Potzblitz V25.0 OCT 18th 2024

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

Moderators: Slitherine Core, The Lordz

Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Possible Events CTGW Part 3.rar
(286.16 KiB) Downloaded 56 times
Few new events, many more to come. Do whatever you want with them :D

And i actually like your colony zeppelin event, i commented on that in detail somewhere earlier. I think it would not bad bad at all.

see file for some other ideas.

Rgds.
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Before i dive into the details about some other Events...i dont want to do double work, so quick question:

Is there an event about...
1. Operation ALBION (First Joint naval-army military operation in ww1, germanys amphibious assault on key strategic russian islands in the baltic) Was huge success and is famous for being the first modern amphib assault including +30k soldiers.
2. Is there an Event for the seabattles of jutland? Battle of the falklands? Battle of Coronel?
3. Plan H? (French counterattack on germany via switzerland, created 1915)? (H=Helvetien)
4. The Swiss medical support for both french and german soldiers? (As neutral country swiss allowed soldiers of both countries to "get well in the mountains". Both countries accepted this, but consequently an attack via switzerland was "off the table" for both countries...Take care of your soldiers vs invade switzerland?
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2173
Joined: Tue Nov 23, 2010 3:35 pm

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

1.
No, because there is no Russian island on the map that can be attacked. The only island in the Baltic is hard-coded to be assigned to "impassable", which is a "virtual" nation of permanent neutral alignment that can't be attacked.

2.
Yes, it is triggered when a Britain or German BB or BC sinks a BB or BC of the respective enemy. There is a Battle of Falklands event that can either trigger randomly or by choice of the Entente player. There is no battle for Coronel event though. I'll consider it.

3.
The Entente player is free to attack Switzerland anytime he likes, I see no need for an event here. There is however a "Grimm-Hoffmann affair" event which might bring Switzerland into war on either side.

4.
Never heard of that one. Could be used with that enhanced hospital event you proposed before. While we're at it a "Ferdinand Sauerbruch" event could be added too.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Hi, dont worry if theres no time to check this its not important. i wont continue this game anyway, hoewever, the savegame shows some interesting stuff:

a) belgium surrenderes in a way i cannot attack france (sadly they surrendered few rounds ago i cant remember) corridor in belgium was full of french troops, when belgium surrendered they had no supply and were easy to kill. (french no supply in belgium?)
b) Germany is still in game with 20 collapse points and zero morale
c) French tank has attacked me in south germany, but anti tank research is still locked
d) Game will crash if you destabalize france twice.
savegame.rar
(162.15 KiB) Downloaded 58 times
dont worry i wont continue just wanted to share maybe helps you!?
This is the last crash file:

[22:53:28][8208]Loading main script
[22:53:28][8208]Loading app script
[22:53:31][8208]App version:1.6.6.
[22:53:31][8208]Today is: 30.6.2020
[22:53:34][8208]ALUCK 88
[22:53:34][8208]BLUCK 41
[22:53:34][8208]CLUCK 10
[22:55:25][8208]++++++++++++++++++++++++POPU MESSAGE START
[22:55:25][8208]++++++++++++++++++++++++POPU MESSAGE END
[23:09:52][8208]++++++++++++++++++++++++POPU MESSAGE START
[23:09:53][8208]++++++++++++++++++++++++POPU MESSAGE END
[23:09:58][8208]++++++++++++++++++++++++POPU MESSAGE START
[23:09:58][8208]++++++++++++++++++++++++POPU MESSAGE END
[23:09:58][8208][C]:-1(field random) game/game_diplomacy.lua:1487: bad argument #2 to 'random' (interval is empty)
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Ferdinand Sauerbruch...i did not know him to be honest. Thanks, i agree, could be an event. Just reading about his background, some interesting options.
actually i am sure you covered all the key events anyway...so what we are doing here is searching for details probably very few people know :)
I also did not know about that swiss move to treat german and french so show neutrality. i read about it today just because i wanted to create new stuff.
well if i learn a bit whilst doing this...so be it. then its not useless research.
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2173
Joined: Tue Nov 23, 2010 3:35 pm

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

Unwichtig wrote: Tue Jun 30, 2020 9:23 pm [23:09:58][8208][C]:-1(field random) game/game_diplomacy.lua:1487: bad argument #2 to 'random' (interval is empty)
Fixed.
Fixed the non-showing tech box for antitank too, must have been in the mod for half an eternity.

