Search found 150 matches

by kirk23
Mon Nov 27, 2017 5:21 am
Forum: Game Ideas
Topic: Victory in the Pacific / War At Sea
Replies: 1
Views: 1354

Victory in the Pacific / War At Sea

Victory in the Pacific (VITP) is a board wargame published by the Avalon Hill game company in 1977. Based on the game system first used in War at Sea, also published by Avalon Hill, the game deals with the Pacific Theater of Operations of World War II. A two-player game that can last up to five hour...
by kirk23
Tue Dec 06, 2016 7:44 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: A few questions about modding
Replies: 4
Views: 1506

Re: A few questions about modding

You have to add the new city to the language files also.
by kirk23
Thu Aug 04, 2016 7:36 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 85739

Re: POTZBLITZ: a mod for CTGW UPDATE V2.2.3

That's certainly possible but since the "tech tree" in CTGW is totally linear with no branching it's just about squeezing more techs into the allotted timeframe. More unlocked techs mean more updating of units which in turn will require a lot more PP. Then you need all the graphics for the techs wh...
by kirk23
Sun Jul 03, 2016 10:22 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 85739

Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Robotron, I noticed the game crashes if you want to play the video introduction to the 1914-18 . You can solve this crash by, copying the 1914-18 Video file, and rename it potzblitz

Now gamer's can watch the intro video without the crash issue.
by kirk23
Wed Jun 29, 2016 10:54 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 85739

Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

Robotron, I just noticed that you have removed Cuxhaven from the map, and replaced it with Emden! Having Wilhelshaven and Emden together, will cause a crash to the game, because a City hex can't have 2 adjacent ports in close prox, the AI does not know which port belongs to what City. Over at the Ma...
by kirk23
Wed Jun 29, 2016 1:25 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 85739

Re: POTZBLITZ: a mod for CTGW UPDATE V2.1

The hardest part to modding the game, I found was trying to please everyone else, and after almost 2 years of trying both officially and unofficially, to improve the game,with the hope of making the game better for everyone. My advice to you Robotron, is make the game the way you personally are happ...
by kirk23
Fri Jun 17, 2016 10:07 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 85739

Re: POTZBLITZ: a mod for CTGW RELEASED!

ga 1 do like nothin, sg has ga 2 we had ga1 + sh2, thats way better than 1+0 but im not scared to disband any useless unit and they are just few there, so i will appreciate them as extra pps Disbanding units that are of no importance in your eyes, just so that you can get PPs to build Air units, ma...
by kirk23
Thu Jun 16, 2016 10:44 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 85739

Re: POTZBLITZ: a mod for CTGW RELEASED!

Trenches are a no-go, not possible on 1st turn a nation joins, sorry. But I will reinstall infantry in Brussels, had removed it to help CP AI. Hi, I'm really impressed by the massive amount of changes in the Events Lua, I started a game as the CP, but soon realized that my normal method of game pla...
by kirk23
Sun May 29, 2016 9:48 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ mod Update V3.4 (DEC 11th)
Replies: 995
Views: 85739

Re: POTZBLITZ: a mod for CTGW

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!
by kirk23
Wed May 11, 2016 6:57 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 3853

Re: Naval AI not repairing its ships!

Hi Robotron, Thanks for the workaround naval repair event, I tried it out and the AI still does not repair its ships sitting in ports? But one strange thing I have noticed, is if I attack a ship in port with one ship, and its causes damage to the enemy ship in port, and I make a second attack with a...
by kirk23
Sun May 08, 2016 11:04 am
Forum: Commander - The Great War: Tech Support
Topic: How to force the AI to repair its ships?
Replies: 4
Views: 2147

Re: How to force the AI to repair its ships?

what I can't do is tell the AI to repair its ships, and for me this is off vital importance, in fact I would go as far a say its a game breaker! What I can see from looking at the Lua script, is that the AI repairs, any unit that it considers in the frontline. The problem is Naval units don't come u...
by kirk23
Sun May 08, 2016 11:00 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 3853

Re: Naval AI not repairing its ships!

@nehi: let's be more constructive and stop bickering about the ai being bad which we all already know. A complete AI re-coding will never happen anyway but we can try to adress the points where it might be in need of fixing once we can figure out how it's working. @kirk: Totally agree with you abou...
by kirk23
Thu May 05, 2016 6:32 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 3853

Re: Naval AI not repairing its ships!

@nehi: let's be more constructive and stop bickering about the ai being bad which we all already know. A complete AI re-coding will never happen anyway but we can try to adress the points where it might be in need of fixing once we can figure out how it's working. @kirk: Totally agree with you abou...
by kirk23
Wed May 04, 2016 11:02 am
Forum: Commander - The Great War: Tech Support
Topic: How to force the AI to repair its ships?
Replies: 4
Views: 2147

How to force the AI to repair its ships?

Hello, I'm trying to solve a problem, that is top priority for me in my games. I need the AI to repair its ship's in the same way it routinely repairs its land forces. I think that maybe altering the AI Economics Lua data file might fix the issue, but so far all my attempts have failed. function AIP...
by kirk23
Wed May 04, 2016 10:52 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 3853

Re: Naval AI not repairing its ships!

The only way the game is going to improve, is if modders do it themselves, because if we don't try then the game is dead, and I for one don't want to see the game die, its potential for improvement is to great. All the game needs is time spent, fixing the AI's short comings, and then hopefully we ca...
by kirk23
Wed May 04, 2016 9:49 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 3853

Re: Naval AI not repairing its ships!

Hi Robotron thanks for the info, I have tried the game using the above coding, and I still can't get the AI to repair any ships. Its more than possible that I have applied the code incorrectly,which would not surprise me one bit. Anyway I will continue trying to get the AI repair ships as a matter o...
by kirk23
Wed May 04, 2016 12:41 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Naval AI not repairing its ships!
Replies: 22
Views: 3853

Naval AI not repairing its ships!

Hi guys, has anyone discovered how to make the AI repair its ships, especially its Dreadnoughts, because in all the games I play the AI does not repair its damaged ships ever?
by kirk23
Thu Apr 28, 2016 9:56 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Manual control of Convoys?
Replies: 4
Views: 1886

Re: Manual control of Convoys?

Thank you that worked a treat first time, very much appreciated. Now I can spend some more time trying to improve the AI? :D
by kirk23
Thu Apr 28, 2016 8:47 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Manual control of Convoys?
Replies: 4
Views: 1886

Re: Manual control of Convoys?

Hi thanks for reply, I believe you are right, only problem is I'm now trying to get the script right, as it appears something is a miss. Trial and error will solve it I think, thanks for telling me where to find the solution cheers!!
by kirk23
Thu Apr 28, 2016 12:00 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Manual control of Convoys?
Replies: 4
Views: 1886

Manual control of Convoys?

Hi guys in the mod I'm working on, you can control Convoys manually, that is not the problem. The problem is I can't seem to get the pop up message to appear, telling you that you have UNMOVED CONVOYS? All the other pop up messages appear for ,UNMOVED TRANSPORTS and UNMOVED COUNTRIES.

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