Search found 1261 matches

by Robotron
Fri Jun 03, 2016 10:37 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90789

Re: POTZBLITZ: a mod for CTGW

But he did not have to care for several army corps, you exploiting joker. :roll:

Also raised the "commander wounded" penalty to up to half a year (3d2: 3-6 months).
by Robotron
Fri Jun 03, 2016 9:19 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90789

Re: POTZBLITZ: a mod for CTGW

Done...and 'lo and behold: waiting time is almost halved. :D Another thing: normally a commander attached to a unit is still removable even after his unit has attacked...I find this questionable as it could lead to exploitable tactics and I'm pondering about raising the transfer penalty to 2 turns. ...
by Robotron
Fri Jun 03, 2016 5:41 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90789

Re: POTZBLITZ: a mod for CTGW

I have noticed the main culprit for the long waiting time between turns in singleplayer are the small garrisons, especially the horde in Russia.

I will therefore remove all non-coastal small garrisons east of Voronezh from Russia. Any objections?
by Robotron
Tue May 31, 2016 6:46 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90789

Re: POTZBLITZ: a mod for CTGW

With the mod nearing completion I thought I'd give you a preview of some events in the game (there are many more but I don't want to be too spoilery) Whereever I refer to "collapse points" I mean certain catastrophic events usually triggered by the situation on the map. Any major nation with 10 or m...
by Robotron
Mon May 30, 2016 5:16 pm
Forum: Commander - The Great War
Topic: Hotseat
Replies: 1
Views: 846

Re: Hotseat

If I remember correctly I read a comment in the scripts mentioning the possibilty to turn off the AI for testing purposes but that was late at night and I'm not sure if I hallucinated this since I can't seem to find that passage again. :? While I think that a hotseat mode should be possible by turni...
by Robotron
Sat May 28, 2016 7:39 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90789

Re: POTZBLITZ: a mod for CTGW

Sorry to keep you guys waiting, but with every test-playthrough I come up with some new ideas or minor modifications. Want to minimise crashes and bugs too, since I'm a perfectionist and balancing the game for single player (both sides!) and multiplayer at the same time is time consuming to say the ...
by Robotron
Wed May 25, 2016 4:49 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90789

Re: POTZBLITZ: a mod for CTGW

Made it a little bit harder for the British on the Palestine front by only allowing to directly spawn units with the "colonial" tag in Egypt. "Colonial" units will be garrisons, cavalry, fighters and armoured cars. They will still use up a transport move upon spawning in a city though. All "heavy st...
by Robotron
Sun May 22, 2016 8:53 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90789

Re: POTZBLITZ: a mod for CTGW

Most new events only happen under very specific circumstances or branch out into "what if" -scenarios, sometimes canceling certain other events in the process. Other events will have only one chance of getting triggered or not at all. Chances will mostly be affected by the situation on the map. The ...
by Robotron
Sat May 21, 2016 11:22 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90789

Re: POTZBLITZ: a mod for CTGW

Putting on the finishing touches on the mod took a little bit more time than expected because I couldn't resist fiddling with scripted AI moves (a thankless task...but I did my best) and doing silly stunts like trying to include special sound effects for events (which also proved to be an exercise i...
by Robotron
Wed May 11, 2016 10:41 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 4107

Re: Naval AI not repairing its ships!

Obviously someone forgot to include updating the screen. ;)

*edit*

Maybe it would help if the call to the function be placed in the "TriggerTurnAfterEvents()" function (the one that calls Paris Taxis)?
by Robotron
Tue May 10, 2016 6:14 pm
Forum: Commander - The Great War: Tech Support
Topic: How to force the AI to repair its ships?
Replies: 4
Views: 2220

Re: How to force the AI to repair its ships?

I've posted a possible workaround in Mods&Scenarios.
by Robotron
Tue May 10, 2016 6:12 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 4107

Re: Naval AI not repairing its ships!

I stopped messing with the AI scripts after I got all kinds of strange errors including crazy stuff like "Access violation - no RTTI data" which seems pretty severe to me. I'll try to "remote-control" the AI via events now. So for the time being I suggest the following function as a workaround to be...
by Robotron
Sat May 07, 2016 8:41 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Script hack to enable coordinates display
Replies: 1
Views: 1168

Script hack to enable coordinates display

Quite a while ago a workaround was posted that enabled showing the coordinates of any hex under the date display. While knowing the coordinates is nice to have for the player and absolute vital if you want to mod the game for various reasons, the workaround prevented selecting units. Here is a way t...
by Robotron
Fri May 06, 2016 7:11 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 4107

Re: Naval AI not repairing its ships!

So, did you have the impression that by changing the values mentioned in the script the game on the Russia/Turkey front played substantially different from the average other game vs. the AI on the same level?

Did the Germans got more preassure on the Eastern Front by the Russians?
by Robotron
Thu May 05, 2016 3:06 pm
Forum: Commander - The Great War
Topic: Blosheviks revolution
Replies: 18
Views: 4893

Re: Blosheviks revolution

You are giving a rather extreme example here by disbanding a lot of units and not fighting which of course makes you more prone to changes in morale. To be more specific: you are losing morale not because you lost cities but rather because you lost PP which are provided by cities, BUT there are othe...
by Robotron
Thu May 05, 2016 2:38 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 4107

Re: Naval AI not repairing its ships!

@nehi: Regarding AI as Turkey vs. Russia: that's interesting, in my games Russia swarms Turkey with hordes of units, exposing the whole front vs. Germany. Please open the file 1914_ai.lua in the folder data/scripts/scripted_ai in an editor. If you play a clean 1.66 version your script should read "r...
by Robotron
Thu May 05, 2016 1:40 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 4107

Re: Naval AI not repairing its ships!

@nehi: I'd like to minimize workarounds like giving more units and altering the scenario as much as possible as the AI is given enough help in the scripts with stuff like bonus PP and the option to conjure units out of nothing. But you are right about the game not being able to handle multiple front...
by Robotron
Thu May 05, 2016 1:16 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 4107

Re: Naval AI not repairing its ships!

@nehi: let's be more constructive and stop bickering about the ai being bad which we all already know. A complete AI re-coding will never happen anyway but we can try to adress the points where it might be in need of fixing once we can figure out how it's working. @kirk: Totally agree with you about...
by Robotron
Wed May 04, 2016 7:34 am
Forum: Commander - The Great War
Topic: Blosheviks revolution
Replies: 18
Views: 4893

Re: Blosheviks revolution

Yes, I'm sure about it. That's because national morale is for the greatest part computed from the ratio between the size of your army compared to the kill/casualities ratio. As long as this ratio is in your favor, your morale will rise and rise and rise...and even if you play a mod where the designe...

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