POTZBLITZ mod Update V3.4 (DEC 11th)

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nehi
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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Sun May 22, 2016 12:25 pm

180+ events for 60 turns, so they are just 3 every turn? :lol:

btw about that swarm of commanders, their voice has reach of 2 hexes? i guess it should be just one then...

or they are for minor nations?

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Sun May 22, 2016 8:53 pm

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 new commanders will have command ranges between three and zero hexes (meaning the commander will only affect the single unit he is attached to). The possibility of getting commanders killed in battle and by events will ensure the playfield will not be populated by too many commanders at any one time.

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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Wed May 25, 2016 4:49 pm

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 stuff" (infantry, arty, tanks...) must be lugged in via transports.

This feature seemed to be half-heartedly implemented in the original game and then abandoned presumably to help the AI spam the whole Sinai peninsula with every british infantry unit available. ^^

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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Sat May 28, 2016 7:39 pm

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 least.

Things is: a complete playthrough takes about 1 and a half days for me which might be caused by my old cogwheel-driven PC. :P

Is there anything to be gained by using a more mordern setup or do the AIs "thinking turns" still take about 3-5 minutes per turn no matter what computing power you feed the game? I'm speaking of the present V1.66 version of the game, looking at YT-Clips of former versions I can see the game went like lightning then (or the clips were fastforwarded?).

Anyway: Potzblitz-Mod is coming up VERY soon (bloody thing takes up nearly all of my spare time!) and you are in for a REAL treat! :)

@kirk23: if you have any questions about modding the game, feel free to PM me...for some reason my browser won't let me post on the MatrixForums anymore and I don't feel like upgrading to an even more resource-hungry version of Mozilla. Maybe we could eventually join forces. 8)

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Re: POTZBLITZ: a mod for CTGW

Post by kirk23 » Sun May 29, 2016 9:48 am

PM sent!

I will help where I can, with the hope that we can improve the game for all players, for many years to come!

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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Tue May 31, 2016 6:46 pm

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 more collapse points will suffer from worsening loss of morale each turn. This mechanic is meant to rectify certain situations where a nation is still at high morale despite the general strategic situation indicating the contrary.

LIST OF MAJOR EVENTS:

ABADAN OILFIELDS (original idea by Sabratha)
Will trigger with a 10% per turn chance in 1914 as long as Turkey is neutral. This chance will rise to 66% per turn in 1915 or if Turkey has joined CP. Will spawn a number of colonial units for GB and add General Townsend on top.
As long as Abadan is Entente-occupied new units can spawn either directly (if single player as CP) or via transport through the Persian Gulf. Each spawned unit brings Persia closer to war vs CP but also raises the chance for the "India Revolt" event.

ABADAN RECAPTURED
Will trigger if CP recaptures Abadan. Will push Persia closer to war vs CP.

ARAB REVOLT
Can trigger if either Basra is entente occupied or both Abadan and Kuwait have been recaptured by CP. Chance for triggering is determined by the number of british units on Turkey territory. Will spawn a handful of arab inf and cav and add Lawrence of Arabia to it.
If going unchecked, Turkey will have a rising chance to lose morale each turn according to the number of arab-occupied Turkey hexes.

ARMENIAN UPRISING
Can trigger if more Russian troops on Turkey territory than the other way round. Will spawn a number of rebels near Lake Van which will cause Turkey morale to drop each turn until destroyed. Will bring Persia closer to war vs CP too each turn they survive.

ARMY OF THE ORIENT
Triggers as soon as France, GB or Italy manage to bring troops to Serbia. Will raise Serbian Morale according to the number and type of troops (more moral for infantry than garrisons for example) each turn.

ARTHUR BOPP
Can trigger a few months after the event "German Military Mission" has fired and General Colmar Von der Goltz ist still alive. Will bring Persia closer to joining the war for CP or damages Persia morale if Persia already joined for Entente.

ATTAQUE A OUTRANCE
Can trigger if enough French troops attack Germans in France in 1914. Will cause all french troops in France to suffer more damage but deal more damage too. Will end as soon the German offensive is halted.

