Potzblitz V24.2b JAN 1st 2024

A forum to discuss custom scenarios, campaigns and modding in general.

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imp44791
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Re: Potzblitz V12.04 MAR7TH 2021

Post by imp44791 »

Continued game as above. Found another bug. Belgium was attacked by the AI for some reason (it had yielded right of passage to Germany on Turn 2, perhaps that's it?) on turn 15. When I attacked a random French unit (Verdun, actually) I got the "Belgium Attacked" popup and when I moved a German air unit to Brussels I got "Brussels fallen". I think it's the same issue with Abadan reported (and fixed) a few pages back.
Robotron
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Re: Potzblitz V12.04 MAR7TH 2021

Post by Robotron »

Okay, got it.
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imp44791
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Re: Potzblitz V12.04 MAR7TH 2021

Post by imp44791 »

I also get the General Government of Belgium event as CP, even when Belgium is my ally. I suspect all the Belgian events assume Germany an enemy regardless of actual circumstances.
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Re: Potzblitz V12.04 MAR7TH 2021

Post by Robotron »

Good thing there are not that many events for Belgium, so it's easier for me to root out all eventualities, now that I'm aware of that special situation.
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hnox
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Re: Potzblitz V12.04 MAR7TH 2021

Post by hnox »

Crash. Not sure if already reported. Anyway:

Multiplayer v12.04. When CP replays, game crashes. Trying to reload fixes it. Happened also a couple of days ago.

Last logline says: [14:57:14][6820]game.lua:483 game.lua:483: attempt to perform arithmetic on a string value

Full log:

Log date: 2021-04-18 14:55:13
[14:55:13][6820]Running Steam build
[14:55:14][6820]Renderer: Intel(R) HD Graphics 5500 version: 4.4.0 - Build 20.19.15.5063
[14:55:14][6820]Commander: The Great War(v 1.6.6)
[14:55:14][6820]Audio device used: OpenAL Soft
[14:55:14][6820]Loading main script
[14:55:14][6820]Loading app script
[14:55:14][6820]POTZBLITZ MOD V12.0
[14:55:14][6820]2
[14:55:14][6820]3
[14:55:14][6820]4
[14:55:14][6820]App version:1.6.6
[14:55:14][6820]Today is: 18.4.2021
[14:55:15][6820]ALUCK 6
[14:55:15][6820]BLUCK 58
[14:55:15][6820]CLUCK 46
[14:55:41][9580]Starting PBEM game. Id: 309120 hnox vs cocolo
[14:55:44][9580]Game instance downloaded, moving on
[14:55:47][9580]POTZBLITZ MOD V12.0
[14:55:47][9580]2
[14:55:47][9580]3
[14:55:47][9580]4
[14:55:56][6820]SUBTEST:15
[14:55:57][6820]SUBTEST:10
[14:55:58][6820]SUBTEST:11
[14:55:59][6820]SUBTEST:12
[14:55:59][6820]MINES START
[14:55:59][6820]CP CHANCE/ROLL:35.2/230
[14:55:59][6820]MINES END
[14:56:00][6820]SUBTEST:11
[14:56:00][6820]MINES START
[14:56:00][6820]CP CHANCE/ROLL:35.2/500
[14:56:00][6820]MINES END
[14:56:01][6820]SUBTEST:11
[14:56:02][6820]SUBTEST:8
[14:56:03][6820]SUBTEST:13
[14:56:04][6820]SUBTEST:11
[14:56:05][6820]SUBTEST:10
[14:56:06][6820]SUBTEST:11
[14:56:06][6820]GERMAN BALTIC MINING SUPERIORITY MINES LAID: 3083/12623
[14:56:15][6820]Scripted effect on invalid hex
[14:56:48][6820]+++++++++++++++++++++++++ event:KuwaitCaptured
[14:57:08][6820]POTZBLITZ MOD V12.0
[14:57:08][6820]2
[14:57:08][6820]3
[14:57:08][6820]4
[14:57:14][6820]=======================DIPLO SEQUENCE START============================
[14:57:14][6820]============================================================================================================================ ENDURANCE NIL checked!!!!!!!!!!!!!!1
[14:57:14][6820]============================================================================================================================ EXP NIL checked!!!!!!!!!!!!!!1
[14:57:14][6820]============================================================================================================================ EXP NIL checked!!!!!!!!!!!!!!1
[14:57:14][6820]=======================DIPLO SEQUENCE START============================
[14:57:14][6820]Phase start: entente
[14:57:14][6820]XXXXXX
[14:57:14][6820]+++++++++++++++++++++++++ event:DOWpersia
[14:57:14][6820]Mud2
[14:57:14][6820]Mud2
[14:57:14][6820]**************
[14:57:14][6820]**************
[14:57:14][6820]SIGINT PHASE
[14:57:14][6820]**************
[14:57:14][6820]**************
[14:57:14][6820]------------------------------------////////////////---------------------------------ENT SIGINT PHASE
[14:57:14][6820]POSSIBLE SIGINT VICTIM:austria
[14:57:14][6820]BASE CHANCE: 24.2///CP MODIFIER: minus 2
[14:57:14][6820]ENT Victimroll/Chance:14/22.2
[14:57:14][6820]austriaIS NOW A VICTIM!
[14:57:14][6820]REMOVED EVENT NAME or VALUE:austria
[14:57:14][6820]+++++++++++++++++++++++++ event:SigintEnt3
[14:57:14][6820]Mud2
[14:57:14][6820]game.lua:483 game.lua:483: attempt to perform arithmetic on a string value
Robotron
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Re: Potzblitz V12.04 MAR7TH 2021

