Search found 48 matches

by Tulius Hostilius
Sat Sep 08, 2018 4:26 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Units experience
Replies: 17
Views: 1814

Re: Units experience

I'm confused. Are you still getting the same error? Sorry for not being clear. That typo that I wrote here confused the things. Yes. I am getting the error posted above. The last ctgw.log is the following: Log date: 2018-09-08 17:09:50 [17:09:50][5280]Running Steam build [17:09:53][5280]Unable to r...
by Tulius Hostilius
Sat Sep 08, 2018 2:00 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Units experience
Replies: 17
Views: 1814

Re: Units experience

it's unit.luaData.experience not unit.lua.Data.experience. Can you spot the difference? Simple but quite important. Thanks... and I am terribly sorry, I made a mistake and with that induced you to a mistake. I copy the all file from yours (game.experience.lua), as you mentioned in your first post, ...
by Tulius Hostilius
Fri Sep 07, 2018 10:20 pm
Forum: Afghanistan '11
Topic: Royal Marines features
Replies: 14
Views: 2326

Re: Royal Marines features

Good question.

Just bought the DLC, I am testing it now...
by Tulius Hostilius
Fri Sep 07, 2018 10:04 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Units experience
Replies: 17
Views: 1814

Re: Units experience

So you want to use the experience system from my mod in the basic game. I'm afraid that's not so easily done but you can try the following: - copy the script game.experience.lua from data/scripts/game into the same folder of the basic mod - copy the medal graphics "exp_1", "exp_2", "exp_3" from dat...
by Tulius Hostilius
Thu Aug 30, 2018 11:43 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: New unit avaiable: Gunboat
Replies: 10
Views: 1046

Re: New unit avaiable: Gunboat

I assume canmovebyrail = false also prevents sea movement. Nope. I have the clones in false. Even so it was a surprise to see that British “smallgarrison” with steroids (and with canmovebyrail = false) crossing the English Channel. For scanning all scripts at once use the search function of notepad...
by Tulius Hostilius
Thu Aug 30, 2018 10:35 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: New unit avaiable: Gunboat
Replies: 10
Views: 1046

Re: New unit avaiable: Gunboat

LOL, that AI movement behavior was expected. Anyway, I scanned the scripts for both "smallgarrison" and unit.prototype.name == "smallgarrison" and none of the places where that term was found mentioned anything about special movement behavior. Also scanning for the unit.prototype.id == 21 and canmo...
by Tulius Hostilius
Thu Aug 30, 2018 9:08 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: New unit avaiable: Gunboat
Replies: 10
Views: 1046

Re: New unit avaiable: Gunboat

I would really need some help on this issue of the garrisons… if there is someone out there… I made two “clones” of the “smallgarrison” so I could have three types of garrisons in the game since the beginning (the initial “garrisons” were renamed Reserve Infantry). So these garrisons would only move...
by Tulius Hostilius
Wed Aug 29, 2018 6:27 pm
Forum: News & Announcements
Topic: Afghanistan '11: Royal Marines is announced!
Replies: 6
Views: 2370

Re: Afghanistan '11: Royal Marines is announced!

Interesting. A potential buyer here. A new update to Vietnam 65 would also be good.
by Tulius Hostilius
Wed Aug 29, 2018 11:03 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: New unit avaiable: Gunboat
Replies: 10
Views: 1046

Re: New unit avaiable: Gunboat

Sorry, I can't answer that for the moment. Obviously the movement of smallgarrisons is not subject to the normal movement rules which include movement points and unit chassis type movement costs on different terrain types. Yes, and I still fail to understand it. They are with the Arab small garriso...
by Tulius Hostilius
Sun Aug 26, 2018 3:30 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: New unit avaiable: Gunboat
Replies: 10
Views: 1046

Re: New unit avaiable: Gunboat

Good idea Tulius Hostilius, I think the moverment limit of 2 hexes is an smart decision :idea: Thanks Kossatx, I also though so, now, after reading Robtron post about the AI, I am not so sure. He surely has tons of hours of playtesting. So basically those are a weaker version of the already quite w...
by Tulius Hostilius
Sun Aug 26, 2018 10:58 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Introducing new units
Replies: 2
Views: 820

Re: Introducing new units

Yup, the hardest part would be the unit graphics which will have to be following the general "look" of the rest of the units or they'd stand out in a way that diminishes immersion. Advantages of new units can be modded in via the combat script, so that's not a problem. Hmmm, I don’t work well with ...
by Tulius Hostilius
Sun Aug 26, 2018 10:38 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: New unit avaiable: Gunboat
Replies: 10
Views: 1046

New unit avaiable: Gunboat

One of the first threads that I saw here was this one about a Destroyer unit, by xriz: http://www.slitherine.com/forum/viewtopic.php?f=218&t=40279 Using his idea (and reusing his graphics), I decided to go to another concept that I called “gunboat”. The term gunboat at the time could mean quite diff...
by Tulius Hostilius
Sun Aug 26, 2018 12:27 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Fog of War
Replies: 2
Views: 678

Re: Fog of War

Hehehe! Simply and brilliant!!!

Soon I will be tired to thank you :D

Thanks again!
by Tulius Hostilius
Sun Aug 26, 2018 12:25 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1399
Views: 103080

Re: POTZBLITZ V5.35 (BETA), NOV 23th

One more thing: Please be aware that the more you are modding in, the less I'll be able to help you since I don't have your modified scripts and to be frankly, I just don't have the time to go looking through the changes you made. This is not meant to sound unfriendly, but after a certain amount of...
by Tulius Hostilius
Sat Aug 25, 2018 11:44 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1399
Views: 103080

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Robotron wrote:
Sat Aug 25, 2018 11:41 pm
If you are not already using notepad++ for editing you should definitely do so.
You got me. I am not used to notepad++, I just use it to see the line numbers. Got to get used to it for this. It had a red part near the error.
by Tulius Hostilius
Sat Aug 25, 2018 11:38 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Fog of War
Replies: 2
Views: 678

Fog of War

Me and my questions…

Is there any possibility to turn off the Fog of War?

That way we could have a all picture of the map since turn 1. Ideal for modding.
by Tulius Hostilius
Sat Aug 25, 2018 11:35 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Re-naming units
Replies: 2
Views: 668

Re: Re-naming units

Robotron wrote:
Sat Aug 25, 2018 10:57 pm
There's no way I'm aware of and I've looked long and hard to find one.
That was already my idea, but I still had the expectation that in the line where we put the unit we could add a command to rename it. It would be awesome in historical acurancy.

Thanks anyway.
by Tulius Hostilius
Sat Aug 25, 2018 11:31 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1399
Views: 103080

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Got it, I missed a coma after Liege!!!! sorry!
by Tulius Hostilius
Sat Aug 25, 2018 11:26 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1399
Views: 103080

Re: POTZBLITZ V5.35 (BETA), NOV 23th

In the vanilla version the Germans were as good as never be able to take Brussels, it's a deficiency brought about the very defensive AI stance. If the game keeps crashing please provide the last savegame (autosave.endturn) before the crash or the ctgw.log (usually to be found in your Documents fol...
by Tulius Hostilius
Sat Aug 25, 2018 10:34 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: POTZBLITZ V9.51 AUG23th 2019
Replies: 1399
Views: 103080

Re: POTZBLITZ V5.35 (BETA), NOV 23th

The problem is that the AI code has been edited quite a few times during development and there are bits and pieces flying around which are obviously "hacks" or improvements that ended up nullifying older parts completely. Thus it is very hard to discern what parts are deprecated and what is going o...

Go to advanced search