Page 70 of 71

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Mon Jul 01, 2019 9:15 pm
by draskar
Hi,
I have a crash too.

Here's my log and save file.
Playing as Central Powers in 1914 (around 7-8 turn)

Can you help me?
Central Powers 1914_draskar.rar
(130.62 KiB) Downloaded 20 times

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Mon Jul 01, 2019 10:01 pm
by Robotron
Hi draskar!

I had a look at the logfile you provided: seems like you are not using the current version V9.4.

https://drive.google.com/open?id=1OhY3I ... OFkzRrSNHu

Please apply the update. I will not provide bugfixes for older versions.

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Wed Jul 03, 2019 10:57 pm
by draskar
Thanks but..how is this possibile?
I've downloaded the mod (for the first time ever) something like one week ago...
which version have I? I can't find it in the log.

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Thu Jul 04, 2019 7:09 am
by Robotron
Maybe you did not realize: when you install the mod for the FIRST time you need to install the main mod first and then the latest update.

To see what version you have installed, you can either:

1. click on "information" when choosing the campaign
Clipboard02.jpg
Clipboard02.jpg (46.16 KiB) Viewed 1311 times
or

2. read the text of the splash screen at the beginning of the game
Clipboard03.jpg
Clipboard03.jpg (263.31 KiB) Viewed 1311 times

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Fri Jul 05, 2019 4:09 pm
by draskar
Thanks!
I'll checked now and the version is 4.7!!!!

I surely need to download the updates.

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Fri Jul 05, 2019 7:14 pm
by Robotron
To prevent further misunderstandings I have merged the old 4.7 main mod with the latest 9.4 update.
This new COMPLETE version's size is now 344mb.

The latest update 9.4 is also still available separately.

Download links in opening post.

Salute!

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Tue Jul 16, 2019 3:42 pm
by DonCzirr
Just starting playing around with the Mod and it looks interesting so far - thanks for your efforts Robotron.

I'm a fan of the stock music however - is there some config file that I could edit to let the default music play ?

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Wed Jul 17, 2019 11:00 am
by Robotron
This is not easily done because multiple parts of the scripts were heavily modified.
It would be easier to turn off the music (in this case weather sounds) altogether while listening to the original music in an external player.

Find the original files in:

CTGW/Data/Music

These are in .ogg format so depending on the player used you may need to convert them first.

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Sat Jul 20, 2019 7:04 pm
by DonCzirr
Ok - thanks - I thought it may have had a simple 0 or 1 value for the whole thing ... but as you said, the other way is viable as well.

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Wed Jul 31, 2019 7:59 pm
by Panzernutt
I'm new to forums. I downloaded this mod and I think it's great. I'm not the greatest player I think I'm an ok player but everytime I play central powers I do great in beginning but once Russia joins war I start to get my ass handed to me lol. I was wondering does anyone have any tips to stop the Russians from over running my eastern front. I was also wondering is there a way to just play one central powers faction. I meant in a future update. The only problem I really have with this mod is it seems either you win the war early or lose early. I might be just an average player but how can you last the whole 4 years of war. I just thought of this one is there a way to add cease fire in diplomacy screen in future update.

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Wed Jul 31, 2019 8:53 pm
by Robotron
Hi Panzernutt, welcome to the forums and thanks for your interest in this CTGW mod. :)

Playing a single CP faction is not possible as per game design: the game knows only 3 alliances made up of several factions each: CP, Entente and neutral, nothing else and there is nothing that will change that because it would mean reinventing the whole game engine. Unfortunately CTGW is not structured like Hearts of Iron or Victoria but rather like Panzer General.

Preventing the Russians from overrunning your borders:

You need units, FAST!

Try to build at least 2 Austrian Army Corps for Galicia. If you are insecure about how to handle the Serbs, just don't go on all out attack and keep them occupied on the Balkan front (the Serbs will likely get ravaged by typhoid fever in winter 1914-15 anyway).

For Germany first build units with a low build time since she will have less time to mobilize.

No fanciful investments into research or ammunition factories, this will have to wait until your first convoys from Sweden have arrived.