Anything else?
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Thanks a lot, very rapid help. Fantastic.

I informed some friends about this mod as well, guess you have a few new supporters, they love it as well. But i am the only one with account here so i share their crash files:

Heres the crash log:
ctgw (1).rar
(1.06 KiB) Downloaded 53 times
Stand by for further event options.
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2173
Joined: Tue Nov 23, 2010 3:35 pm

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

@unwichtig: your friend is not using the V10.41 update, it's the same convoy bug you reported last week.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Event questions:

1. Can Belgium / The netherlands destroy dikes to flood their country in order to slow down german approaches?
2. Can the UK build the mesopotamian railway network?
3. Does Commander Freiherr von der Goltz exist? (German General, Commanding Officer of the first Ottoman Army 1915-1916)
4. Does Luigi Cadorna exist? (Supreme Commander Italian forces 1915-1917)
5. Lz37 (First German warzeppelin shot down by royal airforce)? I.e. germany looses a zeppelin against uk? Morale Boost for UK?
6. Bicycle to be integrated in army to move infantry troops faster? (Sounds funny, but i realy mean it :) Many nice pictures avaialble with pickelhauben on bikes.
7. The building of the first direct train connection berlin-constantinopel? (completed 1916)
8. Dolchstoßlegende? (More as an ending event for germany)
9. Lawrence of arabia event? For uk?
10. The German Naval revolution in Kiel? The sailors mutiny when they denied the order to continue the fight and did not follow the orders to sail against the british?

Happy to think about details, can easily be done.
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Robotron wrote: Wed Jul 01, 2020 6:07 pm @unwichtig: your friend is not using the V10.41 update, it's the same convoy bug you reported last week.
uh, damn it. did not recognize that. i ll tell him. sorry.
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2173
Joined: Tue Nov 23, 2010 3:35 pm

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

1. Can Belgium / The netherlands destroy dikes to flood their country in order to slow down german approaches?
No. Interesting idea though.
2. Can the UK build the mesopotamian railway network?
No, editing the mapfile to include more railways or other terrain features is not possible, a major fault of the game.
3. Does Commander Freiherr von der Goltz exist? (German General, Commanding Officer of the first Ottoman Army 1915-1916)
Yes, he will be available soon after the "General Government of Belgium" event was played or after Basra was lost to Entente. He can also be assassinated by the Entente.
4. Does Luigi Cadorna exist? (Supreme Commander Italian forces 1915-1917)
Yes, and events about his wasteful offensives as well.
5. Lz37 (First German warzeppelin shot down by royal airforce)? I.e. germany looses a zeppelin against uk? Morale Boost for UK?
No, but would be cool to have.
6. Bicycle to be integrated in army to move infantry troops faster? (Sounds funny, but i realy mean it :) Many nice pictures avaialble with pickelhauben on bikes.
No. Anything about raising movement allowance should not be considered for balance reasons.
7. The building of the first direct train connection berlin-constantinopel? (completed 1916)
Yes, since the vanilla game.
8. Dolchstoßlegende? (More as an ending event for germany)
Yes, it's mentioned in one of the 20 different endgame results.
9. Lawrence of arabia event? For uk?
Yes, since the vanilla game.
10. The German Naval revolution in Kiel? The sailors mutiny when they denied the order to continue the fight and did not follow the orders to sail against the british?
Yes, since the vanilla game.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

rgr, thanks, so i go little more into detail about
1. controlled flooding of own territory to stop germans in belgium and netherlands
and
5. The zeppelin disaster Lz37. stand by.
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Just some ideas, dont know it this is okay. Whatever you think. The zeppelin event could be opposite of german zeppelin event to rebalance it. i.e. for every zeppelin that is shot down UK gets a moral bonus?!? Have a look at it.
Possible Events CTGW Part 4.rar
(190.87 KiB) Downloaded 63 times
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2173
Joined: Tue Nov 23, 2010 3:35 pm

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

I think that will suffice for new event material for the next update. I'll have to see what is practicable enough to include.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
cocolo
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 24
Joined: Sat May 06, 2017 6:49 pm

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by cocolo »

Some comments about last game with Robotron.
I think we only got one bug that Robotron was able to fix (plus the supply crisis one, mora later) and we played till the end so it seems the mod is getting pretty stable.

