Search found 1261 matches

by Robotron
Sat Jan 18, 2020 6:41 pm
Forum: Commander - The Great War: Tech Support
Topic: Ai turns 15min+
Replies: 6
Views: 83

Re: Ai turns 15min+

Just tried your save on a fresh 1.6.6 install on my ancient intel i5 running Win7 with nvidia gt320 and 8gb ram. Although my setup is vastly inferior to yours (which is able to run Star Citizen), strangely enough the AI turn took only about 6 minutes with almost constant movement of units and neglig...
by Robotron
Sat Jan 18, 2020 4:00 pm
Forum: Commander - The Great War: Tech Support
Topic: Ai turns 15min+
Replies: 6
Views: 83

Re: Ai turns 15min+

I know a few things about the game's inner workings so If you could upload your savegame I'll have a look at it. The savegames can be found in: <your name>/My documents/My Games/Commander The Great War/save Put the savegame into a zip or rar archive and upload it using the "attachments" function in ...
by Robotron
Fri Jan 17, 2020 7:38 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1410
Views: 114143

Re: POTZBLITZ V9.51 AUG23th 2019

Short update about some stuff V10 will include: - for singleplayer Entente vs CP AI: option to choose the German war plan before starting a game: Schlieffen, Aufmarsch Ost, Rupprecht or historical modified Schlieffen. https://i.postimg.cc/Cxp1Jd14/3.jpg - "difficulty setting" options removed , repla...
by Robotron
Fri Jan 17, 2020 1:36 pm
Forum: Commander - The Great War: Tech Support
Topic: Ai turns 15min+
Replies: 6
Views: 83

Re: Ai turns 15min+

Did you try to save the game, then quit and restart the game? This might clear the game's internal calculation tables resulting in faster turns.

What are your PCs specifications? Slow PCs will struggle when major changes to fronts happen like when Russia surrenders or Romania enters the war.
by Robotron
Tue Dec 31, 2019 6:28 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1410
Views: 114143

Re: POTZBLITZ V9.51 AUG23th 2019

I'd like to wish all forum members a happy new 2020 or as we here in Germany say: "einen guten Rutsch ins neue Jahr" (literally: a happy transition into the new year). Potzblitz mod will return with a brand-new Version 10 any time soon in January 2020 including quite a lot of improvements/balancing/...
by Robotron
Mon Dec 30, 2019 8:59 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 163

Re: DOW and WarEffort

I will translate the relevant parts of the error message for you so you will know in the future because this error is very common. [19:22:37][11348]game/game_events.lua:14646(global SpainWarEffort) game/game_events.lua:14646: attempt to index global 'spain' (a nil value) 1. There was a problem in sc...
by Robotron
Mon Dec 30, 2019 1:18 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 163

Re: DOW and WarEffort

Oh, now I understand... You cannot do checks for stuff happening on the SAME gameturn in PhaseStart(alliance) because PhaseStart(alliance) goes BEFORE all events, so the check for GetEvent("EXAMPLE") == game.turn will never pass and that's the reason why the value for war effort has never changed. W...
by Robotron
Sun Dec 29, 2019 11:59 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 163

Re: DOW and WarEffort

You mean there is no report window for raised war effort at the end of turn? This only will show if the nation in question is controlled by the player. Here's a way you can check whether the war effort was set correctly: if GetEvent("DOWspain") == game.turn then SetWarEffort(15, 60) end local spain ...
by Robotron
Sun Dec 29, 2019 10:28 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 163

Re: DOW and WarEffort

Looks good to me. What makes you think it does not work?

Note that war effort can only be changed from turn 2 onward.
by Robotron
Sat Dec 28, 2019 7:36 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to fire an event two turns later?
Replies: 6
Views: 167

Re: How to fire an event two turns later?

Looks like the the function gets checked several times a turn so "luck" may vary each time per check. Easiest way might be to de-activate the SpainJoinsWar event after one of the three possibilities were achieved, so it won't be checked anymore. To de-activate an event function so it is no longer ch...
by Robotron
Sat Dec 28, 2019 7:09 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: ConsumeX command for nations aren't yet at war?
Replies: 3
Views: 89

Re: ConsumeX command for nations aren't yet at war?

I've no clue what else you've changed in your meta-mod so I'll not comment on any weird results.
by Robotron
Sat Dec 28, 2019 12:34 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: ConsumeX command for nations aren't yet at war?
Replies: 3
Views: 89

Re: ConsumeX command for nations aren't yet at war?

Oh, that's a leftover from the time when events were not selectable yet. The whole DOWserbia event is just a wild concoction of stuff to check variables or to help the AI. It should work fine if you put the production command into the KaiserGold diplomacy script because adding/reducing of resources ...
by Robotron
Sat Dec 28, 2019 12:01 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to fire an event two turns later?
Replies: 6
Views: 167

Re: How to fire an event two turns later?

Okay, normally you should write any consequences from an event into the corresponding function. Since your SpainJoinsWar event is a direct consequence of the Italian DOW it would belong to the DOWitaly function, no need for a new SpainJoinsWar function. Problem here: there is no specific function fo...
by Robotron
Fri Dec 27, 2019 10:14 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to fire an event two turns later?
Replies: 6
Views: 167

Re: How to fire an event two turns later?

function SpainJoinsWar() local italy = game:GetFactionById(8) local spain = game:GetFactionById(15) local germany = game:GetFactionById(2) if GetEvent("SpainJoinsWar") == 0 and italy.alliance.id == 2 then local luck = math.random(1,6) if luck <= 3 then SetFactionAlignment(15, 99.7) ----------------...
by Robotron
Mon Dec 09, 2019 8:36 pm
Forum: Commander - The Great War: Tech Support
Topic: Runtime Error
Replies: 6
Views: 190

Re: Runtime Error

That's very strange if the game ran before and then suddenly stopped working. Probably some global settings got tweaked when installing software/updates/possibly malware or by using tools like registry cleaners or file cleaners which are potentially harmful. If you've not already done so you could t...
by Robotron
Mon Dec 09, 2019 2:24 pm
Forum: Commander - The Great War: Tech Support
Topic: Runtime Error
Replies: 6
Views: 190

Re: Runtime Error

Is this the first time you installed the game or did the error occur after updating an earlier version of the game'?
by Robotron
Tue Dec 03, 2019 10:34 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1410
Views: 114143

Re: POTZBLITZ V9.51 AUG23th 2019

Thank you very much MarechalJoffre.

I'm still trying to refine the game so people can expect a new update before christmas.
by Robotron
Sat Nov 30, 2019 3:30 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Events and AI
Replies: 4
Views: 126

Re: Events and AI

Changing number of turns: Open 1914.lua at the top you will find scenario.turnLimit = 60 Try changing that. Also look at function(setturndate) This function controls how much time passes with each turn (in PotzBlitz: 2 weeks per turn in 1914, 4 weeks from 1915-18) If you want to return to the origi...
by Robotron
Sat Nov 30, 2019 12:18 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Events and AI
Replies: 4
Views: 126

Re: Events and AI

This is very complicated to explain in detail. Is this a general question or do you have a specific problem?
by Robotron
Wed Nov 27, 2019 8:30 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Free upkeep in ports
Replies: 2
Views: 94

Re: Free upkeep in ports

open script called: game_resources.lua Scroll down to: function GetUpkeep(faction, pureArmyCost) goto line 148 which should read: if unit.alive and unit.prototype.upkeepPP > 0 and not (unit.type == Unit.NAVAL and unit.hex.construction ~= nil) then change that line to: if unit.alive and unit.prototyp...

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