POTZBLITZ mod Update V3.4 (DEC 11th)

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

Post by Robotron » Mon Aug 01, 2016 9:25 pm

nehi wrote:btw. little trick how to manualy control convoys if u r still interested - just load autosave
Reloading is cheating.

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

Post by Zombo » Tue Aug 02, 2016 6:36 am

A little comment ( I hope you don't mind, it's meant to be constructive, I am highly appreciative of your work) about Tannenberg and Hindenburg.
It takes some time to contain the Russians, and the Tannenberg event, and Hindenburg along it, seem to appear on the average a lot later than historically. (I'm always talking MP here)

However, Hindenburg (who was put in command of the 8th Army as soon as 23rd August) did not appear as a consequence of Tannenberg, but rather to act as a initiator of it, in reaction to the gravity of the situation.
I was wondering if it wouldn't be more appropriate to have Hindenburg appear as soon three or four hexes of Germany have been invaded by the Russians (and Prittwitz gets the boot). This, in turn, would help mount a credible counteroffensive with Hindenburg leading (as historically) closer to the historical date (which, at the same time, keeps the Russian breakthoughs closer to historical proportions too) rather than having to pull the trick without him at all ( and his offensive bonuses), or any other commander, for all that matters, which is a bit weird because Tannenberg is largely seen a a victory of German superior generalship.

I would place Hindenbug on an infantry in Prussia if there is one, or a cavalry, otherwise the garrison from which Prittwitz was removed.

Also, maybe, for chrome, I would rename the event something like "Victory in the East", because Tanneberg is a specific location and the event may fire due to actions that happened nowhere near Tanneberg. ( which is the case in all the games we played, actually).

another little tought, I liked the renaming in the "All that Madness mod" of garrisons into "reserve infantry", ( as opposed to "regular infantry"), it seems more appropriate because "reserve" applies to the nature of the troop ( and explains its lower quality) while "garrison" is a circumstantial function and is not very intuitive, as sometimes "infantries" are used as garrisons, while garrisons are often used in a mobile offensive role ( for lack of better).

just my two cents

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

Post by Robotron » Tue Aug 02, 2016 8:12 am

Regarding Tannenberg: that would mean an awful lot of work rewriting the scripts just to meet historical correctness which is not the prime goal of this mod after all. Also, what should qualify for triggering the event between turn 5-6 to meet the date? Making a garrison retreat (surely not)? An early Hindenburg might even lead to a premature capture of Warsaw.

Right now I'd like to focus my time on implementing the choice options for events.

But thanks for your proposals, I'll keep a mental note in the back of my mind.

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

Post by Zombo » Tue Aug 02, 2016 9:54 am

You're very welcome

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

Post by nehi » Tue Aug 02, 2016 6:56 pm

one small notice

france has garrison in sardinia

in vanilla player can embark it and in next turn appears infantry in transport
in potzblitz there is only 1 transport for both

so i suggest replace it just by sg or place it in continental france or similar magic like in vanilla

in current situation is that garrison able to fight after like 8 turns

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

Post by Moreau » Tue Aug 02, 2016 8:25 pm

how big is a infantry unit in the game? is it a corps? a divison? a army?
also how much is 1 manpower worth in real life?
just some intresting questions not regarding the mod

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

Post by AJE » Tue Aug 02, 2016 11:07 pm

I wonder if it's possible to mod more techs into the game, as the current tech tree is somewhat simplified and sparse. A more detailed late game tech tree in particular would make the game much more interesting, like "improved shell aerodynamics" for more range and effect on guns, "engraved High Explosive Fragmentation replacing Shrapnel" for greater effect of artillery, or "all-metal aircraft" for late-era aircraft that aren't affected in bad weather like the Junkers J7.

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

Post by Robotron » Wed Aug 03, 2016 7:42 pm

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 which will have to be done in a similar way to the existing graphics or they will look strange. And the research part of the scripts is a beast in itself.

Here's the formula for the tech increment per turn for example which alone sends me running for cover.

Code: Select all

((labs-1)/3)/math.sqrt(1+math.pow((labs-1)/3,2))*3
All in all it's quite a bit of work to be able to have another "+1 this, +1 that" -tech for example, which I personally don't find that interesting. Kirk23 had some neat new techs already prepared for his mod but he lost his files so no chance to get them into the game any time soon.

kirk23
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.2.3

Post by kirk23 » Thu Aug 04, 2016 7:36 am

Robotron wrote: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 which will have to be done in a similar way to the existing graphics or they will look strange. And the research part of the scripts is a beast in itself.

Here's the formula for the tech increment per turn for example which alone sends me running for cover.

