POTZBLITZ mod Update V3.4 (DEC 11th)

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Robotron
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POTZBLITZ mod Update V3.4 (DEC 11th)

Post by Robotron » Wed Feb 24, 2016 8:57 pm

Hi folks!

For more than a year I've been tinkering around with the scripts to make my own mod, called "Potzblitz" (which could be roughly translated as 'cor blimey!' a favourite saying of Emperor Wilhelm II ).
This mod is for the PC Version of the game. Maybe you are interested?

Image

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DOWNLOAD LINKS

V3.2 MOD (the basic mod, download and install this (see Installation procedure further below) first if you have not done so already)

https://drive.google.com/open?id=0B0N7V ... XFhV0Y2Znc
(download button in top right corner)
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LAST UPDATE VERSION IS 3.4: Sunday, DEC 11th, 17:45 MET (just the update with crucial changes, you need to have installed the V3.2 mod first!!!!!!!!!!!)
Update V3.4:
https://drive.google.com/open?id=0B0N7V ... 0ZRUm5EU1E

(click on download arrow-button in top right corner!)

IMPORTANT NOTES!

This mod was created for the standard Windows-PC install and Steam versions. Ipad is not supported and will never be!

It requires a CLEAN 1.66 INSTALLATION of the game or else it will crash, so update your game if need be. If your version is 1.12 please update to 1.52 first, then 1.64, then 1.66.

For PBEM multiplayer: only the player hosting the game will be required to have the mod installed.
Installing the mod will compromise your ability to host (not accept) vanilla multiplayer games, you can only host PotzBlitz multiplayer games once you have installed this mod or accept challenges by players hosting the vanilla game.
Just use a separate installation of the vanilla game if you want to be able to host multiplayer challenges using the vanilla game rules again.

The mod was designed for experienced gamers who find the standard CTGW game to be too easy. Unexperienced players might very well get stomped vs the AI or be confused by certain new game mechanics (which are explained in the PDF included with the mod, so do read the new rules!)

The mod only covers the 1914-18 Grand Campaign scenario.

The mod only supports english language, choosing another language will cause a crash.

The mod is meant to be played on the balanced level or else it might crash.

Upon loading you can choose the mod from the scenario list as usual.

Image

INSTALLATION

Installing the mod is no rocket science: all you have to do is to copy and paste a single folder.

Here's how it's done:

If this is the first time for you to install this mod, make sure, your game is updated to the last official version: V1.6.6

You might want to backup the whole CTGW folder beforehand so you can continue to play the stock version of the game at any time. To be able to play the mod in multiplayer only the hosting player needs to have the mod installed.

Just unpack the folder called "Data" from the zip archive you just downloaded and put it into the game's main directory. There should already be a folder called "Data" there or else you are not in the main directory.
Overwrite the "data" folder with the new one from the archive.
Do this once for the basic mod, then repeat it with the folder from the update.

The included PDF has a whopping 98 pages, it is not meant to be learned by heart but is a reference for people who want to know what exactly will be going on in Potzblitz V3 without having to learn lua to have a look at the scripts.

However I would strongly suggest reading the first few pages with the "General information" bits to get yourself acquainted to some very important new game mechanics.

IF YOU EXPERIENCE A CRASH:
First try and see whether the crash is reproducable by restarting from the last autosave.endturn.

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 folder, so look in "My Documents\My Games\Commander The Great War".
Put the ctgw.log and/or autosave.endturn files into a .zip or .rar archive and attach them to your post using the forum's "upload attachment" feature.
HINT: This log is overwritten every time you start the game. Please make a copy of the log after any crash/bug you want to report before reloading the game.

Alternatively you can just post the "error" message at the end of the ctgw.log, usually this holds enough information to fix a bug but in some cases the last savegame is required for me to get the "bigger picture".

Not to be taken orally. Avoid driving a motor vehicle, or operating heavy machinery. Store in a cool, dry place. Batteries not included. Do not immerse product in water. Eat at Joe's! :wink:

If you enjoy this mod and/or want it to get further improved please drop a comment so I can see my time and efforts put into this project were not wasted.