BRITISH EXPEDITIONARY FORCE
Will trigger soon after Germany declares war on France and the earlier BEF spawns the weaker it will be. Will add General French to the spawned BEF.

BERGMANN OFFENSIVE
Will trigger as soon as a Russian unit enters Ottoman territory in the Caucasus area. Will spawn a counter attack force led by Enver Pasha with the aim to capture Sarikamish.

BLOCKADE BROKEN
Can trigger after the North Sea blockade has been established. If a roll of d100 is more than the combined unit strength of all Entente vessels in the North Sea (+ a third of all in North Atlantic) and a further roll of d100 is equal to or less than the combined unit strength of all CP vessels in the North Sea. this event will re-establish convoys. In turn the blockade can be re-established by the Entente likewise.

BLOCKADE ESTABLISHED
Will block all further convoys after a convoy (not in Baltic!) has been completely sunk!

BLOCKADE RUNNER
Will periodically appear once a blockade is establish but only after the event "Merchant Submarine" has triggered. Will restore a bit of morale to either Germany or AH, whichever is lower.

BRITISH FOOD CRISIS
Will trigger after enough british convoys have been sunk by submarines ONLY! Will damage british morale according to the number of sunk convoys and add collapse points.

BRUSSILOV OFFENSIVE
Will spawn a horde of Russians if the Ukraine front is not properly manned by CP units starting from 1916 onward or the "Somme" and "Verdun" events have both fired. Will bring Romania closer to war vs CP.

BULGARIA ATTACK
Will slowly bring Bulgaria into the war vs Entente if AH is doing good enough in Serbia by either capturing Belgrade and/or Kraljevo and/or Pristina. Will also fire if Serbian morale is shattered after the "Serbian Typhoid" event.

CONGRESS POLAND
If all Polish cities are freed from Russians and Ludendorff and Von Hindenburg are in play and Von Falkenhayn has gone there is a chance for Polish cities to spawn a single garrison unit and Germany can lose a collapse point.

COSSACKS ARE COMING!
As soon as Russian units enter East Prussia, Germany loses morale each turn according to the number of Russian occupied hexes. The "Tannenberg Battle" event will end this.

DOODENDRAAD ("Wire of Death")
Can trigger after the German offensive in France has stalled and too much german units are in Belgium and Belgium has not yet surrendered. Is a requirement to eventually bring Netherlands into the war vs CP.

GERMAN MILITARY MISSION IN TURKEY
Will fire after Belgium has capitulated or enough time has passed. Will spawn german generals Von der Goltz, Von Sanders and Kressenstein, unlock the "Arthur Bopp" event and raise Turkey's morale.

GABRIEL DANNUNZIO
Will trigger as soon as spring 1915 and slowly bring Italy into the war vs CP and unlocks the "Trento Event"

EASTER RISING
Will spawn an out-of-supply unit of rebel infantry next to Dublin. If they manage to conquer Dublin GB will earn a collapse point.

EMDEN LIGHT CRUISER
A chain of events that can trigger after the "Graf Spee" event has fired and will accumulate convoylosses and raise German morale until sunk (the more losses the more likely it is to get caught). The return of the crew about a year later will raise german morale.

FRANZ JOSEF DIES
Can trigger as soon as 1915 and will damage AHs morale (the later the event the more damage to morale) and create a collapse point for AH (or two if Trento was ceded to Italy)

GALLIENI
Triggers when the Germans come into 2 hexes range of Paris and will spawn either a garrison or a badly damaged infantry unit, adding general Gallieni on top of it.

GERMAN GENERALS DISMISSED
After Colmar von der Goltz has died in Turkey, all german generals stand a chance per turn to be reliefed of command.

GERMANY REDEPLOYS
This might happen on turn 2 and will cause the redeployment of a cavalry and two garrisons to East Prussia. It will reduce the chance of a German Surprise Attack via the "Plan17" event but also prevent a "Russian Surprise Attack" on turn 4.

GOEBEN CRUISER
A chain of events that can trigger as soon as turn 1 and spawns the Battlecruiser Goeben somewhere in the Western Med. If the Goeben can manage to reach a turkish port this will accelerate Turkey's entry into the war and raise morale. If the Dardanelles Close before the Goeben arrives, it will transfer to the AH Adriatic Fleet instead.

