POTZBLITZ V9.51 AUG23th 2019

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

Post by Robotron » Mon Aug 27, 2018 12:28 pm

You don't happen to recall at which version change that different behavior took place?
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nehi
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by nehi » Mon Aug 27, 2018 7:07 pm

i dont know, but now its like default balanced level

ai doesnt do all attacks, later there are like 3 rows of armies, but stopped by corpses in single row

that brussels thing was with free passage for germans, else its impossible to hold it, its fastest way for humans, but like a trap for lazy ai

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

Post by Robotron » Fri Aug 31, 2018 10:45 pm

I'm currently updating the my scripts for AI frontline unit allocation and targeting of enemy units.

As of now things are going well, besides some strange rare early game crashes without bug report in logfile (maybe connected to multiplayer bug, who knows).

Will have to iron out those before next version.
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Zombo
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by Zombo » Sat Sep 15, 2018 8:38 am

any progress?

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

Post by Robotron » Sat Sep 15, 2018 8:30 pm

Yes, the crash is gone, for good as it seems, at least in the last 5 test games (my testing time is limited to the weekend and even then a full game will take most of an evening). Now I'll add my latest insights gained from the last game and upload the thing as soon as possible.

Some more stuff added too, including "Diplomatic Poker" event for CP to shut down Entente diplo on turn 1 and new marches on the title screen for Serbia and Ottomans: "March to River Drina" and "Mecidiye Marşı".

*edit*

I also removed any British fleets that were originally anchored at the coasts of Canada.
I really don't know why the hell there where any naval units deployed at all, since in 1914 the only thing that even remotely might have passed as being called a warship was a re-fitted passenger steamer.

In case you have any information about British Royal Navy ships that were stationed at Canadian ports that would support the existence of a squadron of Armoured Cruiser, Light Cruisers and even an obsolete pre-Dreadnought, please say so.
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by Tulius Hostilius » Sun Sep 16, 2018 7:46 am

About the Royal Navy, you probably know this site: https://www.naval-history.net/xGW-RNOrg ... 900-14.htm
I don’t know in detail its accuracy, but it seems reliable enough.

In West Indies the Royal Navy presence seems significant, there was as station there. Not so much further North. But there was a Royal Canadian Navy since 1910/1, and in the game they are merged with the British.

Still about navies, if is adequate that the Danish have a Light Cruisers? Wouldn’t an armoured cruiser be more suitable?

http://www.naval-encyclopedia.com/ww1/danish-navy-ww1

But, I am also posting with a request, abusing from your patience:

In the mod the smallgarrison has an hp of 50, I changed that back to 100, but in the game, if the small garrison has losses, I can’t reinforce them more than to “6” (odd!), and I want to reinforce them until “10”. Can you tell me what did you changed here? What am I missing?

EDIT:

Oh! And where is the restriction so the Germans don’t build more ammunition factories until Fritz Haber appears with the ammonia solution?

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

Post by Robotron » Sun Sep 16, 2018 11:47 am

The reason I changed smallgarrisons maximum hp to 50 was that I found them too difficult to dislodge from fortresses, sometimes even holding up several army corps for an inordinate amount of time.
I also remember it was damn difficult to apply that change...so, it will be just as difficult to remove it again.

Start at game_repair.lua in line 9 where it reads

Code: Select all

if unit.alive and (unit.prototype.name ~= "smallgarrison" and unit.hp < 91 or (unit.prototype.name == "smallgarrison" and unit.hp <= 40)) and unit.luaData.repaired < game.turn and unit.supply > 0 then
and change it to:

Code: Select all

if unit.alive and unit.hp < 91 and unit.luaData.repaired < game.turn and unit.supply > 0 then
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by Zombo » Sun Sep 16, 2018 6:52 pm

Yes, the crash is gone, for good as it seems
Well, isn't that EXCELLENT news!


(you do mean the multiplayer crash, right?)

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

Post by Robotron » Sun Sep 16, 2018 7:07 pm

Zombo wrote:
Sun Sep 16, 2018 6:52 pm
Yes, the crash is gone, for good as it seems
Well, isn't that EXCELLENT news!


