POTZBLITZ V9.51 AUG23th 2019

A forum to discuss custom scenarios, campaigns and modding in general.

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Zombo
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by Zombo » Tue Feb 19, 2019 8:15 am

-Playing with AH i found that i was in a path of acumulating collapse point with no way of stoping it at all. Shouldnt there be an option to spend, say 100pp, "for civilian use" to remove at least 1 collapse point? This is just and idea, but my AH was pretty healthy occupying almost all north italy, literally at the doors of Rome, with Serbia surrendered and wholy ocupied except for one city, a healthy human reserves, about 95% of production output and just 3 cities of the border lost to Russia...It felt a little silly to surrender.
aren't there mechanisms to recover collapse points due to military successes/favourable position? I thought so. It is indeed strange that with such a strong position in Italy and elsewhere would not keep AH afloat.

hnox
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Re: POTZBLITZ V7.4, JAN 20th crash MP 7.3

Post by hnox » Tue Feb 19, 2019 8:32 am

Such a anticlimatic crash.

MP mach, turn 52 FEB 18, Germany surrendered on turn 51, I keep playing just to exaust the game.

Diplo screen, destabilizing Turkey (74% success chance) it crashes:

[09:13:18][11196]+++ A CONVOY HAS REACHED ENGLAND! +++
[09:13:18][11196]======================DIPLO SEQUENCE END: ALL DIPLO DONE!=================================
[09:13:27][11196]SigintEnt1
[09:13:27][11196]WarWearItaly
[09:13:28][11196]SigintEnt1
[09:18:15][11196]Scripted effect on invalid hex
[09:23:38][11196]++++++++++++++++++++++++POPU MESSAGE START
[09:23:38][11196]++++++++++++++++++++++++POPU MESSAGE END
[09:23:38][11196][C]:-1(field random) game/game_diplomacy.lua:1329: bad argument #2 to 'random' (interval is empty)

After reloading, second attempt is fooled by secret police and game continues as normal (tried 3 times plus).

I erased the rest of the log, sorry. Tell me if you need the full log. I'll freeze the game until then.

hnox
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by hnox » Tue Feb 19, 2019 8:56 am

Zombo wrote:
Tue Feb 19, 2019 8:15 am
-Playing with AH i found that i was in a path of acumulating collapse point with no way of stoping it at all. Shouldnt there be an option to spend, say 100pp, "for civilian use" to remove at least 1 collapse point? This is just and idea, but my AH was pretty healthy occupying almost all north italy, literally at the doors of Rome, with Serbia surrendered and wholy ocupied except for one city, a healthy human reserves, about 95% of production output and just 3 cities of the border lost to Russia...It felt a little silly to surrender.
aren't there mechanisms to recover collapse points due to military successes/favourable position? I thought so. It is indeed strange that with such a strong position in Italy and elsewhere would not keep AH afloat.
Same for Italy in 1918: after regaining lost territory but Venice, collapse points stayed at 7. From turn 51 to 54, collapse points climb to 10 and morale goes down from 116 to 84... Manpower is in black figures (as you can see on previous screenshots). So, unless a secret event was played (no notice), Italy was shattered. Only a couple units fighting.

I understand there is an underlaying logic to shape morale and war weariness. For me, just knowing the rules is enough so I can play accordingly.

cocolo
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by cocolo » Tue Feb 19, 2019 1:42 pm

Zombo, hnox;
You dont recover collapse points for recovering cities that provoqued the lose in most cases. AH recovers one collapse point for recovering the whole galizia area and its basically the only way to recover any collapse at all for them. I wonder if it would make sense to lose the collapse points when you recover the cities that provoqued them?
My AH example is very extreme because i mismanaged the AH reforms event. I wonder having 7 collapse point at early 1916 how much longer it could had gone though.

Zombo
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by Zombo » Tue Feb 19, 2019 7:45 pm

Military success was thought to be - with some reason - an antidote for low domestic morale. This was the point of the Kaiserschlacht offensive, and while they were going well, the positive effects were indeed felt at home. Verdun was another example of morale and prestige considerations overriding basic military common sense. The Kerenski offensives were also an instrument of morale boosting.
There should be ways to halt, if not reverse ( relatively) the downward spiral of collapse points with military successes. This would encourage historically realistic desperate offensives.