FEATURES:

Gameplay:

- 60 gameturns limit: beginning with 1915 a gameturn will cover a month (tech research times adjusted accordingly)
- no free upkeep, factions income adjusted accordingly
- small garrisons cost no upkeep
- winter may begin in november and may last until april (10% chance for each)
- commanders can be killed in battle (1 in 6 chance if commander's unit is destroyed) or by events
- moving units lose 0,3 efficiency
- home port bonus and naval home region bonus halfed
- fortress bonusses slightly reduced
- new cities: Ypres, Dresden, Lublin, Radom, Byalistok, Pristina, Anzac Beach, Mainz, Ossowitz, Lotzen, Trabzon, Bitlis, Dvinsk, Polotsk and many more.
- convoys now give between 10 and 100 PPs and between 5 and 20 manpower if undamaged, less if they took a hit.
- every country gains 2% of it's manpower value per round as bonus to manpower (thanks to Historicon for the hack)
- as long as the North Sea Blockade is in effect, Germany and Austria-Hungary will lose morale due to hunger which will be insignificant at the start of the game but will grow worse and worse. This can be (theoretically) countered by building enough naval forces to force a decisive defeat upon the Royal Navy. Once the US enter the war this will become almost impossible, so you better win the war FAST as the Central Powers!
- Bulgaria will now join the Central Powers, if AH is doing good enough in Serbia. Capturing Belgrade and Kraljevo will trigger Bulgarian war entry given enough time, despite Bulgaria joining date being "red". But watch out for Romania's (or Greece's!) reaction.
- The Entente player may only directly spawn garrisons, cavalry and armoured cars in Egypt. This will cost a transport move! All other units must be shipped in via transports.
Note that deployment hexes for transports for Britain and France at the southern border of the Red Sea and the Gulf of Persia are only available IF you as the Entente player have transport moves left!
- ammunition factories are way cheaper (cost more than halved).
- laboratories for techs are way more expensive upkeep-wise but provide more research speed.
- hex coordinates displayed next to gameturn-counter.
- Air Aces can only be gained by researching techs or shooting down enemy aircraft...not by blasting air units with ground or naval units.
- attacked or sunk convoys in the Baltic won't cause blockade to CP anymore unless Sweden joins CP via special event.
- all other CP convoys must be completely sunk to cause a blockade.
- certain commanders need techs to unlock.
- new game mechanic: called "collapse points". Certain catastrophic events (generated by analysis of the situation on the map) now generate "collapse points". Any major nation with 10 or more collapse points really gets into deep(!) trouble. This mechanic is meant to rectify certain situations where a nation is still at high morale despite the general strategic situation indicating the contrary.



Units:
- artillery more powerful: basic strength raised from 3 to 5 which really makes them useful now, especially after the new upgrades. more BOOM! for your bucks
- Battlecruiser unit (by Kirk23): stat-wise a hybrid of pre-dreadnoughts and dreads...strong enough to sink everything but real dreads, fast and cheaper than dreads and have LOS of 3. They qualify for "dreadnought lost" though.
- fighters reduced to 0 ground attack and 0 shock until further techs unlocked (no more stuka fighters!)
- submarines have been beefed up (especially with unlocked sub techs) but cost is raised from 22 to 35. They gain 1d6 (1 to 6) extra attack strength against convoys and transports only.
- light cruisers are now submarine killers with sub-attack of 12!
- armoured trains come with more shock and better attack and defense but they use 1 ammo now.
- Arab Cavalry has extra shock, lower ground attack but fastretreat like armoured cars now.
- infantry costs 30, cavalry 25 and garrisons 15pp.
- cavalry has LOS reduced to 2 less ground attack and no more assault.
- many more changes I cannot recall right now, but I'm sure you'll notice them.


Techs:

All tech research times adjusted, starting techs modified
- industrial warfare defense bonus raised from 4 to 6
- steel helmet lost 1 aussault but gained 1 ground defense
- flamethrower gains 1 shock
- Poison Gas takes longer to research but Gas masks come earlier. Gas effect is more efficient if "specialised shells" got researched. Will only cause the "First gas attack" event if "specialised shells" got researched and 2 or more casualities were caused (actually it's 2,5 (25) casualities since the game internally calculates a units hitpoints and casualities in 100s, not 10s).

Events:

- 243 new events some of which can branch out in many "what-if" scenarios according to the situation on the map or luck, including among many others:
Brussilov Offensive, Battle of Tannenberg, Siege of Verdun, Hunt for the "Emden" cruiser, German military mission to Turkey, Battle of Jutland, Hunger Crisis, Rasputin, Donation of Trento to Italy, War Propaganda, Serbian Typhoid Epidemic, War Bonds, Women in the Workforce, Spys and Counter-Spys, Battle of Sarikamis, Armenian Uprising, Arthur Bopp etc.

existing events have been totally overhauled and freed from several ugly bugs. Thanks go to Sabratha whose events I have also shamelessly included and expanded upon ;)
For a description of the major events see my post from May 31st in this thread.

AI:
The AI has been told how to properly behave as CP or Entente...sometimes it will even listen to what it has been told. ^^

Randomisation:
Starting tech levels, ammo levels and starting pp are mildly randomised for certain nations. Also,while key events of the war can usually be expected to fire around their historical date (give or take a few turns) they might under certain circumstances go wildly off kilter. Be prepared for some surprising twists.