About game balance, the "tank situation" seems to be fixed, maybe i as entente ended up still with too many available but looked a lot more reasonable than in the past. Robotron didnt build a single one i hope he tells his side of story. Anyways a big improvement from the "kursk syndrome".

About tanks, do they have different abilities compared to regular infantry armies depending on terrain, efficiency or something like that? I felt they performed differently, if so is it explained somewhere?

Subs seem about right eventhough Robotron barely used them in the atlantic till pretty late in the game, maybe too few at the begining? The last tech ones were pretty deadly in end game though.

I keep not understanding the signit inter-counter intel situation. I spent a TON of counter dps, which are suposed to be more effective than intel and still got at least one major nation with cypher broken all the game. I wasted so much i didnt even invest once in any neutral, with catastrophic results.

Is it explained anywhere how the dessert rules are in the Egypt-Arabia area? I kept not being able to move units and losing efficiency etc seemingly randomly.

Are the alpin disasters to Italy related to the bad leader you have to get rid off by event? The "Italy offensive" event says something about this but a lot more disasters seems to be going on.

I think russia is extremely hard to take out of the war. In our game it got a total combo against including a bugged supply crisis that made it not have ammo for several turns after the crisis was over (maybe this bug should stay) Romania invanding, caucasus collapsing, over 10 collapse points for maaaany turns, losing like a third of territory, population in red for a long time too. Still didnt surrender till 1918. And if i recall correctly, russian revolution happend after surrender. I feel the events CP can play against Russia are too weak or come too late or both.

American military at entry in war looks a lot more reasonable now.

I guess this has no solution just asking...Is there a way to make rail lines visible under trenches? France area specially, if you dont remember its unlikely you dicern where they were.

The manual doesnt explain clearly how breaking the blockade works. I think you explained once in the forum but it would be nice to have it there. I thought about this when the blockade was broken in the last turns of the war, i guess it was a freak rolling?

Thats all i can think about right now. Overall big improvements and really nice game, thanks Robotron! :-)

P.D. Welcome Unwichtig, you have some interesting ideas!
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2173
Joined: Tue Nov 23, 2010 3:35 pm

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

@cocolo: thanks for the nicely detailed report, that's very helpful and I will comment in detail.

However, my first and most important question to you will be: what victory event did you get? Did you get a victory event at all? If not I'll have to rework that part of the scripts.

Now about your observations:
About game balance, the "tank situation" seems to be fixed, maybe i as entente ended up still with too many available but looked a lot more reasonable than in the past. Robotron didnt build a single one i hope he tells his side of story. Anyways a big improvement from the "kursk syndrome".
To be honest, I found the tanks too strong, they had a ground attack value of about 25 at tech level 1 and just smashed through my units.I will slightly reduce their starting ground attack values, after all the first historic use of tanks at the Somme battle in 1916 was less than stellar. Adding to the problem was that the anti-tank techs were not unlocking due to a bug that was spotted by new member Unwichtig. This bug will be fixed in V11.0 which I'll release within a week or so and will come with a LOT of new stuff.
About tanks, do they have different abilities compared to regular infantry armies depending on terrain, efficiency or something like that? I felt they performed differently, if so is it explained somewhere?
No, they work just like the other ground units, except the very first tank attack which comes with a big combat bonus.
Subs seem about right eventhough Robotron barely used them in the atlantic till pretty late in the game, maybe too few at the begining? The last tech ones were pretty deadly in end game though.
I was simply stripped for PP most of the time. Mainly because of all Baltic convoys getting sunk.
I keep not understanding the signit inter-counter intel situation. I spent a TON of counter dps, which are suposed to be more effective than intel and still got at least one major nation with cypher broken all the game. I wasted so much i didnt even invest once in any neutral, with catastrophic results.
The irony is that I had very few INTEL invested on your nations because I could not resist drawing events (it's like an addiction :D). So in our match you were well prepared against a non-existing danger. Yes, maybe you cipher was broken sometimes but still almost nothing happened.
The cipher is only the first barrier to prevent INTEL attacks. Counter-INTEL is the second barrier and only comes into play when the cipher was broken.
I think I will have to rephrase the whole section in the manual.
counter (...) which are suposed to be more effective than intel
To be more precise: it is twice as easy to raise your own SIGINT (= cipher) on friendly nations by using COUNTER-INTEL than to raise your SIGINT ( = cipher) on enemy nations by using INTEL.