Robotron
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by Robotron » Tue Feb 19, 2019 11:28 pm

@cocolo: thanks for the wall of text! I'll inspect all your points tomorrow when I'm fresh again, just had a mammoth test session myself and came back with another bunch of notes filled about stuff that needs to get fixed or reworked.

Thinking about it, I'm amazed you guys were able to finish that match without crash using V7.3...and the last bug doesn't count, the match was officially over. :mrgreen: (stupid typo bug anyway ;))
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
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nehi
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by nehi » Wed Feb 20, 2019 5:31 am

Robotron wrote:
Tue Feb 19, 2019 11:28 pm
@cocolo: thanks for the wall of text! I'll inspect all your points tomorrow when I'm fresh again, just had a mammoth test session myself and came back with another bunch of notes filled about stuff that needs to get fixed or reworked.

Thinking about it, I'm amazed you guys were able to finish that match without crash using V7.3...and the last bug doesn't count, the match was officially over. :mrgreen: (stupid typo bug anyway ;))
just to be sure, u caught one of my latest reports

during 10 turns vs fair player (russians were stopped at przemysl gates) happened more bad events to austria than in 40 turns vs argentum (where i seized for a while half of austria-hungary dont except budapest and przemysl), as he was blocking hotzendorf attacks event - no one happened during whole war

its there some chain of events attached to hotzendorfs one?

Robotron
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by Robotron » Wed Feb 20, 2019 10:16 am

@nehi: play "Austrian Defense Plans" to avoid Hotzendorf suicide attacks. It even says so in the description. In V8 these will only happen 2 times at maximum.

@rest: for a complete list of what causes and removes collapse points please read the PDF manual section.

I won't add checks for subtraction of collapse points for retaking cities as this would double the amount of city capture events.
The recapture of Paris event is the notable exception here for it's high symbolic value.
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

nehi
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by nehi » Wed Feb 20, 2019 10:44 am

Robotron wrote:
Wed Feb 20, 2019 10:16 am
@nehi: play "Austrian Defense Plans" to avoid Hotzendorf suicide attacks. It even says so in the description. In V8 these will only happen 2 times at maximum.
i was asking about something else

is there any chain of events attached to hotzendorfs one? argentum didnt play defense plans

hotzendorfs is rerollable -> all "chain" is avoidable

u confirmed it shouldnt be even available

"2. Hotzendorf Attacks

These do not happen if "Austrian Defense Plans" were played before.

Since Argentum chose to have Serbia surrender, the "Austrian Defense Plans" should not have been available (the event is removed when "Ultimatum to Serbia") was played."

vs argentum happened like no one event to austrians (during 40 turns), vs else player like each 2nd turn happened some (in first 10 turns), argentums austrians were pushed far back, other ones lost just galitzia (ost marsch played)

Robotron
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by Robotron » Wed Feb 20, 2019 2:55 pm

@nehi: it does not matter, your match is over and the discussed event won't be rerollable (is that even a word?) in V8 anymore.
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
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nehi
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by nehi » Wed Feb 20, 2019 3:23 pm

Robotron wrote:
Wed Feb 20, 2019 2:55 pm
@nehi: it does not matter, your match is over and the discussed event won't be rerollable (is that even a word?) in V8 anymore.
its not about that match, its about it wont happen ever again

until i played next match, i hadnt comparison

its such complicated question or isnt?

(at least its good to know, what all defense plans are going to stop)

Robotron
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by Robotron » Wed Feb 20, 2019 3:52 pm

