Search found 1199 matches

by Robotron
Tue May 21, 2019 12:45 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: What's the difference between game_events.lua and game_diplomacy.lua?
Replies: 6
Views: 61

Re: What's the difference between game_events.lua and game_diplomacy.lua?

For events about spawning units, yes. There are however many functions in game_events.lua that are obsolete and are no longer called from TriggerTurnEvents. To see whether a function is obsolete just perform an automated search of the whole scripts folder using notepad++ (takes only 1 second) Seach ...
by Robotron
Mon May 20, 2019 7:03 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: What's the difference between game_events.lua and game_diplomacy.lua?
Replies: 6
Views: 61

Re: What's the difference between game_events.lua and game_diplomacy.lua?

Many events for spawning units have two versions: one for singleplayer (in game_diplomacy.lua) which can be triggered at any time during a turn. and one for multiplayer (in game_events.lua) which MUST be triggered at the START of a turn or else the game will crash during the other player's replay ph...
by Robotron
Mon May 20, 2019 12:45 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: What's the difference between game_events.lua and game_diplomacy.lua?
Replies: 6
Views: 61

Re: What's the difference between game_events.lua and game_diplomacy.lua?

Don't call me anyone. ;) game_events.lua handles all events that can trigger at the start of a turn or are triggered by moving or attacking units, declarations of war and surrender events. Many of these are disabled but were not deleted for reference purposes. game_diplomacy.lua handles the choice e...
by Robotron
Sat May 18, 2019 8:40 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Any idea to fix this crash?
Replies: 2
Views: 47

Re: Any idea to fix this crash?

The script itself seems in order.

What happens when you remove the "conquer bonus" part that causes the crash?
by Robotron
Sat May 18, 2019 2:09 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.3 MAY11th 2019
Replies: 1346
Views: 86024

Re: POTZBLITZ V9.3 MAY11th 2019

That garrison (formerly known as smallgarrison) is a result from the Egypt Revolt event that must have happened the turn before (at least the logfile says so). Any British units on Egypt cities are "repatriated" into the production queue. Do you still have the autosaveEndturn of the last turn (turn ...
by Robotron
Wed May 15, 2019 2:24 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Only garrisons in fortress hexes?
Replies: 3
Views: 44

Re: Only garrisons in fortress hexes?

Oh no, it just means it's too complicated for me. A better coder would have no problem to implement your proposals.
For example I've thought about a method to have isolated fortresses run out of supply after several months but failed to find a proper solution.
by Robotron
Wed May 15, 2019 12:34 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Why this script crashes?
Replies: 2
Views: 35

Re: Why this script crashes?

The script is not properly closed!

An "end" is missing at the end. :wink:

Use notepad++ to edit scripts, it will show you whether functions/loops/statements etc. are properly closed.
by Robotron
Tue May 14, 2019 12:19 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.3 MAY11th 2019
Replies: 1346
Views: 86024

Re: POTZBLITZ V9.3 MAY11th 2019

The starting alignment for Portugal was indeed on average set a bit too far to staying neutral, I'll change it for the next release.
by Robotron
Sun May 12, 2019 6:29 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.3 MAY11th 2019
Replies: 1346
Views: 86024

Re: POTZBLITZ V9.3 MAY11th 2019

Did you get A or B?

A:
a.png
a.png (158.95 KiB) Viewed 113 times


B:
b.png
b.png (189.18 KiB) Viewed 113 times
by Robotron
Sun May 12, 2019 3:32 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.3 MAY11th 2019
Replies: 1346
Views: 86024

Re: POTZBLITZ V9.3 MAY11th 2019

@kossatx: patriotic feelings aside: what could possibly have justified a Spanish entry into WW1? 1. 1898 Spain suffered a crushing defeat from the US, ceding almost all of her colonies. The navy is almost wiped out. 2. in 1907 Britain, France and Spain agreed to preserve the status quo in the Pact o...
by Robotron
Sun May 12, 2019 2:22 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: supply graphic
Replies: 1
Views: 40

Re: supply graphic

The graphic files names are:

supply_1_100.png
supply_0_100.png

located in data/graphics/units

Couldn't find the script part from where these are called though.
by Robotron
Sat May 11, 2019 11:01 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.3 MAY11th 2019
Replies: 1346
Views: 86024

Re: POTZBLITZ V9.3 MAY11th 2019

V9.3 is out: https://drive.google.com/open?id=1Pk_JfXc1mo4O6Clj2xfgWY34d6HDxEoN What was changed: 1. Strassburg is now a fortress as per historical fact of a large fortress belt around the city 2. all units will lose 50% less experience from replacing losses 3. experience per turn for units lowered ...
by Robotron
Sat May 11, 2019 10:39 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.3 MAY11th 2019
Replies: 1346
Views: 86024

Re: POTZBLITZ V9.3 MAY11th 2019

So, who of the Entente alliance is still in your game?
by Robotron
Sat May 11, 2019 10:26 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: In which file are the conquests announcements scripts?
Replies: 2
Views: 33

Re: In which file are the conquests announcements scripts?

The text is in english.txt

The scripts are in events_lua and are part of function TriggerMoveEvents()
by Robotron
Tue May 07, 2019 4:22 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: If italy joins CP, then Spain joins Entente.
Replies: 9
Views: 123

Re: If italy joins CP, then Spain joins Entente.

You're not boring me at all. Okay, so let's make an event called "BlahBlahBlah". 1. You'll need a PNG picture measured 414 x 348 (width x heigth) pixels. No other format than PNG will do! 2. Name this picture: event_BlahBlahBlah.png 3. Put the picture into folder: data/graphics/hud/events (where all...
by Robotron
Mon May 06, 2019 3:08 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: If italy joins CP, then Spain joins Entente.
Replies: 9
Views: 123

Re: If italy joins CP, then Spain joins Entente.

Sure. local italy = game:GetFactionById(8) local spain = game:GetFactionById(15) if GetEvent("SpainJoinsCP") == 0 and italy.alliance.id == 2 then ChangeFactionAlignment(game:GetFactionById(15), spain.alliance, math.random(35,45)) SetEvent("SpainJoinsCP", -1) end By doing this the script becomes a "p...
by Robotron
Mon May 06, 2019 2:21 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: If italy joins CP, then Spain joins Entente.
Replies: 9
Views: 123

Re: If italy joins CP, then Spain joins Entente.

Note that the alignment change by the script will take place at the beginning of each turn.

Because the modifier value is set to a range of between 35 to 45 Spain would join Entente 2 turns after Italy has joined CP.
by Robotron
Mon May 06, 2019 12:46 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.3 MAY11th 2019
Replies: 1346
Views: 86024

Re: POTZBLITZ V9.2 APR6th 2019

game_events.lua line 17616 where it reads: -- and GetEvent("TrentoDonation") +2 == game.turn uncomment the line by removing the -- at the beginning so that it is no longer skipped (lines beginning with -- are skipped) and change "==" into "<=" so it reads: and GetEvent("TrentoDonation") +2 <= game.t...
by Robotron
Sun May 05, 2019 9:50 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: If italy joins CP, then Spain joins Entente.
Replies: 9
Views: 123

Re: If italy joins CP, then Spain joins Entente.

Just enter your code into function TriggerTurnEvents() in game_events.lua at any line and make sure you define factions Italy and Spain beforehand using the usual method: local italy = game:GetFactionById(8) local spain = game:GetFactionById(15) and remove the "-" (minus) so it reads local italy = g...

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