Is it explained anywhere how the dessert rules are in the Egypt-Arabia area? I kept not being able to move units and losing efficiency etc seemingly randomly.
Every unit moving into dunes or desert must check with D100 against the unit's efficiency value. Failure means extra efficiency loss. Failing the test at the start of the turn means losing all movement.
Are the alpin disasters to Italy related to the bad leader you have to get rid off by event? The "Italy offensive" event says something about this but a lot more disasters seems to be going on.
The alpine disasters are related to how much fighting by units on mountain hexes in the alpine/dolomite region is done per turn, especially in winter. Every attack raises the chance for the defending unit to be buried by an avalanche.
I think russia is extremely hard to take out of the war. In our game it got a total combo against including a bugged supply crisis that made it not have ammo for several turns after the crisis was over (maybe this bug should stay) Romania invanding, caucasus collapsing, over 10 collapse points for maaaany turns, losing like a third of territory, population in red for a long time too. Still didnt surrender till 1918. And if i recall correctly, russian revolution happend after surrender. I feel the events CP can play against Russia are too weak or come too late or both.
Historically Russia signed the Treaty of Brest-Litovsk in 1918, so our match was quite accurate in that matter.

I guess this has no solution just asking...Is there a way to make rail lines visible under trenches? France area specially, if you dont remember its unlikely you dicern where they were.
I'm afraid this is not possible - the rails are directly painted on the map and can not be modified.
The manual doesnt explain clearly how breaking the blockade works. I think you explained once in the forum but it would be nice to have it there. I thought about this when the blockade was broken in the last turns of the war, i guess it was a freak rolling?
Manual Page 18 not clearly enough? In short: as CP move as many subs as possible into the Atlantic and as many surface ships as possible into the North Sea (which is potentially deadly because of the British navy).


Now to my observations:

1.
British and French submarines swarming the Baltic Sea are a game-breaker. Germany is already hard pushed to fight on both fronts and just cannot invest into a light cruiser fleet to protect the Swedish convoys. The sunk PPs are missing on every front while France and Britain are happily investing into crazy numbers of ammo-factories, artillery and airforces.
Really, how many ammo-factories were built for France in our match? It seemed they maintained a permanent barrage during the whole game. :shock:
This lead to a situation where Germany was unable to hold onto a single French hex in 1916 and was thrown out of Belgium by end of 1917 and was fighting on her own soil in 1918, losing Dortmund, Metz, Mainz, Stuttgart.

Even with a hard limit of 1 submarine per tech level for the Entene major nations, it was enough to sink every single Baltic convoy and also isolate Sweden once it joined CP.
This was plainly ridiculous. :?

An easy solution to solve the problem would be to make submarines a CP-only unit. France, Britain and Italy will start with a submarine but cannot build any more.


2.
Fighter planes and even more so bombers are still too strong and will be further toned down or anti-air will be enhanced. Not sure which way to go.
CP lack of production because of sunk Baltic convoys prevented building up a proper airforce. Once some PP were left over, Entente airforce had already developed into veteran or elite ranks and was overpowering.

3.
Artillery with chlorine gas technology was a bit too effective. Must be toned down a bit.

4.
Russia was unable to even threaten Krakow or Przemysl, only being able to halfheartedly bombard Przemysl 2 times before retreating. On the other hand Germany was able to capture Warsaw in 1914 and even overrun Kovno. Are the Russians too weak in multiplayer? Or did they invest too much into ammo factories in our match? :wink:

But in the end it still was a very entertaining match with some really great moments, for example when Enver Pashas whole Caucasus army was cut off by armoured cars or when Graf Spee in his battered Armoured Cruiser actually managed to return to Wilhelmshaven.

Well played cocolo, we should have another match when V11 is out. 8)
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Hi robo and cocolo,

I carefully read your very interesting posts.
First of all I am just afk for a week due to working reasons. However, I will return next week for further feedback and ideas.

But before I forget it I wanted to state my point of view regarding a few things.

