Search found 1261 matches

by Robotron
Wed May 04, 2016 3:14 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 4106

Re: Naval AI not repairing its ships!

The check for repairs is included in ai_economics.lua The AI takes a look at every damaged unit and puts these in a table, sorting the units accordingly to their damage status so the most damaged unit will be the first to be repaired. There are two modifiers: - units in "vulnerable cities" (threaten...
by Robotron
Mon May 02, 2016 5:51 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90763

Re: POTZBLITZ: a mod for CTGW

@BuddyGrant: no, or else the whole production tab would fill up with wounded commanders. :) But I think I found a solution, need only some more trial & error-testing. ^^
by Robotron
Sun May 01, 2016 8:16 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90763

Re: POTZBLITZ: a mod for CTGW

Right now the only thing that keeps me from uploading the mod is a nasty bug in the new "kill commander"-function which was suddenly acting up (just as fellow forum-member DanielHerr had correctly anticipated) during my final testgame last night. This has to do with the way the game stores informati...
by Robotron
Sat Apr 30, 2016 6:40 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: looking for a way to offer choices in events
Replies: 0
Views: 1442

looking for a way to offer choices in events

If anyone finds a way to combine popup-windows with events to allow for choices please report, haven't much looked into the ui-scripts myself.
by Robotron
Sat Apr 30, 2016 6:31 am
Forum: Commander - The Great War
Topic: Blosheviks revolution
Replies: 18
Views: 4893

Re: Blosheviks revolution

Well, as I said earlier Only prerequisites are gameyear at least 1917 and russian morale is 40 or less . The month does not play a role. it needs just some russian home minor cities and of course enough losses to push the morale below 40 since minor cities (those who don't have their own special eve...
by Robotron
Sun Apr 24, 2016 10:15 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90763

Re: POTZBLITZ: a mod for CTGW

Finally found a way to force the Entente AI to properly use british troops to reinforce the western front and keep the russians from sending everything to the Caucasus vs. Turkey. Further changes made: - infantry cost 30 pp - cavalry cost 25 pp, spotting range reduced from 3 to 2 - garrisons cost 15...
by Robotron
Fri Apr 22, 2016 10:38 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: modified scripts for ammo production & units
Replies: 5
Views: 1879

Re: modified scripts for ammo production & units

but i discovered one weirdness, german fighters just sux in dogfight, even richthoffen with 10 planes has forecast vs guynemer with 5 planes 1:2? really? (10 vs 10 its 1:3) This is a consequence of reducing the fighters ground-attack ability to zero as fighters attacking other fighters on the groun...
by Robotron
Fri Apr 22, 2016 4:17 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: modified scripts for ammo production & units
Replies: 5
Views: 1879

Re: modified scripts for ammo production & units

their ability to lower production is a crap, i hope we all can agree with that, it should be something like just a lucky shot, with 1/10 chance if its possible 8) (or something like uncommon more than common effect) Right now I can see by the number of downloads (1, a test-download by myself) you h...
by Robotron
Fri Apr 22, 2016 1:37 pm
Forum: Commander - The Great War
Topic: Option to choose the kind of shells an artillery will fire?
Replies: 12
Views: 4346

Re: Option to choose the kind of shells an artillery will fi

Okay, I have uploaded an archive containing two files in the Mods& Scenario section which I hope will adress the problem of artillery being too inefficient compared to aircraft and ammo being too expensive in general . Please have a look and try them out then report back. :)
by Robotron
Fri Apr 22, 2016 1:24 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: modified scripts for ammo production & units
Replies: 5
Views: 1879

modified scripts for ammo production & units

Attached to this post you'll find a zip-archive containing two modified scripts for testing purposes which adress the big gap of efficiency between artillery and aircraft reported by several players leading to unrealistic emphasis to build a historically unrealistic airforce to win the war. For the ...
by Robotron
Thu Apr 21, 2016 12:45 am
Forum: Commander - The Great War
Topic: Option to choose the kind of shells an artillery will fire?
Replies: 12
Views: 4346