GRAF SPEE
A chain of events that like the Emden raise German morale and accumalte convoylosses until sunk or it manages a breakthrough, spawning Von Spee on his badly damaged armoured cruiser in the Northern Atlantic. Bringing him home will further raise morale.

HUNGER and HUNGER WINTER
If Germany is blockaded there will be periodic famines which will damage morale and troop effectiveness and accumulate collapse points for Germany, if it's winter the effect is even more drastic.

INDIA REVOLT (original idea by Sabratha)
This will happen with a very small per turn chance as soon as 1916 or if too many units were transfered to the Mesopotamian Front in Turkey. This will create collapse points for Britain.

KAISER APPOINTS FIELD MARSHAL
If as CP you manage to capture Paris, Antwerp or Warsaw in 1914 or clear East Prussia from Russians in early 1915 or win the "Verdun" or "Somme" events you will have a once-per-game chance of gaining a random German Field Marshal not normally available otherwise (Archduke Albrecht, Prince Rupprecht or Karl von Einem).

KERENSKI OFFENSIVE
Shortly after the February Revolution and before the "Lenin" event fires, there will be a short period with the possibility for a last Russian offensive to occur which will soon burn up all remaining Russian morale.

KORNILOV AFFAIR
After the February Revolution Russian General Kornilov tries a right-wing coup that might delay or prevent Lenin's arrival and the October Revolution.

KRIEGSANLEIHE ("War Loans")
There will be periodic war loans for Germany which slightly reduce morale and bring in extra production. The last war loan however will create a collapse point for Germany.

KUWAIT REVOLT (original idea by Sabratha)
After the "Abadan Oilfield" event has fired there will be a 66% chance each turn that Kuwait will revolt against Turkey, supporting a maximum of two Arab Cavalry units at any given time until Basra is captured by the Entente or Kuwait is recaptured.

MARNE BATTLE
A chain of events that triggers if a player moves German commander Von Kluck from his position at the rightmost german attack wing in France or Kluck's unit is the first to cross the Marne. Moltke will then sent Colonol Hentsch next turn to evaluate the situation and a d100 is rolled. If the roll is more than the number of german-occupied hexes in France and Belgium German HQ falls into chaos. The French then gain a combat bonus and morale bonus per attack vs the Germans. This will last until Moltke is fired or the German offensive halts in December or Paris falls.

MASURIAN LAKES BATTLE
If Germany manages to clear East Prussia from Russians there will be a chain of events including Stavka Reorganization, Counter-attacks and all kind of fun stuff.

MERCHANT SUBMARINE
As CP you have to bring a submarine to an US port to gain a nice production bonus but ONLY if the "Lusitania" event does not fire (by sinking too many convoys) before you arrive. Also unlocks the "Blockade Runner" event.

MOLTKE SACKED
This will happen in 1914 if at the end of the phase you have not been able to occupy more french or belgian hexes than the turn before. This event will remove Moltke and replace him with Falkenhayn (after a few turns of chaos of course) and remove german generals Kluck, Bulow and Hausen eventually.

NORTH SEA PATROL
If you have enough submarines or light cruisers stationed in the North Sea you will be informed if the enemy has performed a total retreat to other areas.

PLAN 17
This might either cause the complete loss of french railway movement for a few turns or trigger the "Attaque a outrance" event, according to whether the events "Schlieffen-Plan" or "Germany Redploys" have fired before.

POTIOREK FIRED
AH general Oskar Potiorek migt be fired if things go south for AH vs the Serbs for example if Serbia invades!

RUSSIAN MOBILIZATION
This might either do nothing or delay Russian war entry for a few turns or trigger a Russian Surprise attack on turn 4 together with the "Von Essen Strike" event.

RUSSIAN SUPPLY CRISIS (single Player as Entente only)
This might fire as soon as summer 1915 and will cause a loss of production and ammunition points for Russia for a few turns.

SCHLIEFFEN PLAN
When this fires at the start of the first turn, the later "Plan17" event will result in a complete surprise of France. It also slightly raises the chance for a Russian Surprise attack on Germany in turn 4.