Post by Robotron »

Luckily an easy one to fix, see attachment.

All players should apply this fix. It is safe to apply to matches in progress.
Attachments
Scriptfix V12.04.4.zip
(385.75 KiB) Downloaded 61 times
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
LepetitKipetchi
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Re: Potzblitz V12.04 MAR7TH 2021

Post by LepetitKipetchi »

Hello,

Sorry I was pretty busy last times. Forget my idea about the isolated units, if we don't grow the defense, it is stupid you are right.
I have read many good ideas. The point that subs can be visible if they attack is really nice and could be more realist !

Also I just started a new game by attacking Russia with CP and it looks that for the game I am playing Schlieffen plan because when my German units attack I receive a message of insubordination. I have started the game again with Aufmacht ost and I have the same problem.
I attached you the file.

I got another idea of event : the Sixtus Affair (https://en.wikipedia.org/wiki/Sixtus_Affair), it could happen after the death of Franz Joseph in 1916 and the effect is to have a small chance to put away AH from the war like the event "July Crisis" to put away Serbia from the war at the first turn ? But in the same time, Italy would be angered and can decide to make peace also with Germany ? What do you think ?
Attachments
AutoSave.rar
(125.83 KiB) Downloaded 50 times
Robotron
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Re: Potzblitz V12.04 MAR7TH 2021

Post by Robotron »

@Lepetit: I see 2 possibilities for the "bug" you reported:

1. you have not applied the latest scriptfix

2. you have reloaded the game on turn 2

Which is it?
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LepetitKipetchi
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Re: Potzblitz V12.04 MAR7TH 2021

Post by LepetitKipetchi »

I guess this is the second option, I thought it was a problem juste for the multiplayer.
Will try again, thanks for your help
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Re: Potzblitz V12.04 MAR7TH 2021

Post by Robotron »

I'll try to explain the situation:

the popup dialog with the choice for what plan to take for "Aufmarsch Ost" (Poland or Belarus+Baltic) is triggered at the beginning of turn 2 and then will be stored after saving the game.

If you reload turn 2 then the choice event will be skipped and no choice for "Aufmarsch Ost" is stored, because reloading a turn does not re-trigger the choice event from the beginning of the turn. Without the choice for a plan being made, the game then assumes no "Aufmarsch Ost" was played and therefore assumes you are playing another war plan and then gives you "Subordination".

This problem applies to all choice events that are triggered at the beginning or during a turn and that's why reloading can become a problem (and it's cheating anyway and makes Baby Jesus cry). :P

I'll try to make this more foolproof in the future.
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
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nehi
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Re: Potzblitz V12.04 MAR7TH 2021

Post by nehi »

Robotron wrote: Mon Apr 19, 2021 9:40 pm the popup dialog with the choice for what plan to take for "Aufmarsch Ost" (Poland or Belarus+Baltic) is triggered at the beginning of turn 2 and then will be stored after saving the game.
cant be such popup be attached to first moved unit or something like that?
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Re: Potzblitz V12.04 MAR7TH 2021

Post by Robotron »

I'll have it trigger by the first click on a hex/unit.
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
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LepetitKipetchi
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Re: Potzblitz V12.04 MAR7TH 2021

Post by LepetitKipetchi »

Ohh OK so yes I have reloaded the game at the turn 2, I really wanted to play a special event, sorry :)
imp44791
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Re: Potzblitz V12.04 MAR7TH 2021

Post by imp44791 »

A suggestion for the next version.

Italy is at a disadvantage because of its delayed start (which of course is nicely modelled). This is especially problematic when playing the CP vs the AI. Basically the human player can monitor Italy's diplomatic level and start gathering troops to the border as the clock ticks down. Then on turn 1 he can invariably blitz the very small Italian forces (Udine is only held by a reserve corps), especially if he has brought up artillery. This is especially easy once Serbia is conquered and/or Bulgaria are in the war. Italy are then rolled up in one campaign season at most. In my latest game I got all the way to Naples before they surrendered. In reality of course the Italian front was an insane slog for three years, with very limited movement to the front. Even Caporetto only resulted in the temporary loss of Friuli. There was no way that the Austrians could have blitzed the Italians on "turn 1" in the real war. This is made worse by the fact that the CP player can slip beside the town hex and the Alps and get close to Milan. That hex should be plugged by a unit. There is no way that the Italians would leave the path to their richest city even as they were auctioning themselves to the highest bidder.

