Search found 231 matches

by Kossatx
Sat May 01, 2021 10:33 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Screen resolution fix
Replies: 4
Views: 253

Re: Screen resolution fix

There is another way: ctgw.exe > properties > compatibility > change PPP configuration > Evade adjustement PPP behaviour.

This is my translation from spanish to english with windows 10, but I hope it would be useful.
by Kossatx
Sun Feb 28, 2021 5:16 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Commander's death/injuries probability
Replies: 2
Views: 242

Re: Commander's death/injuries probability

There is no proble Robotron, all is ok. I only want to poke about probabilities of injuries and death. By the way, I have finnished a SP campaign today with no crashes. Thanks!
by Kossatx
Sun Feb 28, 2021 2:23 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Commander's death/injuries probability
Replies: 2
Views: 242

Commander's death/injuries probability

Hi! In which file is coded the commander's death/injuries probability?
by Kossatx
Sun Jan 31, 2021 8:45 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Convoys don't generates PP
Replies: 4
Views: 240

Re: Convoys don't generates PP

Oh! Thanks a lot Robotron, problem solved. I did some mistakes editing these lines :wink:
by Kossatx
Sun Jan 31, 2021 7:11 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Convoys don't generates PP
Replies: 4
Views: 240

Re: Convoys don't generates PP

I think this is not the problem, I have tested it a few times and no one convoy generates PP, neither CP or allies. But, by the way, could you say me where is POTZBLITZ randomized covoy's PP written?
by Kossatx
Sun Jan 31, 2021 4:31 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Convoys don't generates PP
Replies: 4
Views: 240

Convoys don't generates PP

Hi, I have no idea why convoys, once arrive to a friendly port don't generate PP. I have changed some things from POTZBLITZ MOD, but I have no idea what I could have changed to do this :| Any idea about this?
by Kossatx
Sun Jan 24, 2021 8:21 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Austria dead event crash
Replies: 8
Views: 333

Re: Austria dead event crash

Wow! Very good explanation :!:
by Kossatx
Sun Jan 24, 2021 5:37 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Austria dead event crash
Replies: 8
Views: 333

Re: Austria dead event crash

I did not actually edit the savegame file itself which is impossible because of encryption. I loaded your savegame and then changed the damaged value from "nil" to 0 while the game was running and then saved the game. In which file have you changed the "nil" value to "0"? It couldn't be any savegam...
by Kossatx
Sun Jan 24, 2021 2:50 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Austria dead event crash
Replies: 8
Views: 333

Re: Austria dead event crash

It now runs perfectly :D Thanks again! Which program do you use to edit savegame files?
by Kossatx
Sun Jan 24, 2021 1:07 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Austria dead event crash
Replies: 8
Views: 333

Re: Austria dead event crash

Here it is. It is a single player game, as you know I play an own variant of your POTZBLITZ MOD, so I don't know if it would be a problem to fix it. Thanks again Robotron, have a nice 2021 year!
by Kossatx
Sun Jan 24, 2021 1:10 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Austria dead event crash
Replies: 8
Views: 333

Austria dead event crash

Hi people, any idea about why the game crashes? The crash: [02:05:40][10472]game/game_events.lua:16782(global AustriaDead) game/game_events.lua:16782: attempt to perform arithmetic on field 'artillery' (a nil value) The function: function AustriaDead() local austria = game:GetFactionById(3) local it...
by Kossatx
Sun Sep 27, 2020 9:32 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: AI incapacity to conquer fortresses
Replies: 2
Views: 398

Re: AI incapacity to conquer fortresses

Well, this option in function "ResolveCombat(attacker, defender)" works a better way: -- Damage unit hp if defender.hex.construction ~= nil then attacker:Damage(attackerLosses * 2) defender:Damage(defenderLosses * 2) else attacker:Damage(attackerLosses) defender:Damage(defenderLosses) end I would li...
by Kossatx
Sat Sep 26, 2020 2:51 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: AI incapacity to conquer fortresses
Replies: 2
Views: 398

AI incapacity to conquer fortresses

I've finnished a complete 63 tuns game of my variation of POTZBLITZ MOD. The experience has been very good :D The only problem I will have to solve is the AI incapacity to conquer fortifications and key cities, with the exception of overwhelming superiority as Belgium invasion or other bonused situa...
by Kossatx
Fri Sep 25, 2020 7:41 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Tech crash
Replies: 6
Views: 536

Re: Tech crash

It works! :D How have you learned to mod lua files so fine? In my variant of Potzblitz MOD Italy neither begins with Cavalry Corps, but IA build them sometimes. I think IA takes in account many variables of units.lua file to decide which units to build.
by Kossatx
Thu Sep 24, 2020 7:53 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Tech crash
Replies: 6
Views: 536

Re: Tech crash

EDITED:

All the answers are YES, the crash happened in turn 42, while IA (Entente) attacking near Udine. An Italian Cavalry Corps attacking an Austrian Army Corps at hex 100, 34. I have tried to fix the crash, but I have no idea :idea:
by Kossatx
Thu Sep 24, 2020 4:49 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Tech crash
Replies: 6
Views: 536

Tech crash

Hi pals, any idea about this crash? [18:38:57][8472]game/game_research.lua:861(global HasUnitTech) game/game_research.lua:861: attempt to index field 'luaData' (a nil value) [18:38:57][8472]Resume: false, std::exception: 'Lua Error:game/game_research.lua:861(global HasUnitTech) game/game_research.lu...
by Kossatx
Wed Sep 23, 2020 1:53 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Repairing units
Replies: 2
Views: 398

Re: Repairing units

The repair penalty is not for simply being on enemy hexes, but for being on enemy hexes in difficult terrain , namely dunes, deserts, swamps, mountains, rough. function GetRepairCost(unit) in game_repair.lua Ok, I thought it was a general penalty for being in enemy territory :mrgreen: Thanks Robotr...
by Kossatx
Wed Sep 23, 2020 9:01 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Repairing units
Replies: 2
Views: 398

Repairing units

Hi again, ¿any idea about where is the function which penalizes repairing units in enermy original hexes? :?:
by Kossatx
Wed Sep 16, 2020 4:36 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Where the hell this unit gets out?
Replies: 12
Views: 748

Re: Where the hell this unit gets out?

Ok, undestood Robotron, thanks a lot :D
by Kossatx
Wed Sep 16, 2020 10:42 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Where the hell this unit gets out?
Replies: 12
Views: 748

Re: Where the hell this unit gets out?

And a third chapter for the thread... I'm looking for the script where "GallipoliStraits" event is triggered. I can't find it neither events, diplomacy or popups files. Any idea about it?

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