Choose favorable terrain behind rivers or in difficult ground.

Do NOT attack with Austria and only attack with Germany if you got really favorable combat odds.

Only bring token reinforcements to the western front if you feel the eastern front is too heavy on you.

Even bring 1-2 Reserve Corps from the west to the east via rail movement since as a newbie to the mod you won't be able to take Paris in 1914 anyway.

Try to get Sweden into the war vs. Russia via choice-event and/or activate Turkey early via bringing Goeben BC to Constantinople.

Choose the "Germany goes East" or "German Army Redeploys" events.

Try to destroy a Russian Army Corps or 2 Cavalry/Reserve Corps as fast as possible to trigger "Victory at Tannenberg" and unlock Hindenburg.

Choose the "Bring Hindenburg" event else if you don't seem to manage that on your won.

Choose bonus-production events for both Germany and Austria.

If you don't know what Choice-Events are, please read about "Diplomacy" in the PDF manual page 8-17 that was included in the download or the opening post in this thread or feel free to ask me more questions.

If nothing helps: hold out until spring 1915: the Russians army will be struck with a lethal "Supply Crisis" event, draining all life from them after a few turns. Then, attack and break through.


Cheers! :)

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Fri Aug 02, 2019 5:57 pm
by Panzernutt
Thanks Robotron. I can actually do pretty good against france, Belgium and serbs lol. I guess you designed this mod if you have quick success it brings Russia into war a turn or 2 sooner. I appreciate all of the advice I haven't been using the Bring hindenberg event or Germany go east hmmm maybe that's my problem lol. I always go for the extra manpower and production events. I seem to always run out of ammunition after I take Belgrade and knock out Belgium. I think I'm playing this game from a world war 2 blitzkrieg point of view instead of a more tactical or cautious approach. I lose the war as soon as Russia starts kicking my ass lol. I'll take your advice it's appreciated. I was thinking I'm sure you play panzer corps wouldn't the map of CTGW be cool to play on a panzer corps campaign.

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Fri Aug 02, 2019 6:26 pm
by Robotron
Some clarifications:

Choosing the "Schlieffen's Legacy" event will raise the chance for Russia to launch a surprise attack on turn 3 or 4.

Also "Full Russian Mobilization" if played by the Entente will delay the Russian attack for several turns.

Choosing the "German Army Redeploys" event will prevent a Russian surprise attack and also allows for early breaking of the Russian Army cipher code at the cost of weakening the attack into France.

The German defense line in East Prussia should not be on the Russo-German border but rather run from Quednau over Lotzen to Thorn with the starting Army Corps positioned southwest of Lotzen and be entrenched by turn 5. If you built some more Reserve Corps you should be able to rotate damaged Reserve Corps out of the entrenchments until the newly built heavy hitters arrive.

Sometimes you can get lucky too and receive General Von Francois if you manage to keep the Russians occupied by the Austrians in Galicia long enough.

The "Wave of patrotism" event is your friend here (if available), allowing for a combat bonus but it must be triggered at the start of the turn you feel ready to attack or it will be wasted.

I agree it's a tough challenge though but this mod is meant for players who enjoy a rough ride.

Re: POTZBLITZ V9.4 JUN19th 2019

Posted: Thu Aug 08, 2019 6:12 pm
by AilurusFulgens
selected alliance: cp
mod version: v9.4

1.
Game crashes when opening the bulgarian research panel. Bulgaria completed all technologies this round.
ctgw.log:
[20:35:03][5220]ui/research_panel.lua:640(method UpdateTechStats) ui/research_panel.lua:640: attempt to index field '?' (a nil value)
savegame:
pb_cp_59.ctgw

2.
Finland joined cp but has no production/research/diplomacy/management panel.
savegame:
pb_cp_31.ctgw

3.
Germnay didn't unlock the technology which requires the event: first attack involving armour units.
You can trigger the special event: "new weapon of war" in the savegame - is this the correct event?
savegame:
pb_cp_39.ctgw

4.
Mon amour. Not a single tank for the entente (till 5 Dec 1918). RNG?

5.
Italy joined entente, surrendered, joined cp and surrendered.
While Italy was an ally, i moved a turkish dreadnought to the italian habour in 111/63. Next round Italy surrendered and the ship can't leave the habour.
savegame:
pb_cp_59.ctgw

6.
Special event missing title and description
Image

Re: POTZBLITZ V9.5 AUG9th 2019

Posted: Fri Aug 09, 2019 8:01 pm
by Robotron
@Ailurus:

1. fixed: you will now see an empty research panel and will be able to remove all labs to reinvest your production points. However this is a quick and dirty fix so please don't try to click on anything else in the panel like tech info. I really don't feel like going deeper into fixing this.