cocolo wrote:
Tue Feb 19, 2019 3:15 am
The game is over, its early 1918 and germany surrendered, it was getting 5 collapse points every turn i dont know exactly why, it was winter with hard blokcade and koenisberg and danzig fell plus army moral shatered but i have no idea how that amounted to 15 points in 3 turns, is there any way of seing what the collapse points corresponde to?
Surely you already had some collapse points to start with. Losing Danzig is +1, Army exhausted is +2, the rest is from a typo that starts to add further collapse points during the same turn the event triggers. It should wait at least for 1 more turn and was fixed for V8.
Anyways i dont have any obvious bugs to report from my side. It was our first mp game so i can be wrong, but i found Russia very unbalanced in our game. For some reason the supply crisis event never happend.Maybe because Warsaw never fell? But i think thats just a modifier....In any case i found Rusia to be untouchable the whole game. The front line was static most of the war. Russia got to have a continuous line of army corps from the baltic to Romanian border except for 3 hexes, having plenty of units in reserve all the time. In addition to this it was able to send about 7 army corps to turkey, plus reserves and cavalry. Hnox told me that he was easily maintaining all that army and having over 100pp all the time.
The CP player has to hit Russia as often as possible especially during the winter 1914/15 and 1915 onward to trigger the Crisis event or Russia will never get into problems, especially when "Full Russian mobilization" was played. Taking Warsaw or playing "Offensive in the East" will cut Russian reserves in half.
The exact details about when and how the Russian Supply Crisis triggers and what it does will be clearly detailed in the final version of the manual to be included in V8.
In the diplomacy area when you see the turns left for a country to joining an alliance, what means the remaining turns apearing in red?
-Is there ever any point at wich a nation is too close to a faction to switch sides by event or anything else?
The turn number turning red means the nation has stopped automatically shifting to its chosen alliance because the enemy alliance has become too strong.
You can still use the "INFLUENCE" diplomatic action though.
I think i get the int succes chances but how do you get SIGINT superiority? Success is calculated per turn and SIGINT is the acumulated?
You get more SIGINT on a nation by having lots of INTEL on a nation. Either add more or wait. Waiting will take forever though if you have only applied a tiny amount of INTEL because the value is checked with a D100 roll (so use at least 30 or more).
Do transports carry 10pp per unit strenth or it varies by the source of transport and date?

If you mean convoys, those give a random amount of PP that is modified by the convoys unit hp.
do transports spawn always in the same turns or are random?
The convoy spawn turns are slightly randomized for each match. Also some convoys must be activated via events, for example the Suez convoy and the US convoy from VeraCruz.
i think i got 3 "neutral transport sunk" events attacking the same transport in a port without almost touching it, how work the chances of that event?
Looked into the issue and found it was bugged.
-I read somewher that some generals have "radius"? How does that work?
Units stats are boosted within the shaded radius of the commander. Radius can be anything from 0 to 3 in PotzBlitz.
If i understand correctly, once the british naval blockade is stablished, if the british keeps 100 strenght of surface units in the north sea, there are 0 chances of breaking it, is this right? In our game i only broke it once by event and then it was restablished inmediately and then hardened which if i understand correctly can only happen if it was previously broken so it ended up being worse than useless event. One of the reasons to begin the huge naval battle we had was trying to eliminated naval units so he couldnt just sit 100+ naval units constantly to assure the blockade, but it is super hard when to keep the blockade you can just sit in advantage home ports.... Shouldnt this ships be actually in the open sea to exercise the blockade?
Yes, only ships out in the open count. Could not find any bug here. I will remove the Severe Blockade from randomly triggering in multiplayer in the future, so the Entente player must play the event.
Playing with AH i found that i was in a path of acumulating collapse point with no way of stoping it at all. Shouldnt there be an option to spend, say 100pp, "for civilian use" to remove at least 1 collapse point? This is just and idea, but my AH was pretty healthy occupying almost all north italy, literally at the doors of Rome, with Serbia surrendered and wholy ocupied except for one city, a healthy human reserves, about 95% of production output and just 3 cities of the border lost to Russia...It felt a little silly to surrender. It was my fault to play untimely the reforms event but AH was at 7 collapse points already anyways, between the blockade and the constant revolts it wasnt going to last much longer even defeating Italy.
I'll add -1 collapse point for AH for having Serbia surrender.
There is another event called "Shackled to a Corpse" that also can remove 1 further collapse point for AH if things are going badly.
The exact procedure for the AH reforms will be clearly detailed in the final version of the manual to be included in V8.

Do collapse points affect production too? I noticed that Germanys production went down dramatically when i got the collapse points wave, and how do they affect moral exactly?
An already collapsing nation suffers from decreasing "war effort" which is a production multiplier going down. If you have less than 10 collapse points they do not affect production.
Thank you again for your mod, we both had a lot of fun in this game
Glad you enjoyed it and I hope you'll like the next version even better.
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

Robotron
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Re: POTZBLITZ V7.4, JAN 20th (reload hardened)

Post by Robotron » Thu Feb 21, 2019 7:40 pm

V8 is ready and will be uploaded tomorrow evening together with the latest version of the PDF manual.