(you do mean the multiplayer crash, right?)
Erm...no, that other bug that caused crashes in singleplayer. :oops:
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by Tulius Hostilius » Sun Sep 16, 2018 11:54 pm

Robotron wrote:
Sun Sep 16, 2018 11:47 am
The reason I changed smallgarrisons maximum hp to 50 was that I found them too difficult to dislodge from fortresses, sometimes even holding up several army corps for an inordinate amount of time.
I also remember it was damn difficult to apply that change...so, it will be just as difficult to remove it again.

Start at game_repair.lua in line 9 where it reads

Code: Select all

if unit.alive and (unit.prototype.name ~= "smallgarrison" and unit.hp < 91 or (unit.prototype.name == "smallgarrison" and unit.hp <= 40)) and unit.luaData.repaired < game.turn and unit.supply > 0 then
and change it to:

Code: Select all

if unit.alive and unit.hp < 91 and unit.luaData.repaired < game.turn and unit.supply > 0 then
Thanks. In some quick tests seems to work fine!!! And, yes, I noticed that they can be quite resistant in fortresses.

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

Post by Robotron » Mon Sep 17, 2018 5:43 pm

@Tulius: wow, that was all? Strange, I had sworn there were more edits necessary to revert the change.

About the oncoming V6:

1.
The "attaque a outrance" will now only trigger after french general Joffre has been unlocked BUT once he IS in play it will also trigger if the French are attacked by Germans albeit with a much smaller chance than when French attack the Germans.
Reasoning behind this is that the Entente player could just avoid the event by not attacking at all until the German advance comes to a stillstand which seems not right to me.
To compensate the "French abandonment of Plan17" event, that will nullify the "attaque a outrance" event, will be available if:
- Schlieffen-Plan is not played in turn 1
- The CP player choses to play the "Redeploy" event, or no war plan at all
- Belgium accepts the German demands for free passage

2.
I removed all the Royal Navy units stationed at Canadian coast. My own research and the links provided don't justify the existence of a LightCruiser, ArmoredCruiser and a pre-Dread.

3.
Without German compensation ("The Kaiser's Gold") for the withheld turkish BBs by Britain, the Goeben BC will not be allowed to enter the Dardanelles.
Playing the "Goeben Battlecruiser" event will not be possible after Britain has entered the war.
Playing the "Goeben Battlecruiser" event on turn 2 will result in slight damage to Goeben due to overworked boilers (only a problem when playing CP in SP or in MP).
French Army of Africa might be damaged when played before or during the same turn than "Goeben Battlecruiser" was played.

4.
Lawrence of Arabia's troops will first have to capture the capital of Medina to have full supply. I gave them the coastal town of Yabu so they start with at least half supply. Medina will be defended by a Turkish smallgarrison or a Reserve Corps if "Jihad" was played by CP, in which case, well, though luck, Mr. Lawrence.

5.
Greater chance for "Jihad" to be available: once Turkey has entered the war, the "Jihad" event will stay in the event pool for 2 turns and will then be discarded.
However, the event will be removed if Entente chose to deliver the BBs Turkey had bought in Britain.

6.
Fighters have now a range of 5 (still only LOS 3).

7.
Anti-sub technologies will now also be unlocked as soon as a naval unit runs into a minefield. Before, as Entente player you had to wait until the first CP sub had caused at least 2 points of damage.

8.
Troop transports are now at speed 14 (was 12). LightCruisers and BattleCruisers at 15 (was 14).

9.
The British North Sea Blockade will take longer to establish. The sinking of the first German convoy will no longer establish the Blockade, forcing the Entente player to choose the "Blockade established" event or wait for a few more turns (buying time for CP).

10.
INTEL effects now have a chance to cause "Socialist defeatism" causing moderate morale loss and even collapse points.

Cheers.

*edit*

Of course that's not all that will be new but the finer details of all the changes made and the bug-hunting results escape me now, although those make up for almost 90% of the time invested in modding Potzblitz to V6.