Commanders:
36 new commanders including Moltke, French, Ludendorff, Samsonov, Beatty, Lanrezac, Immelmann, Enver Pasha, Colmar von der Goltz, Putnik, Ivanov, Potiorek, Townshend, Liman von Sanders, Hipper, Von Spee (if he survives!), Souchon etc.
All the new and existing commanders stats have been carefully re-designed to reflect their impact on the war.

V2.1 UPDATE

- disbanding units will yield less refund. This is meant to encourage playing with the units given from the startup.
- deleting labs will cause your equipment to outdate. If the enemy has more than triple the amount of labs than you, you will suffer severe production point and manpower loss and combat penalties.
- AI has been told to go easy on the railroads
- Hoetzendorf and Khalil Pascha have lost their negative base defense modifiers
- a few new events
- some major bugfixes
- Cossack event has been toned down slightly: only russian units on german hexes will cause morale loss. This can be countered by having german units on russian hexes. Only 50% of the hexes will count in case of "Russian Surprise attack".
- "Tannenberg" event will trigger if Germany has destroyed 5 "points" of russian units. Infantry will count as 5, cavalry as 2 and garrisons as 1 point. (AI-Germany only needs 1 point, because poor AI is so defensive).
- General Samsonov will always die if you destroy his unit.
- AI repairing ships should now work correctly
- western front slightly modified, should be a little bit easier now
- german morale loss for failing to capture Paris in 1914 reduced
- several small changes to other events
- Hint: as CP you must try to sink as many convoys as possible to cause a British Food Crisis and have a decent amount of surface warships in the North Sea to break the British blockade.


UPDATE V2.2.3

- 35 new events
- thinned-out borders to better spot rivers beneath borders graphics
-New french cities Le Mans, Amiens and Reims and shifting of PP in France and Italy to make the AI defend France longer. As of now the AI seems to be bent on defending the fronts with the best mixture of terrain bonusses and valuable cities but I still don't have a proper clue at how and where this is computed in detail, so bear with me.
- Serbian Typhoid event toned down at the cost of Serbian cities losing some PPs, but Russia will compensate by sending PP and ammo to Serbia until "Russia Supply Crisis" event kicks in (also every French, British or Italian unit on Serbian soil will generate bonus PP for Serbia). As CP singleplayer vs Entente AI general Putnik will be available from the start.
- French general Lanrezac will be dismissed sooner (if this happens, General Gallieni will defend Paris with a garrison instead of an infantry)
- German subs in Atlantic might break the British Blockade but may also lead to "Severe Blockade" event (chance for both alliances to quickly ruin relations with minor factions) and "Unrestricted Submarine Warfare" or even "Gott strafe England (may God punish England)" events, raising German morale, raising the chance of Britain Food Crisis but angering USA even more!
- French General Maurice Sarrail being available for the Allied Army of the Orient or at the Salonika Front
- ALL (not only Germany and AH) factions will get their first Flying Ace upon having researched "Armed Aircraft" tech and balancing of Fighter-Techs rescripted. Now it pays off again to perform fighter raids on enemy fighter units!
- tanks got upgraded so they are at least somewhat powerful to make them worth researching, especially for Britain (event "Swinton" might lead to premature introduction of tank units for Britain)
- Entente AI in Egypt rescripted, should put up a decent fight now
- all nations will start to collapse sooner via "collapse points"-gameplay mechanic
- Russian Entente AI told to go easier on the Caucasus (again!)
- Romania and Portugal will enter the war sooner
AH can transfer its starting artillery to the German Western Front deployment zone, resulting in the "305mm siege mortar" event to help blasting Liege, using up all of AHs ammo.
(put the AH artillery west of Frankfurt to automatically trigger this event in turn 3 when firing the German artillery at Liege.)
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- "Ersatz" surrogate foodstuffs can help to mitigate the German Famines by putting an extra lab into artillery research after chlorine gas has been researched (sorry, couldn't come up with a better solution, the reasoning is that extended research into chemistry will eventually lead to by-products that can be used to create new sources of food)
- putting an extra lab into German "air" techs might trigger the "Fokker" event, which instantly unlocks the "synchronisation gun" tech for Germany.
- same for artillery, after researching "aerial recon": put an extra lab into "artillery" and the "Bruchmüller" event might eventually instantly unlock the "creeping barrage" tech for Germany.
- Russian Minister of War Polivanov can help the Russian supply crisis (and Rasputin will have him removed, maybe)
- chance of accidently sinking of neutral vessels other than the US (ruining relations to random neutral nations)
- US economic help to the Entente before war entry (as soon as US becomes bothered about the Entente might be losing the war)
- British blockade might anger neutrals
- cavalry suffering additional losses vs nations with "industrial warfare" tech
- Hughes getting elected instead of Wilson is a possibility now, according to the course of the war
- desertions in Turkey will lead to units losing hitpoints if you constantly attack with Turkey and overexpand your fronts
- Jihad-event will help Turkey by giving a slight combat bonus and immunity to desertions until the Jihad is clobbered out of them by suffering too many losses
- border war with Mexico might hinder US war effort, also "Zimmermann Telegram" event may then accelerate US war entry if Germany has accumulated too many collapse points
- German Battlecruisers placed in the North Sea might conduct raids on British coastal cities on their own (at a very, very small risk of getting sunk, according to Entente's naval strength in North Sea)
- Germany can mitigate the Food Crisis events by conquest of other nations
- Entente or CP AI might decide to build new labs, which the vanilla AI was unable to do
- more minor tweaking of stats and stuff