You have 24 hours to get any last-minute proposals added. 8)
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

Robotron
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Re: POTZBLITZ V8, FEB 22nd

Post by Robotron » Fri Feb 22, 2019 5:21 pm

And here it is:

PotzBlitz V8 + updated PDF manual

https://drive.google.com/open?id=1cufaX ... S_rwTs5l22

DO NOT INSTALL THIS OVER A GAME IN PROGRESS!
START A NEW GAME INSTEAD AFTER INSTALLING THE UPDATE!
YOU HAVE BEEN WARNED!
:wink:

What's new:

- PDF manual now brought fully up to date about descriptions of internal calculations within the game.

- "Women's Workforces" events when played or randomly triggered will generate extra ammunition and PP PER TURN equaling the amount of nation's ammunition factories
- the test for naval superiority to break or maintain the British North Sea blockade is now calculated from the ratio of British and German naval forces in the North Sea that are out of port and out of home waters. No more automatic successes or failures to maintain or break the blockade.
- AA techs now far more efficient and easier to research
- Bomber techs easier to research
- there are now 4 different icons for the British Food Supply level one for each state of crisis going from white to blood red
- if British Food Supply level drops to below minus 3 then Britain will suffer 2 collapse points each time the event triggers, so keep your convoys safe, Entente players!
- more reload hardening
- AH will lose a collapse point from having Serbia surrender
- AH will lose a collapse point by rejecting the Italian demand to cede Trento
- ceding Trento to Italy now once again works by removing any unit from the Trento city hex the turn after the demands were made
- Italy's decision which alliance to join no longer modified by random factors but only by military successes of the players or event choices
- when the enemy succeeded in breaking the cipher of one of your nations you will only see the "code broken" warning if you have more INTEL on your nation than the enemy
- counter-INTEL now twice as effective
- INTEL results toned down: see manual page 16
- artillery PP cost reduced to 20
- fighters now 3 PP maintenance per round
- fighters range back to 4
- 2nd +1 to shock for fighters moved 1 tech back
- bombers improved, still no Stuka abilities
- added icons for neutral Arabs
- British Colonial Arab reinforcements should Turkey DOW before Britain does
- "Hotzendorf attacks" events can only happen twice to AH: once before Galicia is lost and once during winter of 1914
- raised chance for Graf Spee to escape
- Brussels now guarded by Belgian infantry
- German war plans "Rupprecht" and "Redeploy" now only available in turn 2
- Russian Surprise attack only added when choosing war plan "Schlieffen", "Rupprecht" or no war plan at all
- ammo factories can blow up if choosing "Supplementary munitions" event
- bazillions of bugfixes and minor adjustments. Read the event descriptions carefully, you might notice subtile but important differences!

Have fun! :D
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

hnox
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8.0 MP test

Post by hnox » Mon Feb 25, 2019 8:26 pm

Hi.

Testing MP on 8.0 with CP against Cocolo.

A question about event GERMAN ARMY REDEPLOYS.

Acording to event doc, some units should respawn or be redeployed:
Two Reserve Corps and a Cavalry Corps will be moved from the western front to the east.
Not sure if any of these were actually moved. In attached screenshots, you can see RC North of Kattowitz, which is not selectable to move. No other units seem to be moved. Western front cavalry is still there in Brussels.

Also, the event that allows the attack from Switzerland appears as selectable, even if troops invaded Belgium on the last turn (not sure if it is correct: shouldn´t it be removed after war declaration on Belgium? )

I attach images. For unknown reasons, I'm unable to attach log, txt and zip files.

