov 28, 2018 5:41 pm
by hnox
Hi. Single player crash. Seems a file is missing.
[22:49:41][5772][C]:-1(global LoadSample) std::exception: 'hull.wav'
Nice work anyway. Thanks!
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Wed Nov 28, 2018 6:38 pm
by Robotron
@hnox: thanks for reporting. I'll upload the new V6.6 which I've been working on all week tomorrow.
For now you can evade the crash by not choosing the "German War Loan" events when playing CP.
Re: POTZBLITZ V6.5 (BETA), NOV 13th
Posted: Wed Nov 28, 2018 8:54 pm
by hnox
Robotron wrote: ↑Wed Nov 28, 2018 6:38 pm
@hnox: thanks for reporting. I'll upload the new V6.6 which I've been working on all week tomorrow.
For now you can evade the crash by not choosing the "German War Loan" events when playing CP.
Don't worry. I copied an arbitrary sound file from data/sound and then renamed to hull.wav, then all went smooth

Re: POTZBLITZ V6.6 (BETA), NOV 30th
Posted: Fri Nov 30, 2018 4:35 pm
by Robotron
V6.6 uploaded:
https://drive.google.com/open?id=18B0-F ... l2ufHgqL2E
new:
- transfer maximum for PP and ammo raised to 20
- costs for additional transport capacity and rail capacity reduced so players actually might consider investing in them (2nd rail move costs 50PP for example, 3rd transport move 80PP)
- fighter LOS back to 4 since AI seems to suffer too much and after my own first test game I must confess that LOS 3 for fighters is not very helpful after all
- effects of Russian Supply Crisis toned down
- new choice event: Ottoman Coup: brings Turkey into play if staying neutral for too long for CP player's taste.
- all reported problems fixed and additional bughunting
If all goes peachy I can now finally start to work on the test mod for MP.
Re: POTZBLITZ V6.6 (BETA), NOV 30th
Posted: Fri Nov 30, 2018 9:19 pm
by berto
In PotzBlitz, which is the easier side to play? Which presents the greater challenge? What is the general consensus?