Also I encountered a weird incidence, where unit graphics for garrisons (Reserve Corps) would revert back to the earliest level graphics during later game. Therefore I'll add corrected graphics to the upload.
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by Tulius Hostilius » Tue Sep 18, 2018 9:12 am

Great changes you seem to have there!

As for the smallgarrisons, yep, it seems that it was all, even if I had my first crash. It was with the Entente, don’t know if the problem is yours, since I made some small changes. Here is the last ctgw line, it was still in the Summer of 1914, with the Central Powers I almost finished a game:

[00:15:10][2664]game/game_events.lua:4200(global EssenStrike) game/game_events.lua:4200: attempt to index field 'unit' (a nil value)

Didn’t change that file, so the line 4200 is from your game_events.lua file.

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

Post by Robotron » Tue Sep 18, 2018 10:09 am

Did you remove the Swedish pre-Dreads? Those are targeted by the Von Essen Strike event.

If not post line 4200 from events.lua so I can see what it reads.

My version of V5.35's game_events.lua version does not refer to the Essen Strike event in line 4200.
So you must have changed the file at some time.
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by Tulius Hostilius » Tue Sep 18, 2018 10:47 am

Robotron wrote:
Tue Sep 18, 2018 10:09 am
Did you remove the Swedish pre-Dreads? Those are targeted by the Von Essen Strike event.

If not post line 4200 from events.lua so I can see what it reads.

My version of V5.35's game_events.lua version does not refer to the Essen Strike event in line 4200.
So you must have changed the file at some time.
Yes, it was the Swedish pre-Dreads removal. Now I see that it was obvious, reading the line. Thanks! I must avoid this dumb doubts!

Excerpt of the ctgw file:

SetEvent("EssenStrike", game.turn)
local hex = GetHex(110, 10) -- this is the line 4200, the problem is that the unit is not there!!!!
hex.unit:Kill()

I don’t think that I changed this file, the file has the date 23/11/2016, but I also confess that at this point I am messed up!!!

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

Post by Robotron » Tue Sep 18, 2018 11:19 am

Yup. If a unit is removed either by editing the setupfile (1914.lua, Potzblitz.lua etc.) or during a running game because the unit was moved away then any commands trying to target that hex's unit for whatever purpose will cause a crash.

If we are not exactly sure whether a unit will be on a hex at any given time during the game, we can use:

Code: Select all

local hex = GetHex(x, y)
if hex.unit ~= nil then
hex.unit:Kill()
end
So if the hex DOES have a unit on it (hex.unit ~= nil) then progress (in this case, kill the unit).

Take caution when using the unit:Kill() command on factions that are already "active" and are lead by the AI as it might mess up the AI's internal memory, causing crashes without a logged error message.
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Tulius Hostilius
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by Tulius Hostilius » Thu Sep 20, 2018 8:27 am

Thanks, good tips! Even if I will try to avoid the events file.

I have been also trying to change the length of the game turns, since it is not constant, and turn it constant for the all game.

I suppose that this is in “function GetTurnDdate ()” in the file 1914.lua?

All the changes that I tried led to a crash. The idea was to maintain 1 week turns like it begins… and have a long boring game. :D

I know that for that I have to change some more things (especially the time to research technology, neutralities, and maybe the number of turns to build certain units…)

EDIT:

Aparently I can use the command game.date:AdvanceTurnWeeks(1)
Probably the crash that I had before was for something else.
Still don't know the effects on seasons.

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

Post by Robotron » Thu Sep 20, 2018 12:23 pm

Revert function SetTurnDate() in 1914.lua back to the normal one, which you can copypaste from the original script files.

Do the same with ChangeClimate() in game.lua.

The reason I introduced the month-per-gameturn system was that nearly every time I played the vanilla game I found it to be over during the middle of 1916.
By almost halving the maximum of available turns, the game's usual final game turn number would roughly match the historical date.