Code: Select all

0:58:27][9564]==============START DODIPLOEVENTS
[20:58:27][9564]+++++++++++++++++++++++++ event:UltimatumSerbia3
[20:58:27][9564]REMOVED EVENT NAME or VALUE:KaiserGold
[20:58:27][9564]+++++++++++++++++++++++++ event:KaiserGold
[20:58:27][9564]+++++++++++++++++++++++++ event:GoebenBreslauEscape
[20:58:27][9564]+++++++++++++++++++++++++ event:Howitzers
[20:58:27][9564]==============END DODIPLOEVENTS
[20:58:44][9564]+++ NUMBER OF CP EVENTS: PLAYED:5
[20:58:44][9564]+++++++++++++++++++++++++ event:Redeploy
[20:58:44][9564]Redeploy
[20:58:44][9564]+++++++++++++++++++++++++ event:secret
[20:58:44][9564]Redeploy
[20:58:44][9564]REMOVED EVENT NAME or VALUE:Schlieffen
[20:58:44][9564]+++++++++++++++++++++++++ event:Schlieffen
[20:58:44][9564]REMOVED EVENT NAME or VALUE:Rupprecht
[20:58:44][9564]+++++++++++++++++++++++++ event:Rupprecht
[20:58:44][9564]+++++++++++++++++++++++++ event:RussiaSurprise
[20:58:44][9564]+++++++++++++++++++++++++ event:BringHindenburg
[20:58:44][9564]REMOVED EVENT NAME or VALUE:Redeploy
[21:00:31][9564]LIMITDEPLOY CHECKHEX1
[21:00:31][9564]LIMITDEPLOY CHECKHEX2
[21:00:39][9564]ZEPS on field:1
[21:00:39][9564]BOMBAS on field:0
[21:00:39][9564]ZEPS on queue:0
[21:00:39][9564]BOMBAS on queue:0
[21:00:39][9564]GERMAN BOMBTECHS: 0
[21:00:43][9564]ZEPS on field:1
[21:00:43][9564]BOMBAS on field:0
[21:00:43][9564]ZEPS on queue:0
[21:00:43][9564]BOMBAS on queue:0
[21:00:43][9564]GERMAN BOMBTECHS: 0
[21:00:59][9564]ZEPS on field:0
[21:00:59][9564]BOMBAS on field:0
[21:00:59][9564]ZEPS on queue:0
[21:00:59][9564]BOMBAS on queue:0
[21:00:59][9564]GERMAN BOMBTECHS: 0
[21:02:13][9564]AIR ATTACKBONUS: 110
[21:02:13][9564]AIR INTERCEPTBONUS: 110
[21:02:13][9564]Scripted effect on invalid hex
[21:02:13][9564]Scripted effect on invalid hex
[21:04:02][9564]----------GAMEPHASE END START
[21:04:02][9564]Phase end: central_powers
[21:04:02][9564]-----------GAMEPHASE END END
[21:04:21][9564]Finishing PBEM tasks
[21:04:21][9564]Finishing PBEM tasks
[21:04:21][9564]Finishing PBEM tasks
(repeats 690000 times)
Attachments
redep2.gif
redep2.gif (736.05 KiB) Viewed 674 times
redep 1.gif
redep 1.gif (761.48 KiB) Viewed 674 times
Last edited by hnox on Wed Feb 27, 2019 12:53 pm, edited 1 time in total.

Robotron
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Re: POTZBLITZ V8, FEB 22nd

Post by Robotron » Mon Feb 25, 2019 8:56 pm

Both problems are caused by me forgetting to clean the event list in turn 3 when no war plan was chosen.
It's a leftover from a planned but abandoned "Chaos in German HQ" event.

I'll upload a fix and you can decide whether to keep on going or start again.
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

Robotron
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Re: POTZBLITZ V8.1, FEB 25th

Post by Robotron » Mon Feb 25, 2019 9:05 pm

Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

berto
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Re: POTZBLITZ V8.1, FEB 25th

Post by berto » Tue Feb 26, 2019 1:40 am

In V8.0, the Schlieffen Plan is a nightmare to defend against. :shock:

Not looking for any advice or game play tips. Just sayin'. :roll:
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Robotron
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Re: POTZBLITZ V8.1, FEB 25th

Post by Robotron » Tue Feb 26, 2019 11:11 am

berto wrote:
Tue Feb 26, 2019 1:40 am
In V8.0, the Schlieffen Plan is a nightmare to defend against. :shock:

Not looking for any advice or game play tips. Just sayin'. :roll:
Single- or multiplayer?
Slitherine's Commander the Great War on steroids: POTZBLITZ mod!
http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610

nehi
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Re: POTZBLITZ V8.1, FEB 25th

Post by nehi » Tue Feb 26, 2019 12:39 pm

berto wrote:
Tue Feb 26, 2019 1:40 am
In V8.0, the Schlieffen Plan is a nightmare to defend against. :shock:

Not looking for any advice or game play tips. Just sayin'. :roll:
i dont know anything about v8 yet, but in 7.x it was mission impossible (in mp), so i dont believe its less possible now

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