SERBIAN TYPHOID EPEDEMIC
This might trigger during the winter of 1914 and will greatly damage any unit of both alliances in Serbia for a few turns. Serbian units suffer the worst though.

SERBS IN AUSTRIA
This will fire as soon as Serbian troops enter AH territory. It will raise Serbia morale and lower AHs in turn but Serbia's manpower will be consumed rapidly as it's army is not fitted for conquering action.

SEVASTOPOL SHELLING
This may occur as soon as the battlecruiser Goeben has arrived in Constantinople and might wreck the Russian Black Sea Fleet resulting in a premature war entry of Turkey.

SKAGERRAK ("Battle of Jutland")
In case of british and german dreadnoughts or battlecruisers meeting each other there will be extra morale gains or losses for the winner/loser. This will create collapse points for Britain.

SOMME BATTLE
This can trigger after the "Verdun" event has fired and enough british infantry units are in France and will last a few turns. For the duration of the event all british units in France cause extra damage and suffer extra casualities. It is considered a victory if Paris or Verdun could be recaptured (if lost before) or
if there are no german units west of Pari (X-coordinates 81 or less, if there were any) or all german units have been pushed out of France.

SPANISH FLU
This could trigger a few months after the first US troops have landed in France and can cause loss of morale and unit efficiency to all nations in the west and create collapse points.

SPIES
There are a number of Spy and Counterspy events that could cancel other events (or even each other) before they ever happen. Which these are you are not told of course to keep things uncertain.

SUBMARINE WARFARE (single Player as Entente only)
This is a very complex event to simulate the rising threat of german submarines slowly strangling Britain. To combat the subs the Entente player must heavily invest into anti-submarine techs or convoys will be sunk in accordance with the AIs progress in submarine-tech.

SUEZ DEFENSE (single Player as CP only)
This is a very complex event to simulate the rising threat of Ottoman advance into Egypt. Since the AI normally spams an inordinate amount of British infantry in Egypt thereby weakening the western front in France I have created this event to make the AI defend on a more appropriate level by looking at the number and quality of attacking Ottoman units approaching the Suez defense line and strengthening the effort if the line is broken and/or the Anzac has landed in Egypt.

TANNENBERG BATTLE
This will fire the first time the Germans manage to destroy a Russian infantry or cavalry, adding Hindenburg to the attacking unit if it has no commanders. Russian General Samsonov will then shoot himself and German General Von Prittwitz is given the boot.
This will end the "Cossacks are Coming!" event.

TREATY OF BUCHAREST
This might result in a Romanian surprise attack on Bulgaria while Bulgaria is still mobilizing (but not yet at war) with Serbia and Italy has already joined the Entente. It might also trigger if both Bulgaria and Greece are already at war later on.

TRENTO DONATION
Italy demands the AH city of Trento or it might join the Entente. To cede Trento the player has to make sure there is no unit left on the city-hex (disband the small garrison if need be). If Trento is ceded, CP relations to Italy will improve according to whether Paris or Warsaw are captured by CP or Bulgaria has already joined the CP.
If Trento is NOT ceded, relations will worsen, again according to whether Paris or Warsaw are under CP control or Bulgaria has already joined. As CP expect to have Italy at your neck in no time if you reject the demand and don't control Paris and/or Warsaw (Paris is given a greater importance than Warsaw).
Ceding Trento will cause a rather substantial loss of morale to AH and create a collapse point too. If CP should control both Paris and Warsaw and Trento is ceded, expect Italy to eventually join CP (but this is likely to be compromised by further events).

VERDUN
A chain of events that can start as early as spring 1916 if Verdun and Paris are not yet occupied by CP. As long as the event last all CP forces in the west will cause extra damage and suffer extra casualities. Failing to conquer Verdun will result in a major loss of german morale and create a collapse point for Germany and if Romania is at war too then general Falkenhayn will be removed from the game.

VON ESSEN STRIKE (original idea by Sabratha)
In turn 5 Russia has a 10% chance to attack Sweden by sinking the Swedish battlefleet expected to join Germany. This event will rapidly bring Sweden into the war (if not at once) but will also cause sunk convoys in the Baltic to cause the "Blockade Established" event (which in my mod don't normally qualify for a blockade to be caused).