What we want is to replicate the real life toughness of the Alpine front. Not make CP victory impossible, just difficult. If a player really wants to pile on the active corps and artillery prior to Italian entry, they should be able to break through. But those corps/cannon will be missed from other sectors.

I suggest the following:

If the Austrian player moves a unit to one of the blank border hexes (i.e. other than Trieste), trigger a "Italy feels threatened by border buildup!" event and (a) adversely impact the relationship with the CP; (b) spawn/warp an Italian reserve (not active) corps next to the border and start entrenching. For every unit the CP move, the process is repeated. So, something similar to the current annoyance of the neutral British at a HSF sortie to the North Sea, or the "Greek Schism" events.

If the gradual process is not possible/too much of a hassle to script, then just one off: any unit coming to the empty border hexes causes the Italians to be annoyed/threatened diplomatically and warps in reserve corps to form a line.
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Re: Potzblitz V12.04 MAR7TH 2021

Post by Robotron »

@imp: I'll change your proposed condition for the alignment change to: "moving a CP artillery to within 3 hexes of Udine" as this is clearly showing preparations for an attack.

Also the initial Italian setup will be changed.

old setup:
Clipboard01.jpg
Clipboard01.jpg (136.85 KiB) Viewed 1700 times

new setup:
Clipboard02.jpg
Clipboard02.jpg (131.45 KiB) Viewed 1700 times
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
imp44791
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Re: Potzblitz V12.04 MAR7TH 2021

Post by imp44791 »

Great idea!

Are you also going to move troops towards the border if the event triggers? The Turin corps is an obvious case, you could move it to the hex next to Trieste. Explanation being, that the danger is clearly coming from the CP side, hence move troops there. If you ever simulate a mirror situation with Nice (as indicated in an old post of mine) and Entente seems to be the enemy, then you can do the same with artillery near Turin and warp units over there from Friuli.

Many thanks for considering this.
trulster
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Re: Potzblitz V12.04 MAR7TH 2021

Post by trulster »

Note that this setup has the problem of both Italian army units potentially being wiped out in the first turn of war, before they have had the chance to upgrade.
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Re: Potzblitz V12.04 MAR7TH 2021

Post by Robotron »

trulster wrote: Fri Apr 23, 2021 2:30 pm Note that this setup has the problem of both Italian army units potentially being wiped out in the first turn of war, before they have had the chance to upgrade.
The Reserve Corps from Turin will be warped into the hex near Trieste in case of CP surprise attack.

If you have a better idea, feel free to propose a different setup.
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
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imp44791
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Re: Potzblitz V12.04 MAR7TH 2021

Post by imp44791 »

Hm, it is a bit of a conundrum. Trulster makes a good point that at level I these Italian troops risk being wiped out in mid-1915 (at best, but often much later) by fully upgraded CP units. We need to give them a chance to resist, so this means rough/city/fortress hexes.

Let's see.

-Active corps in Venice is an obvious good idea. Even with artillery firing from right up the border, the CP player has to get perfect rolls to get rid of Udine, move two good active units next to Venice and hope for even better rolls in the assault. Probably needs two artillery units to do it, so these will be missed elsewhere. This is fine, the player should have hard choices.

-Udine has to be reserve unit. It makes sense from a strategic point of view too, active forces are better in reserve. If the CP wipes it out, well, that's the surprise attack for you.

-The warping of the Turin reserve could go to the hex North of Udine, or Northeast from Monte Verena which are both rough. I'd say the NE of Monte V is better, also helps block a surprise attack from the Trentino. A level I corps next to Trieste on grassland (as I originally suggested) is asking to be smacked.

-I like the positioning of the reserve corps NE of Milan. It's rough and that hex must be blocked.

-Put the other active corps in Bologna as a reserve. The artillery can move between Bologna and Venice.

-Move the plane back away from the border, it's asking for a smack where it is. SE of Bologna is safe but close enough to be useful.

Another possibility is a "Patriotic Resurgence" event firing if Udine falls on the first turn of the war (is this even possible as a trigger?). In reality after Caporetto the Italians sort of got their act together a little. Perhaps give them a one-off boost in manpower, and/or spawn a reserve corps around Bologna to reflect men rushing to the colours?

The important thing here is that we want to give Italy a chance to form a line with reasonably upgraded troops in the first couple of turns. Then let the chips fall where they will...
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Re: Potzblitz V12.04 MAR7TH 2021

Post by Robotron »

The new setup:
Clipboard02.jpg
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Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
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