I have not yet played mp, only vs computer. In my 3rd CP attempt I found the solution (?) to beat Russia early including a capture of Moscow, Minsk, Riga, vilna and Warsaw in Dec 1914 plus  Petrograd in Feb 1915. Russia surrendered in very early 1916. If CP accepts not to take Belgium and defends vs Entente on a mini Frontline sw Germany and Austria just defends vs Serbia until the disease kills them almost anyway, cp can do a "needle-rush" on Russia. Lots of Cavalry in Königsberg rushing immediately into the flat plains straight towards Minsk and then Moscow plus german infantry marching to vilna Riga and petrograd will stun them. Accept the fact that the Austrian fortresses will be overrun. Austrian infantry only defend german border fortresses. Giving up the southern flank is actually even required. See it as a gigantic trap, the further they march into Austria the better as they will be isolated by a cav rush from minsk to romania later. Also: the more Russian troops in austria, the less in Central and Northern Russia, logically. I could just take one city after another. The good: The pp Russia looses in their key northerly cities minsk petrograd and Moscow is in relation more important than loosing your own Austrian cities. so you gain more than you loose. In addition, putting the entire german fleet in Baltics on key 4 hexes to block both Russian ports and their fleet also helps. Russian navy sunk quickly as they were trapped. All Baltic  convoys made in to Germany. Ok, it was a huge gamble, could have failed, but I ll try it again. If it works I suggest that Russian PPs are equally rebalanced on more Russian cities. Or austria gets more collapse points to have a proper penalty for letting the Russians in with no resistance. Or Russia has more mines in Baltics to stop german navy. It felt unreal, once on the loose in Central Russia with German cav, Russian infantry could not retreat quick enough due to the swamps in Central Russia. Russian army in Austria cut off their supply chain by rushing south with 2 ger cav units until reaching romania. This cut all key infantry units and Generals off supply - an easy kill then. I ll upload a load file when I return to keybord. The top general lead Russian armies marching into Austria... Ignore them. Will never work in mp, just ai I guess. My impression: ai does not  take into account that human player gives up huge terrains as part of a plan, thinks its an easy win and keeps sending units in. This of course only works in Russia due to size of Frontline.

Took me half an evening to do it so you might want to replay to verify. If not no worries, I will do it next week and share results.
...no war in Belgium.
... Just 4 army units in 4 hexes defend vs France.
... Don't invest in ammo, take ammo stock event instead.
... No offensive in Serbia, wait for disease
... Build min. 6 cav, all in Königsberg plus 6 german inf. Also Königsberg. To have them ready asap all send with strat move into Königsberg
...just invest in events.
...focus of land campaign: boost into Riga vilna and petrograd NOT Warsaw. Warsaw is the trap.
... All 8 ger navy units in Baltics. Block 2 seaports at turn 4. Will cost a few ships, never mind. I assume: Russia loose entire navy immediately = invests in new ships instead of new infantry which is good (dont know if that's correct?)
...infantry into vilna Riga and petrograd with one arty support.
...6 cavs into minsk, then via plainland V-shape move South of forrest into Moscow. approach in line abreast to conquer "wide supply channel" to prevent isolation.
... Give up Austrian east as part of plan. Majority of Russian Generals will March in. Trapped later.
... As cav is weak to attack, add commanders to them (prio)
...Moscow and petrograd fallen? Sweep south to isolate Russian army which should now be in Austria and Stuck at german border.
... No supply, easy to kill, Russia surrendered.
... Did not conquer a single town south of Kiev/caucasus.
... Might habe been just luck.

Few more comments later on planes, subs and pp. But too much for now. Game is great fun absolutely amazing. Best ww1 start game on marked.
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2173
Joined: Tue Nov 23, 2010 3:35 pm

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

@Unwichtig: yes, taking the "Aufmarsch Ost" option or adopting a similar variant of it by simply just defending in the west is without doubt the easiest way for CP to win.
Of course the AI will not be able to properly stand up to such gambits, so any victories achieved here should be taken with a grain of salt.
What was your victory level at the end of the game? Did you manage to bring down France and/or Britain as well?
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Unwichtig
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 222
Joined: Sat Jun 27, 2020 12:59 am
Location: Portsmouth

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Hi,

1. Yes I think this Russian atttackplan I did will only work against AI. Would love to do mp one day I think it will be even more exiting. Aufmarsch ost seems to be the secure way to gain a CP victory. I think that's okay as historically the CP realy won on the east. Please don't change that.