2. works as intended. Finland behaves like Arabia in this respect. To be able to do research/production etc. a nation must have a capital that is defined as originally belonging to that nation. That definition is done by the mapfile and the mapfile can't be edited. Helsinki is permanently defined as belonging to Russia instead.

3. Germany did unlock the technology that requires the event for "First tank attack" in the savegame you provided. So yes, the event is correctly triggered.

4. AI almost never builds any tanks. The unit building decision part in the AI scripts heavily favors infantry and is not fully understood by me. Changing values to emphasize tank production yielded no noticeable effect. Tanks will be brought in by certain events however but these are quite rare.

5. Your problem with the captured ship was caused by a bug that allowed Italy to re-enter the war on the side of the opposing alliance after already having surrendered. This should not have happened in the first place and was fixed in V9.5.

6. fixed, caused by a typo.

Thank you for reporting the bugs.


@all: V9.5 is out, including fixes for the bugs mentioned above and a few other enhancements:

- dedicated events and penalties for surprise-attacking Denmark, Norway or Italy for both alliances.
- surrendered nations can't be attacked again

https://drive.google.com/open?id=1aYd-m ... 85PptyZP4i

Cheers! :)

Re: POTZBLITZ V9.51 AUG23th 2019

Posted: Fri Aug 23, 2019 7:43 pm
by Robotron
Another bug was reported and fixed.

V9.51

https://drive.google.com/open?id=1aGUfI ... uckmMq6wcA

Re: POTZBLITZ V9.51 AUG23th 2019

Posted: Thu Aug 29, 2019 6:41 pm
by Robotron
This "new" PotzBlitz mod thread has now received over 100.000 clicks since it was started about two years ago in 2017.
The "old" one was clicked over 80.000 times within a year from 2016-2017.

This even beats the "clicks per time" ratios of most modding threads for Panzer Corps which is about the most popular game of the forum.

I'm quite proud about how the mod has evolved since the very first version (that bug-ridden abomination) I created in 2016.

To everyone who helped out to get the mod to the stage where it is now (even though most of the players and contributors seem to have left for good):

thanks a bunch to all of you!

:D

Re: POTZBLITZ V9.51 AUG23th 2019

Posted: Thu Aug 29, 2019 8:42 pm
by berto
Thanks most of all to you!

CTGW PotzBlitz is on my short list of games/mods I will gladly play. Unfortunately, I have little to no free time in the near to mid term to actually play it.

I still follow the mod's (slowing) progress, however.

Mod on!

Re: POTZBLITZ V9.51 AUG23th 2019

Posted: Mon Sep 30, 2019 4:31 pm
by DonCzirr
Thanks to you Robotron.

After beating all the stock scenarios, I have now started a 9.51 game of Potzblitz.

It's really great that you are keeping the game alive.

SC WW1 may shortly be stealing some thunder for this gaming category - but CTGW has its own charm that will keep me coming back for years to come ...

Re: POTZBLITZ V9.51 AUG23th 2019

Posted: Wed Oct 02, 2019 7:25 pm
by Robotron
@DonCzirr: "stealing some thunder"...that's a good one - as if anything would still be going on here anymore.
Any sign of gratitude from players is of course always highly appreciated though. :D

Thanks for the heads-up about SC:WW1 too, would probably have missed it otherwise.
I'll make damn sure I get my fingers on that game once it is out, if only to see whether any new feature seems just too familiar.
The first screenshots look very promising and the number of hexes for the map seems vastly improved compared to CTGW.