Re: Option to choose the kind of shells an artillery will fi

Also in my mod I have introduced a special Event for all european nations called "Women in the Workforce" : As soon as the "manpower" stat (that stat that decides upon troop quality) of a given nation has fallen below a certain value (mostly 90%, 85% for Germany, AH and Russia) each gameturn, the ga...
by Robotron
Wed Apr 20, 2016 11:40 pm
Forum: Commander - The Great War
Topic: Option to choose the kind of shells an artillery will fire?
Replies: 12
Views: 4346

Re: Option to choose the kind of shells an artillery will fi

arts with 10 ammo per shot are just bad joke anyway Sadly that value of "10 units of ammo" is harcoded into the AI files and a bunch of other files quite a few times and good luck to anyone at trying to iron that out. :P Best thing in my opinion would be to either raise artillery strength quite a b...
by Robotron
Wed Apr 20, 2016 10:42 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90763

Re: POTZBLITZ: a mod for CTGW

After much trying and testing (and frustration) I've decided to continue work on this mod with the aim of a 1914 scenario for singleplayer CP vs. the AI as the first design goal for the time being. I also took up chain-smoking again in the process, but this is just a side-effect of waiting for the A...
by Robotron
Sat Apr 16, 2016 3:46 pm
Forum: Commander - The Great War
Topic: Blosheviks revolution
Replies: 18
Views: 4893

Re: Blosheviks revolution

Yes. And most likely Russia would surrender after the event.

To be more specific: the event checks in the game are (mostly) done every turn as soon as the prerequisites are met, not just at the exact date they happened historically.
by Robotron
Sat Apr 16, 2016 3:37 pm
Forum: Commander - The Great War
Topic: Blosheviks revolution
Replies: 18
Views: 4893

Re: Blosheviks revolution

Then nothing would happen. Only prerequisites are gameyear at least 1917 and russian morale is 40 or less. The month does not play a role.
by Robotron
Sat Apr 16, 2016 3:09 pm
Forum: Commander - The Great War
Topic: Blosheviks revolution
Replies: 18
Views: 4893

Re: Blosheviks revolution

February Revolution: Russia morale is below 50 and gameyear is 1917. Russia gets a morale boost of +20 (for getting rid of the Tsar I presume). October Revolution: Russia morale is 40 or lower and gameyear is 1917. Russia morale is lowered by 40, therbey most likely kicking Russia out of the game if...
by Robotron
Fri Apr 15, 2016 3:44 pm
Forum: Commander - The Great War
Topic: How does blockading work?
Replies: 12
Views: 2860

Re: How does blockading work?

My bad: it's enough to attack a convoy to establish the blockade.
by Robotron
Thu Apr 14, 2016 7:23 pm
Forum: Commander - The Great War
Topic: How does blockading work?
Replies: 12
Views: 2860

Re: How does blockading work?

Blockade against the CP is automatically established if a CP convoy gets sunk. It will be lifted if the sum of all hitpoints of all CP (non-convoy) vessels in the North Sea divided by the sum of all Entente vessels' hitpoints in the North Sea is greater than 1.5
by Robotron
Fri Feb 26, 2016 3:15 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90763

Re: POTZBLITZ: a mod for CTGW

In reference to NM, what I meant is: When a side (nation) loses a city, that sides' NM receives a -5 NM or greater "permanently", even if the city is recaptured by its owner, or it's owner's side. Has this formula changed? That NM loss is never permanent , you can always regain lost NM, therefore I...
by Robotron
Thu Feb 25, 2016 6:03 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 90763

Re: POTZBLITZ: a mod for CTGW

@Sabratha: I'm just as clueless on how to edit the map as everybody else. Let's hope the devs release that editor however uncomfortable to use it might be. :| @operating: regarding your questions: This mod will only cover the 1914 scenario but I might have a look into the other scenarios at some poi...

Go to advanced search