2. No I could, once again, not take France. It's because Belgium surrenders Very quickly after I attack them later. Territory becomes neutral and my German army is stuck. This happened twice to me and also to my dutch friend. I suggest there should be something like "if at war with Belgium, earliest surrender is after 10 turns" or so. So I went via Swiss which is very slow. Did not make it.

3. I finished with the "Germania stands defiant at the Rhine" event. Very nice.

4. About german PPs loss when convoys are sunk in the Baltic or Atlantic. I think the game depends to much on convoys all together. Nothing wrong with that, but I think the isolated CP should be able to gain some other extra PPs elsewhere instead. So it's okay when the convoys are sunk, but you have a 2nd option to gain PPs. Ideas (few of them already made):
A) Ottoman strikes Persia: reestablish silk road event with extra pp for all CP.
B) Russia surrenders: access to Russian resources, industry used for German purpose: big bonus PPs.
C) railroad Berlin Constantinople build and cleared of enemy troops: internal trade improvement event also with extra PPs.
D) CP control Suez: trade from Asia comin in again. Again extra pps.

All these things would shift cp towards a heavier land campaign whilst adding a 2nd option to get PPs instead of just escorting the convoys.
I think allied seapower is okay. They had a little advantage so I accept that. Must be difficult.

Anyway looking forward to 10.5.
Habe a good day.
cocolo
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 24
Joined: Sat May 06, 2017 6:49 pm

Re: NEW UPDATE 10.41! JUN 27th 2020

Post by cocolo »

Robotron wrote: Mon Jul 06, 2020 6:43 pm @cocolo: thanks for the nicely detailed report, that's very helpful and I will comment in detail.

However, my first and most important question to you will be: what victory event did you get? Did you get a victory event at all? If not I'll have to rework that part of the scripts.

Yes, i got a message with an image of a statue of a soldier saying "defeat" and a score, i think it was like 4000 and a text describing outcome and a reference to performance comparison with a name i cant recall never heard before .

Now about your observations:
About game balance, the "tank situation" seems to be fixed, maybe i as entente ended up still with too many available but looked a lot more reasonable than in the past. Robotron didnt build a single one i hope he tells his side of story. Anyways a big improvement from the "kursk syndrome".
To be honest, I found the tanks too strong, they had a ground attack value of about 25 at tech level 1 and just smashed through my units.I will slightly reduce their starting ground attack values, after all the first historic use of tanks at the Somme battle in 1916 was less than stellar. Adding to the problem was that the anti-tank techs were not unlocking due to a bug that was spotted by new member Unwichtig. This bug will be fixed in V11.0 which I'll release within a week or so and will come with a LOT of new stuff.
About tanks, do they have different abilities compared to regular infantry armies depending on terrain, efficiency or something like that? I felt they performed differently, if so is it explained somewhere?
No, they work just like the other ground units, except the very first tank attack which comes with a big combat bonus.
Subs seem about right eventhough Robotron barely used them in the atlantic till pretty late in the game, maybe too few at the begining? The last tech ones were pretty deadly in end game though.
I was simply stripped for PP most of the time. Mainly because of all Baltic convoys getting sunk.
I keep not understanding the signit inter-counter intel situation. I spent a TON of counter dps, which are suposed to be more effective than intel and still got at least one major nation with cypher broken all the game. I wasted so much i didnt even invest once in any neutral, with catastrophic results.
The irony is that I had very few INTEL invested on your nations because I could not resist drawing events (it's like an addiction :D). So in our match you were well prepared against a non-existing danger. Yes, maybe you cipher was broken sometimes but still almost nothing happened.
The cipher is only the first barrier to prevent INTEL attacks. Counter-INTEL is the second barrier and only comes into play when the cipher was broken.
I think I will have to rephrase the whole section in the manual.
counter (...) which are suposed to be more effective than intel
To be more precise: it is twice as easy to raise your own SIGINT (= cipher) on friendly nations by using COUNTER-INTEL than to raise your SIGINT ( = cipher) on enemy nations by using INTEL.