WOMEN IN THE WORKFORCE
Once a nation has reached a certain loss of manpower, women will take over in the ammunition factories, resulting in more ammo per turn but at a slight chance of minimal additional morale loss.


As I said before this is just a selection of the new events and many old events were recycled too (some heavily modified).

Comments and suggestions about what to improve are always welcome.

nehi
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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Thu Jun 02, 2016 3:03 pm

stop teasing, show what u got :lol:

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Fri Jun 03, 2016 5:41 pm

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?

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Re: POTZBLITZ: a mod for CTGW

Post by nikolasjohn » Fri Jun 03, 2016 8:40 pm

Go ahead. These units contribute nothing to the game imho.

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Fri Jun 03, 2016 9:19 pm

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.
Main reason is that I'm too lazy to script a routine that forbis this exploitation-behaviour in the first place. ^^

Would a 2 turns penalty for re-assigning a commander be acceptable to you guys?

nehi
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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Fri Jun 03, 2016 9:27 pm

where is that exploit, when your turn takes whole month, willy fog moved around the world in 80 days, move across the europe in 30 is just fine then :lol:

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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Fri Jun 03, 2016 10:37 pm

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).

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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Sat Jun 04, 2016 4:12 pm

Actually I was trying to moderate the Entente AI spamming Egypt...but a tiny scripting mistake produced this instead:

Image

Darn!

But at least I found the bug. :P

nehi
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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Sat Jun 04, 2016 4:26 pm

Robotron wrote: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).
delaying replacement for two months looks just pointless for me, its part of a game to place commanders on right places, why punish it

when somebody let to destroy whole unit with commander it deserves a penalty, thats fine

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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Sat Jun 04, 2016 5:15 pm

It's meant to prevent cheap tactics like using a commander to attack and remove him immedeately afterwards in the same turn so he won't risk getting caught by a counterattack. Basically you can make all your commanders save from harm by using this tactic all the time while also being able to attack with them.

This is especially cheap if the commander in question has a good attack stat but a lousy defense stat.

nehi
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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Sat Jun 04, 2016 5:24 pm

in 1.6x all commanders have positive defense, in 1.5x there were some with negative (but maybe your new ones have negatives too, dont know yet)

so when u remove him after attack, your units are more vulnerable to counter attacks

and there is nothing cheap on to have 1 month more vulnerable units, with your improvements 2

generally its better to keep commanders with units, but when u need to relocate him, why it takes 2 months? 60 days, in vanilla its like 14,Phileas Fogg made it from london to suez in 7 8)

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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Sun Jun 05, 2016 4:43 pm

Just to be clear here: the penalty of "2 turns" I've modded in means that you have exactly 1 turn of not being able to use that commander, in contrast to the standard "penalty" of having to wait 0 turns since in the usual way you can place AND remove the commander after you have used him for attacking....and that's just nonsense from a gameplay and flavour-wise point of view.

And yes: there will indeed be commanders with excellent attack stats and lousy (negative) defend stats and even commanders with a command range of "0" who run a very real chance of getting counter-attacked...but I'm repeating myself (nobody ever reads what I post...) :cry:

;)

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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Sun Jun 05, 2016 4:58 pm

ive read it, but its still pointless to punish anybody for managing his commanders (so far i didnt met anybody doing what u r afraid of)

and no, u r 2 turns in defense without commanders influence and 1 in offense (30+60)/2=45 days aproximately

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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Sun Jun 05, 2016 5:33 pm

You call it pointless I call it offering interesting choices whether to transfer a commander or leave him where he is.

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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Sun Jun 05, 2016 6:10 pm

as pointless as your asking for our oppinion when u made choice independently

that choice to move or leave it was there with old setting too, leave 1 month vulnerable units? now u just punish anybody for tactical choice, whats pointless in tactical combat

as i said i havent seen no one to move commanders often, i do it just rarely too, its better to move unit with him to proper position than rellocate him, now with your punishment and tirings from moving units there will be just less possibilities for managing commanders, still i see no point in it

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