UPDATE V2.5

- 13 new events, including a chain of events covering Greece war entry
- aggressive Serbs! watch out, Franz-Joseph! ^^
- 2 new generals: Cadorna (IT) and Boehm-Ermolli (AH)
- new cities: Rovno, Grodno, Chernowitz, repostitioning of Reims, Lotzen
- rearranging of German starting forces in East Prussia and Russian attackers
- retreating Prittiwitz behind the Vistula will bring in Hindenburg and end the "Cossacks are coming" morale drain.
- AH forces in contact with Russians in Galicia will have a small chance of suffering damage to hitpoints and efficiency due to Hotzendorf's obstinacy. This will end as soon as Galicia has been overrun or after a few turns have passed.
- rebalancing of events (Serbian Typhoid made less deadly, Russian Supply Crisis more severe)
- major bugfixes and rescripting of stuff that never worked as intended (e.g. breaking the British Sea Blockade, French Army Mutiny, Brussilov Offensive)
- new never-seen-before bugs :P (let's hope not!)

UPDATE V3.0
- huge documentation detailing the events and game mechanics
- experience point system for units with medals displaying unit ranks
- new NATO style counter courtesy of fellow forum member satchel
- optional roundels also made available by satchel to replace unit flags. To use those copy the content of the "roundel" folder into the "flags" folder located in: data/graphics. Be sure to backup the folder before in case you want to revert to the original unit flags.
- collapse point display on resource panel
- mines!
- 6 new commanders, 36 new events
- new cities/fortresses: Quednau, Iwangorod, Namur,
- major rewrite of code, bugfixes and stuff

Update V3.4

Improved CP AI (way more aggressive, but still dumb)
Catastrophic French morale loss bug in singleplayer vs CP bug fixed
convoys in singleplayer vs CP were sunk too often, I lowered the chance according to anti-sub techs and number of light cruisers in Entente navys
Zep ammo consumption lowered to 1 but there will be a hard limit of how many Zeps (and bombers) any faction can build (total number of Zeps/bombers can not be higher than the tech level of according research branch)
Gaza will receive a garrison.
French small garrisons in Reims and Amiens will be replaced by garrisons. To compensate, the Belgian armoured car unit will be removed from singleplayer mode too. We shall miss him! ^^
"Hotzendorf attacks" and "Attaque a outrance" will cause more damage.
CP Subs in multiplayer and singleplayer vs CP will gain an additional D6 of attack strength.
Cost for upgrading sea transport bug fixed (upgrade cost was lowered while sea transports were in use, for instance for Britain the cost was shown as 120 pp but only 60 got deducted when 2 transports were already in use)
Russian Supply Crisis chance and effect raised drastically
bug, where nations could have negative value for collapse points fixed
damage from sea mines reduced
less damage from naval bombardment
artillery units gain less experience

Cheers! 8)
Last edited by Robotron on Mon Apr 24, 2017 5:24 pm, edited 119 times in total.

Sabratha
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Re: POTZBLITZ: a mod for CTGW

Post by Sabratha » Wed Feb 24, 2016 9:11 pm

Seeems interesting, especially the events.

Please let me know in case you find a way to change the "original hex owner" parameter. I could use that a lot.

BuddyGrant
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Re: POTZBLITZ: a mod for CTGW

Post by BuddyGrant » Thu Feb 25, 2016 12:32 am

Interested:-)!

operating
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Re: POTZBLITZ: a mod for CTGW

Post by operating » Thu Feb 25, 2016 2:06 am

Robotron

Were you able to make changes to the map? For instance; Tallinn port blocking way to St. Pete's and/or visa-versa if CP captures Tallinn, a port to the east of Constantinople, clearing the way for CP convoys to exit Norway in 1915 to 17 scenarios?