Is it explained anywhere how the dessert rules are in the Egypt-Arabia area? I kept not being able to move units and losing efficiency etc seemingly randomly.
Every unit moving into dunes or desert must check with D100 against the unit's efficiency value. Failure means extra efficiency loss. Failing the test at the start of the turn means losing all movement.
Are the alpin disasters to Italy related to the bad leader you have to get rid off by event? The "Italy offensive" event says something about this but a lot more disasters seems to be going on.
The alpine disasters are related to how much fighting by units on mountain hexes in the alpine/dolomite region is done per turn, especially in winter. Every attack raises the chance for the defending unit to be buried by an avalanche.
I think russia is extremely hard to take out of the war. In our game it got a total combo against including a bugged supply crisis that made it not have ammo for several turns after the crisis was over (maybe this bug should stay) Romania invanding, caucasus collapsing, over 10 collapse points for maaaany turns, losing like a third of territory, population in red for a long time too. Still didnt surrender till 1918. And if i recall correctly, russian revolution happend after surrender. I feel the events CP can play against Russia are too weak or come too late or both.
Historically Russia signed the Treaty of Brest-Litovsk in 1918, so our match was quite accurate in that matter.

I guess this has no solution just asking...Is there a way to make rail lines visible under trenches? France area specially, if you dont remember its unlikely you dicern where they were.
I'm afraid this is not possible - the rails are directly painted on the map and can not be modified.
The manual doesnt explain clearly how breaking the blockade works. I think you explained once in the forum but it would be nice to have it there. I thought about this when the blockade was broken in the last turns of the war, i guess it was a freak rolling?
Manual Page 18 not clearly enough? In short: as CP move as many subs as possible into the Atlantic and as many surface ships as possible into the North Sea (which is potentially deadly because of the British navy).


Now to my observations:

1.
British and French submarines swarming the Baltic Sea are a game-breaker. Germany is already hard pushed to fight on both fronts and just cannot invest into a light cruiser fleet to protect the Swedish convoys. The sunk PPs are missing on every front while France and Britain are happily investing into crazy numbers of ammo-factories, artillery and airforces.
Really, how many ammo-factories were built for France in our match? It seemed they maintained a permanent barrage during the whole game. :shock:
This lead to a situation where Germany was unable to hold onto a single French hex in 1916 and was thrown out of Belgium by end of 1917 and was fighting on her own soil in 1918, losing Dortmund, Metz, Mainz, Stuttgart.

About 25 ammo each of france and britain. At the end of war i literally didnt know what to do with pp, if i had known i would had invested even more. But maybe this was more related to having no loses at all in convoys for more than half the game probably.

Even with a hard limit of 1 submarine per tech level for the Entene major nations, it was enough to sink every single Baltic convoy and also isolate Sweden once it joined CP.
This was plainly ridiculous. :?

An easy solution to solve the problem would be to make submarines a CP-only unit. France, Britain and Italy will start with a submarine but cannot build any more.

we discussed this issue time ago i thought it was ahistorical but the presence of subs in baltic actually happened. The situation in game seems out of proportion though.

2.
Fighter planes and even more so bombers are still too strong and will be further toned down or anti-air will be enhanced. Not sure which way to go.
CP lack of production because of sunk Baltic convoys prevented building up a proper airforce. Once some PP were left over, Entente airforce had already developed into veteran or elite ranks and was overpowering.

I am not sure about this. Keeping that airfleet was very expensive and apart of getting air superiority by constantly smashing opposing air units, it wasnt that effective against land units as the air defence of land units was pretty good already. How damaging was the bombing of cities?

3.
Artillery with chlorine gas technology was a bit too effective. Must be toned down a bit.

4.
Russia was unable to even threaten Krakow or Przemysl, only being able to halfheartedly bombard Przemysl 2 times before retreating. On the other hand Germany was able to capture Warsaw in 1914 and even overrun Kovno. Are the Russians too weak in multiplayer? Or did they invest too much into ammo factories in our match? :wink:

i am an ammo factory junkie :-). And thanks i did that otherwise they would had been unable to do much after the supply crisis... Anyways i wouldnt run to conclusions too early, in other games AH gets obliterated in the border. I think smalls things make big tides changes with the exact same rules, its part of the game and its good.

But in the end it still was a very entertaining match with some really great moments, for example when Enver Pashas whole Caucasus army was cut off by armoured cars or when Graf Spee in his battered Armoured Cruiser actually managed to return to Wilhelmshaven.

Well played cocolo, we should have another match when V11 is out. 8)
Agreed, it was a lot of fun. Looking forward for next one!
Post Reply

Return to “Commander the Great War : Mods & Scenario Design”