Code: Select all

((labs-1)/3)/math.sqrt(1+math.pow((labs-1)/3,2))*3
All in all it's quite a bit of work to be able to have another "+1 this, +1 that" -tech for example, which I personally don't find that interesting. Kirk23 had some neat new techs already prepared for his mod but he lost his files so no chance to get them into the game any time soon.

Robotron, is correct, a few months ago, my house was broken into, and my PC stolen,along with all my backup files. I now have a brand new PC, but it will take a lot off time and effort, when I get round too, modding the game again, modding the game is the easy part, the hard part is trying to please other people, when they start playing the mod. Everyone has a different style in playing the game, and its a fact you can't mod the game, in a way that pleases all. So after many years of trying, personally I concluded that the best way for any modder to do things, is to make the changes they want to the game, and hope that it at least pleases most players, when they play it.


PS: I must congratulate Robotron, on creating an excellent mod, I know how much work and time is required, to mod the game. So Robotron, thank you for all your commitment to this project, it truly is a great MOD!!! :)

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

Post by Moreau » Thu Aug 04, 2016 7:01 pm

Robotorn's mod is awesome

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

Post by Robotron » Thu Aug 04, 2016 7:42 pm

I hope you guys don't mind the various bits of strangeness I've included in the events like "Sea Monster", "Angels" or "Kaiser visit" etc. :D

Minor update 2.2.4 with bugfixes and readjusted costs for units and labs coming up this weekend.

- labs base cost reduced to 3 (was 5), labs upkeep reduced to 3 (was 5), multiple lab research time enhanced
- naval and arty upgrade costs reduced
- subs, light cruisers, fighters 30pp
- arty 35 pp
- Battlecruiser 35pp, 12 turns
- Dreadnought 45pp 15 turns
- slight increase of manpower cost to infantries and garrisons (please redirect all thanks to Moreau for bringing this up)

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

Post by Zombo » Thu Aug 04, 2016 10:14 pm

okay

we liked the heavy cost for labs

what's the objection?

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

Post by Moreau » Fri Aug 05, 2016 2:10 am

what happends if i cede trento?

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

Post by nehi » Fri Aug 05, 2016 4:33 am

italy wont be angry :lol:

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

Post by Robotron » Fri Aug 05, 2016 2:16 pm

More precisely (quoting from the list of events description on page 2 of this thread):
Robotron wrote: TRENTO DONATION
Italy demands the AH city of Trento or it might join the Entente. To cede Trento the player has to make sure there is no unit left on the city-hex (disband the small garrison if need be). If Trento is ceded, CP relations to Italy will improve according to whether Paris or Warsaw are captured by CP or Bulgaria has already joined the CP.
If Trento is NOT ceded, relations will worsen, again according to whether Paris or Warsaw are under CP control or Bulgaria has already joined. As CP expect to have Italy at your neck in no time if you reject the demand and don't control Paris and/or Warsaw (Paris is given a greater importance than Warsaw).
Ceding Trento will cause a rather substantial loss of morale to AH and create a collapse point too. If CP should control both Paris and Warsaw and Trento is ceded, expect Italy to eventually join CP (but this is likely to be compromised by further events).

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

Post by Zombo » Mon Aug 08, 2016 7:25 pm

argh monday evening and nothing yet

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

Post by Robotron » Mon Aug 08, 2016 8:35 pm

Don't worry, got wasted this weekend, but I'm still working on this thing. ^^

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

Post by Moreau » Wed Aug 10, 2016 7:16 pm

Did ya manage to get the event choices or collapse point dissplay working?

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

Post by Robotron » Wed Aug 10, 2016 8:23 pm

Not yet, but I believe I'm on the right track...the event-choice-feature is even more complicated and time-consuming then I expected.

Right now I'm playtesting the 2.2.4 update, looking for bugs, changing functions and doing balancing (techs, units etc.) so you guys will have a solid working mod to pass the time until V3.0. It's not easy to get stuff right and please everyone when you know there are singleplayers out there who can capture Paris in 1914 while still making the mod enjoyable for multiplayer purposes. Also there were still horrendous oversights in 2.2.3 (rapidly collapsing AH for example and some functions not working at all) and other stuff which is bound to happen when one is editing the scripts while being drunk. :mrgreen:

Added commanders Cadorna for Italy and Boehm-Ermolli for AH (who will be available once AH is cleared of Russians). Also modified the chance of AH units losing attack strength vs Russians once the Czechs revolt. Reverted the increase of manpower cost for units after finding it being too harsh for CP after several testgames and lowered cost and production time for subs a bit more (25pp, 3 turns).

Lots of open ends but I'm in good spirits (hic!). Cheers! :P

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

Post by Vokt » Wed Aug 10, 2016 9:27 pm

Great mod so far.

Regarding the possibility of modifying counters (this has been mentioned in other threads) I have tried myself but apparently it's not that easy. Something like the showed below could be added to the mod?
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