All in all your Mod sounds excellent! Think Zep range is too far, agree on price. manual or auto convoys? Do attacking units lose 3 efficiency during attack or after attack is resolved, (maybe I'm reading that wrong)? Is it possible for a nation to gain back NM it once lost? Can dreadnaughts hit 2 hexes inland? Are battlecruisers a buildable unit or upgradable? Has anything changed with #'s RRs, transports, ammo stockpiles (ie; to start with, costs to attain, ect.)?

Am I to understand: That there are more scenarios than stock scenarios? If so, this is going to be one massive mod! Hallelujah... :)

Congratulations,, Bob

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Thu Feb 25, 2016 6:03 pm

@Sabratha: I'm just as clueless on how to edit the map as everybody else. Let's hope the devs release that editor however uncomfortable to use it might be. :|

@operating: regarding your questions:

This mod will only cover the 1914 scenario but I might have a look into the other scenarios at some point

Automatic convoys as per usual.

Unit will lose 0,3 efficiency when moving. They will use the normal amount when attacking.

Yes, national morale can be regained as usual, mostly by having a good ratio between casualitites vs. kills as per the normal rules in the script.

Battlecruiser are a new unit on their own.

Dreadnoughts and Battlecruisers can hit 2 hexes inland. I'm still not sure, if this is too much regarding game-balance. From a realism perspective it surely seems way too much.

Railroads and ammo starting values will be the same.


At the moment I'm trying to find a way to make the AI more challenging either by including more scripted moves or by readjusting the calculations for front prioritizing but those scripts are a complete hell to understand.

nehi
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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Thu Feb 25, 2016 8:32 pm

quite interesting, but boosting navy will just doom cp more

range 2 especially inland with that navy superiority...

ammo needs to be cheaper and/or more accessible, to balance nerfed airforce or stalemate will be unevitable and forever (ok, just to the point entente will use their navy and balloons properly)

operating
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Re: POTZBLITZ: a mod for CTGW

Post by operating » Fri Feb 26, 2016 1:19 am

In reference to NM, what I meant is: When a side (nation) loses a city, that sides' NM receives a -5 NM or greater "permanently", even if the city is recaptured by its owner, or it's owner's side. Has this formula changed?

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Fri Feb 26, 2016 3:15 am

operating wrote:In reference to NM, what I meant is: When a side (nation) loses a city, that sides' NM receives a -5 NM or greater "permanently", even if the city is recaptured by its owner, or it's owner's side. Has this formula changed?
That NM loss is never permanent, you can always regain lost NM, therefore I will not change the moral hit for losing citys.

To be more specific: NM ist calculated by the following factors:

- city loss events ("Paris Captured", "Warsaw Captured" etc.)
- other events (mostly minor effects)
- army strength VS max army strength (strong effect), meaning: build the biggest army possible to get maximum morale boost
- kills/casualties (modifier to army strength > the worse army performs, the weaker the effect of army strength)

Total NM = sum of all above.

Hope this helps.

nehi
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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Fri Feb 26, 2016 2:01 pm

and russia definitely dont lose 5 per city, even majority of french cities do less

but "event" cities and fortresses do a lot

btw its complicated to prolong scenarios turn limit? i like kaiserschlacht (1918), but its really impossible to win it as entente in 20 turns vs any opponent (vs ai its a piece of cake)

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Re: POTZBLITZ: a mod for CTGW

Post by kirk23 » Sat Mar 19, 2016 1:09 pm

Robotron wrote:Hi folks!

For the last six months I've been tinkering around with the scripts to make my own mod, called "Potzblitz" (which could be roughly translated as 'cor blimey!' a favourite saying of Emperor Wilhelm II ).
This mod is for the PC Version of the game. Maybe you are interested?

Image


It features the following changes:

Gameplay:
- no free upkeep, factions income adjusted accordingly
- small garrisons cost no upkeep
- winter may begin in november and may last until april (10% chance for each)
- commanders can be killed in battle (8% chance if commander's unit is destroyed) or by events
- moving units lose 0,3 efficiency
- home port bonus and naval home region bonus halfed
- fortress bonusses slightly reduced
- new cities: Ypres, Dresden, Lublin, Radom, Byalistok, Pristina, Anzac Beach, Mainz, Ossowitz, Lotzen, Trabzon, Bitlis, Dvinsk, Polotsk and some more
- convoys now give between 10 and 100 PPs and between 5 and 20 manpower if undamaged, less if they took a hit
- every country gains 2% of it's manpower value per round as bonus to manpower (thanks to Historicon for the hack)
- as long as the North Sea Blockade is in effect, Germany and Austria-Hungary will lose morale due to hunger which will be insignificant at the start of the game but will grow worse and worse. This can be (theoretically) countered by building enough naval forces to force a decisive defeat upon the Royal Navy. Once the US enter the war this will become almost impossible, so you better win the war FAST as the Central Powers!
- AustriaHungary will start with more hitting power vs the Serbs but even less troops at the russian front. Russia will have more troops gathered at the austrian border so you will really see Lemberg and Przemysl fall against the AI!
- Bulgaria will now join the Central Powers, if AH is doing good enough in Serbia. Capturing Belgrade and Kraljevo will trigger Bulgarian war entry given enough time. No more "red" Bulgaria, but watch out for Romania's (or Greece's!) reaction.

Units:
- artillery more powerful: basic strength raised from 3 to 5 which really makes them useful now, especially after the new upgrades. more BOOM! for your bucks
- Bombers were significantly toned down: no more shock! use less ammo though: 1 instead of 3 but take longer to research
- Zeppelins have more range and LOS now and lost 1 shock and got more expensive (40pp)
- Dreadnoughts have range and LOS 2 and use 2 ammo for bombardment (as do pre-dreads and Battlecruisers), cheaper and faster to build now (60pp/18 turns)
- Battlecruiser unit (by Kirk23): stat-wise a hybrid of pre-dreadnoughts and dreads...strong enough to sink everything but real dreads, fast and cheaper than dreads and have LOS of 3
- fighters reduced to 0 ground attack and 0 shock until further techs unlocked (no more stuka fighters!)
- submarines have been beefed up (especially with unlocked sub techs) but cost is raised from 22 to 30
- light cruisers are now submarine killers with sub-attack of 8!
- armoured trains come with 2 shock and better attack and defense, cheaper too (20pp, was 25)
- Arab Cavalry has extra shock, lower ground attack but fastretreat like armoured cars now (still can only be built by Arabs or by Britain after the "Kuwait Revolt" Event has fired)



Techs:

All tech research times adjusted, starting techs modified
- industrial warfare defense bonus raised from 4 to 6
- steel helmet lost 1 aussault but gained 1 ground defense
- flamethrower gains 1 shock
- Poison Gas takes longer to research but Gas masks come earlier
- Artillery counter fire comes earlier

Events:

- 150+ new events some of which can branch out in many "what-if" scenarios according to the situation on the map or luck, including among many others:
Brussilov Offensive, Battle of Tannenberg, Siege of Verdun, Hunt for the "Emden" cruiser, German military mission to Turkey, Battle of Jutland, Hunger Crisis, Rasputin, Donation of Trento to Italy, War Propaganda, Serbian Typhoid Epidemic, War Bonds, Women in the Workforce, Spys and Counter-Spys, Battle of Sarikamis, Armenian Uprising, Arthur Bopp etc.

existing events have been totally overhauled and freed from several ugly bugs. Thanks go to Sabratha whose events I have also shamelessly included and expanded upon ;)

Commanders:
20 new commanders including Moltke, Ludendorff, Immelmann, Enver Pasha, Colmar von der Goltz, Putnik, Ivanov, Potiorek, Townshend, Liman von Sanders, Hipper, Von Spee (if he survives!), Souchon etc.
All the new and existing commanders stats have been carefully re-designed to reflect their impact on the war.


I would like to thank DanielHerr for the help he gave me to understand the scripts!


If you are interested, I will upload the mod and a PDF detailing the new events so you know what to expect.
Also I'd be glad to hear about what you think of the changes I made.

Cheers!
I have been away from the game,for a while now,and I'm very interested in your mod, is it available to download somewhere,also I would like to help the game,and its future development, so I'm open to any suggestions,and I offer my assistance,in an attempt to finally make this superb game,what it should have been from day one.

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Wed Apr 20, 2016 10:42 pm

After much trying and testing (and frustration) I've decided to continue work on this mod with the aim of a 1914 scenario for singleplayer CP vs. the AI as the first design goal for the time being. I also took up chain-smoking again in the process, but this is just a side-effect of waiting for the AI to finally finish it's planning phase only to crash for the umpteenth time due to me messing with the scripts. ^^

All new features and events mentioned in the starting post are working well and will be included, apart from dreadnoughts, pre-dreads and battlecruisers having range of 2, which will be reduced to 1 again.
I'm also pondering about on whether to shorten the game to 1month/turn (with 1914 being played in the normal 2weeks/turn mode) to shorten the playtime as the game just takes too bloody long in my opinion.