Quite honestly, I do believe reverting the mod back to work with the 2 weeks system is a thankless task because of all the editing that will have to be done.
The events_lua and diplomacy_lua scripts alone have over 30.000 lines of code peppered with references to certain game-turn numbers.
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by Tulius Hostilius » Fri Sep 21, 2018 3:49 pm

Robotron wrote:
Thu Sep 20, 2018 12:23 pm
Revert function SetTurnDate() in 1914.lua back to the normal one, which you can copypaste from the original script files.

Do the same with ChangeClimate() in game.lua.

The reason I introduced the month-per-gameturn system was that nearly every time I played the vanilla game I found it to be over during the middle of 1916.
By almost halving the maximum of available turns, the game's usual final game turn number would roughly match the historical date.

Quite honestly, I do believe reverting the mod back to work with the 2 weeks system is a thankless task because of all the editing that will have to be done.
The events_lua and diplomacy_lua scripts alone have over 30.000 lines of code peppered with references to certain game-turn numbers.
The seasons seem to follow the calendar and not the turns.

30000 lines? Ouch! Never tough that were so much!!!

I saw that some would need to change: It is odd to see the Christmas truce in October!

But the idea was not the 2 weeks system but one week system. I agree with you, in the vanilla the game was over in 1915/6. But as I made the garrisons strong, the game seems to slow down.

I still didn’t said but you made a wonderful job. For instance, I was just looking now for the Mesopotamian campaign that was non-existent in the vanilla, as well as the issues in Persia, and the Russian and British interference. An idea: the Ottomans used Arab irregulars, at least in the Mesopotamian theatre, we could have also them, and not just Arabs in the side of the British.

I just noticed that I have been reading your v3 rules and events pdf and there are some missing, since I use this 5.35 version.

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

Post by Robotron » Fri Sep 21, 2018 5:22 pm

There ARE already Arabs fighting for CP via the "Fires in the desert" event which brings the Senussi tribesmen into play.

If I were to introduce cheap Arab mercenaries as regular units for Turkey then the CP player would just swamp the area with them.
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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Post by Robotron » Fri Sep 21, 2018 7:29 pm

Back to topic, which is the PotzBlitz mod:

- Serbia has been included into the collapse point system like one of the major nations
- effects of "collapsing" raised significantly
- major re-assignment of PP to all towns and capitals in the game
- new Turkish fortress of Adrianople
- shipment of PP via sea or rail will slightly raise the receiving nation's war effort if below 100

Report of last test game with me playing Entente vs CP AI:

CP AI drove me back to Paris after choosing "Schlieffen's Legacy",but I was able to hold Paris though only with help from the British via troops and PP shipment. 2 German chemical-arty corps made sure, Paris was down to 0 PP at late 1915.

Turkey was out of the war since I chose the event that delivered the BBs that Turkey bought from Britain.

In the east, the Germans, after stopping the Russians in East Prussia, managed to conduct a mean attack into Poland and Belrarus but were repelled before they were able to take Kovno, since most of my Russian reinforcements went there.

Przemysl was being besieged two times, even getting cut off from supply one time, but both assault were repelled.

After "Russian Supply Crisis" was over, I attempted a flank attack in the north, taking Danzig and from there a bold attack to Berlin. A quick AI counterstrike from Krakov left that force endangered after AI Intel managed to break the Russian Army code. I then retreated back to Danzig in order to avoid getting cut off.

Then Italy joined CP because of Germany's favorable position in France and a few turns later Romania too (Austria had ceded territory to Romania to achieve this).

Bulgaria was angered by CP charming Romania so much, that it refused to join the CP cause and remained neutral.

Even then I knew I was doomed, but CP submarines sunk enough convoys so that after Wilson got elected, USA joined early 1917.

In the meantime, Romanian troops spilled into southern Russia, taking Odessa and then Kiev. Russia decided to get rid of the Tsar to be replaced by Kerenski.

Only 1 turn before US troops were able to embark at the coast of France and thereby boost French and British morale, France surrendered, quickly followed by a starving Britain.

Both Germany and Austria were at 9/10 collapse points at that time and at morale about 20, so CP AI nicked the victory by a few turns.
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