Search found 1245 matches

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: 254

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: 516

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: 516

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: 516

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 V9.51 AUG23th 2019
Replies: 1404
Views: 108943

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: 516

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...
by Robotron
Sun May 05, 2019 6:57 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1404
Views: 108943

Re: POTZBLITZ V9.2 APR6th 2019

Oh yes, I see, thanks for reporting.
by Robotron
Fri May 03, 2019 10:27 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1404
Views: 108943

Re: POTZBLITZ V9.2 APR6th 2019

Obviously it's not normal but rather likely was achieved by playing "Research funding" and/or "Gunther Burstyn".
by Robotron
Sun Apr 28, 2019 9:43 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to increase british effort in Balkans theatre?
Replies: 4
Views: 1267

Re: How to increase british effort in Balkans theatre?

That is a question only the original coder could answer since only he would exactly know how the AI works.
by Robotron
Sun Apr 28, 2019 6:05 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to increase british effort in Balkans theatre?
Replies: 4
Views: 1267

Re: How to increase british effort in Balkans theatre?

You mean ferrying troops from Egypt to the Balkans? If so there must be troops in Egypt to start with. Open 1914.lua and go to line 127 where you will find the data for British troops in Egypt. It reads: {type = "smallgarrison", hex = {125, 66}, facing = "right"}, {type = "smallgarrison", hex = {127...
by Robotron
Sat Apr 27, 2019 2:12 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1404
Views: 108943

Re: POTZBLITZ V9.2 APR6th 2019

Okay.

1. basic tank stats slightly lowered, bonus from enhancement techs slightly raised

2. removed entrenching ability from all air units

3. automatic experience gain per turn halved. Experience loss from repair halved.
by Robotron
Fri Apr 26, 2019 4:54 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1404
Views: 108943

Re: POTZBLITZ V9.2 APR6th 2019

I plan to upload V9.3 this weekend. As always you players can propose fixes to stuff you think to be of importance or else wait until V9.4. ^^
by Robotron
Fri Apr 26, 2019 4:23 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Where is ctgw.log logfile?
Replies: 2
Views: 1213

Re: Where is ctgw.log logfile?

It should be in

My Documents/My Games/Commander the Great War.
by Robotron
Fri Apr 26, 2019 4:20 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to immobilize units?
Replies: 7
Views: 1365

Re: How to immobilize units?

It will work for the whole game since no time limit was defined in the function.
by Robotron
Fri Apr 26, 2019 4:05 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to immobilize units?
Replies: 7
Views: 1365

Re: How to immobilize units?

Paris must be under Entente control and an Entente (French or British) infantry must be deployed at Paris with at least unit strength 5 for that infantry at Paris to be immobilized.

Is the solution I posted not working correctly or do you need something else?
by Robotron
Fri Apr 26, 2019 9:40 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1404
Views: 108943

Re: POTZBLITZ V9.2 APR6th 2019

It's at line 2717 in game_diplomacy.lua

The spawning of smallgarrisons as a replacement for all Belgian units is at line 2810.

Note that this only happens in singleplayer mode.
by Robotron
Tue Apr 23, 2019 10:25 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to immobilize units?
Replies: 7
Views: 1365

Re: How to immobilize units?

Open game_supply.lua Look for the function called: function SetUnitMovePenalty(unit) Insert the following at the end of the function local paris = game:GetHex(82, 30) if paris.alliance.id == 1 and paris.unit ~= nil and unit.hex ~= nil and unit.hex.x == 82 and unit.hex.y == 30 and unit.prototype.name...
by Robotron
Tue Apr 23, 2019 10:44 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1404
Views: 108943

Re: POTZBLITZ V9.2 APR6th 2019

1. Thanks for reporting. So the game does not like deployment zones from both alliances to overlap. Will remove the port from Yanbu then. 2. Ask your opponent if he saw that cavalry retreat with unit strength 4 or if he saw it destroyed. For some reason destroyed units are sometimes displayed as ret...
by Robotron
Fri Apr 19, 2019 12:57 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: capital and city hex graphics
Replies: 8
Views: 1676

Re: capital and city hex graphics

You can move them around as much as you like but you can't individualize the graphics representing them since you can't access the so-called "political map".

For the same reason you cannot change the original owners of hexes and the terrain.
by Robotron
Thu Apr 18, 2019 11:46 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: capital and city hex graphics
Replies: 8
Views: 1676

Re: capital and city hex graphics

Still not clear enough. Do you want to do individual graphics for A: map1.jpg or B: map2.jpg I can't help with A, but B could be individualized by going into vanilla's main_hud.lua and editing the checks from 1610 to 1630 For example line 1626 goes like: if hex.construction.type == Construction.TYPE...

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