My reasoning to release my mod as single player CP vs Entente AI:

- CP lost the war and everybody seems to like playing the losers, especially if they are the "bad guys", right?

- it takes more skill to win as the CP: they are the underdogs production-wise, even if playing vs the Entente AI you need more skill (or patience) to win than vice versa. Yet playing the "losing" side that is on the offensive (as in Axis & Allies, PG, PK etc.) is in my opinion always more interesting, which brings me to my next point:

- the AI in general is coded just too defensive to allow for a feasible singleplayer vs. the CP AI to be any challenge without coming up with some kind of plausible "handicap"-mechanism. Re-coding the AI is way beyond my skill, I only found some starting points adressing front bias and scripted moves...but for now it's just not working good enough. The AI-code is literally peppered with comments from former AI-coders about what would have to be altered for future releases just before said coders lost their minds, runnig off, probably screaming!

Also please consider: being unable to playtest the game without a proper two-player hotseat-mode, editor or even a possibility to show hex-coordinates and being able to move units at the same time is a cumbersome nightmare (which made me pause finishing the mod in the first place).

- multiplayer games just don't seem to happen, or do they? From what I read challenges are broken off by forgetful people or plain bad losers or never starting at all for technical reasons all the time or everybody is just exploiting any gameplay-gaps to the max, at least according to the AA-reports here on the forum. While I can't help against bad losers but can adress the exploitation things by altering units stats etc. , I personally see no point in putting effort into a multiplayer version if there are technical reasons marring the experience. Also I would like to get feedback from mulitplayer-players (yes, users nehi & operating I'm looking at you!) to come up with more ideas on how to balance things.

Call me lazy, but in my opinion there is NO way with the current state of the AI to create a SINGLE 1914 scenario that is challenging and/or balanced for both sides on singleplayer AND multiplayer at the same time.

nehi
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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Wed Apr 20, 2016 11:43 pm

u r right about the ai, but its common (not just ctgw) that is better in defense than offense, its easier to set some rules how to do line of defense, but attacks needs more detailed planing (so i guess much more complicated algorithm, which cant be effective and fast enough both at once)

ive tried "All this madness" mod and i like its economy, u cant have there 30 airplanes and for me 10 is not spam, but maybe only way to cut through trenched infantries

i think production/small garrisons its only real problem of vanilla

as i said earlier, navy with range of fire 2 would be great advantage for entente, for example in belgium, now they can harras coastal hexes with 2 shots per turn on one hex, with longer range it could be 7 on same hex? unit there is technically dead

in my oppinion unit which need to be remastered is definitely artillery, 10 ammo per shot makes it just a bad joke

1 artillery shot vs 10 zeppelins, 1 art vs 10 cruisers, 1 art vs 3 dreads+1 cruiser = art is just too expensive fireworks (dont say its much harder set it to right position than range 16 balloons :lol: )

3 ammo per shot would be more reasonable (or some rebalancing in comparison to other ammo consuming units)

btw why are in 1.6 balloons so successful in reducing production? its almost 100%, in 1.5x it was different, dont say even ww2 carpet bombing wasnt so devastating

and last one tip, turkey is defenseless anyway, but they cant avoid coastal bombardment and it can hit their production at least by -24 (without firing theirs ancient muskets, they have to disband half army), so moving theirs production to inland cities would be nice

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Sun Apr 24, 2016 10:15 pm

Finally found a way to force the Entente AI to properly use british troops to reinforce the western front and keep the russians from sending everything to the Caucasus vs. Turkey.

Further changes made:

- infantry cost 30 pp
- cavalry cost 25 pp, spotting range reduced from 3 to 2
- garrisons cost 15 pp
- fighters cost 35 pp
- armoured cars now have spotting range of 3 instead of 4
- air aces have been given a ground attack boost to compensate slightly for the reduced ground attack stats of fighters.

(bear in mind small garrisons will cost no upkeep and production values of all nations have also been changed!)

- Ammo factories have been reduced in cost as described in my other thread (formula is now 3 * (number of factories +1)) for each upgrade to compensate for the raised cost for mentioned units.

Finally got my act together and tested all the files I made changes to on a clean 1.6 .6 installation of the game. Looking forward to upload the complete mod (ca. 70mb) after some more playtesting during the course of the coming week.

Stay tuned! :)

AJE
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Re: POTZBLITZ: a mod for CTGW

Post by AJE » Sun May 01, 2016 4:15 am

Will there be a downloadable version soon? Like nehi, I also agree that artillery ammo consumption is excessive. 2 offensive barrages should not cost your entire weekly production of ammunition.

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Sun May 01, 2016 8:16 am

Right now the only thing that keeps me from uploading the mod is a nasty bug in the new "kill commander"-function which was suddenly acting up (just as fellow forum-member DanielHerr had correctly anticipated) during my final testgame last night.
This has to do with the way the game stores information about the status of a given commander (locked, active, wounded or in this new case 'dead') in a table.

Below is the modified function which caused the game to crash around turn 50 after a few commanders had been killed.
The log mentions an "attempt to index a nil value" in the line reading "faction.luaData.commanders[commander.id].unit = nil" which is probably caused by altering the table structure by using "table.remove(faction.luaData.commanders, commander.id)". I interpret the error message that the game tries to set the info concerning the former unit of the commander to "nil" (nothing) but can't do so because that part of the table is no longer existing.

Code: Select all

   
function WoundCommander(commander, recoverTime)
local faction = game:GetFactionById(data.commanders[commander.id+1].faction)

if math.random(1,20) == 1 then
    table.remove(faction.luaData.commanders, commander.id)
    SetEvent("CommanderDeath", game.turn)

      else

      if recoverTime == nil then
        recoverTime = 3
      end
faction.luaData.commanders[commander.id].unit = nil
faction.luaData.commanders[commander.id].turns = math.random(recoverTime, recoverTime + 2)
end
end
Since I only have rudimentary knowledge about the inner workings of the Lua scripting language, this will delay the whole thing probably by a few days, I guess. :roll:
Last edited by Robotron on Sun May 01, 2016 8:38 am, edited 2 times in total.

nehi
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Re: POTZBLITZ: a mod for CTGW

Post by nehi » Sun May 01, 2016 8:29 am

what about release it without killable commanders? its just minor factor

BuddyGrant
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Re: POTZBLITZ: a mod for CTGW

Post by BuddyGrant » Mon May 02, 2016 5:46 pm

Couldn't you change the code to something like this to accomplish what you are trying to do?

Code: Select all

if math.random(1,20) == 1 then
         SetEvent("CommanderDeath", game.turn)
         recoverTime = 500
         faction.luaData.commanders[commander.id].unit = nil
         faction.luaData.commanders[commander.id].turns = math.random(recoverTime, recoverTime + 500)
else

      if recoverTime == nil then
        recoverTime = 3
        faction.luaData.commanders[commander.id].unit = nil
        faction.luaData.commanders[commander.id].turns = math.random(recoverTime, recoverTime + 2)
      end


end
end

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Mon May 02, 2016 5:51 pm

@BuddyGrant: no, or else the whole production tab would fill up with wounded commanders. :) But I think I found a solution, need only some more trial & error-testing. ^^

BuddyGrant
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Re: POTZBLITZ: a mod for CTGW

Post by BuddyGrant » Mon May 02, 2016 6:31 pm

Good luck!

Robotron
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Re: POTZBLITZ: a mod for CTGW

Post by Robotron » Sat May 21, 2016 11:22 pm

Putting on the finishing touches on the mod took a little bit more time than expected because I couldn't resist fiddling with scripted AI moves (a thankless task...but I did my best) and doing silly stunts like trying to include special sound effects for events (which also proved to be an exercise in futility). But all other stuff now works flawlessly...finally! Only need a few more games for testing gameplay-balance (as in: CP AI still around in 1916). :P

new features:

- mod now selectable via scenario choice list
- hex coordinates displayed next to gameturn-counter
- game length reduced to 60 turns...starting with January 1915 each gameturn will represent a full month (tech research times adjusted accordingly)
- submarines get a D6 (meaning: between 1 to 6) bonus to attack-strength vs convoys and transports
- Air Aces can only be gained by researching techs or shooting down enemy aircraft...not by blasting air units with ground or naval units
- attacked or sunk convoys in the Baltic won't cause blockade to CP anymore
- all other CP convoys must be completely sunk to cause a blockade
- armoured trains use up 1 ammo (they are vastly upgraded and now serve as battering rams for entrenched cities and fortresses)
- ammo factories are way cheaper
- AI now forced to repair ships in ports
- certain commanders need techs to unlock
- new game mechanic: called "collapse points". Certain catastrophic events (generated by analysis of the situation on the map) now generate "collapse points". Any major nation with 10 or more collapse points really gets into deep(!) trouble. This mechanic is meant to rectify certain situations where a nation is still at high morale despite the general strategic situation indicating the contrary.
- tech research times (in turns) are now displayed in the main research panel too, not only in the small tech research tab at the bottom of the screen: no more ardous scrolling around searching for a certain nation's progress on a certain tech.
- 180+ new events
- 26 new commanders

Any suggestions where I could upload the mod? Filedropper.com seems a good site to me.

See ya!

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