Potzblitz V25.0 OCT 18th 2024

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

Moderators: Slitherine Core, The Lordz

Robotron
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

Some new features for V11 already included:

1. fixed bugs that prevented focussing of tank techs and unlocking of anti-tank techs.
2. new choice event "Rhine Bridges": 35 PP, takes 12-24 turns to complete. When finished allows unlimited rail transport from Germany to Belgium
3. new choice event: "Modernize Field Hospitals": restores 15% of already sustained ground casualties at once. Every turn 1% of ground casualties are restored to manpower.
4. Colonie events for East Africa, Kamerun, Samoa, 3rd Boer war, Cochinchina, French West Africa
5. 1-time chance for Spain to join CP when Entente is on the ropes and US is still neutral
6. Transcaucasian rebellion event after Tiflis was captured by CP to give Russia more motivation to defend in the Caucasus
7. repair cost for Arab troops set to 0 PP and manpower
8. +1 collapse point penalty for Germany when not occupying any French hexes in 1916 or any Belgian hexes in 1917 when not having chosen "Aufmarsch Ost"
9. Ammo Factory explosion chance if overbuilding factories or "Womenworkforce" events played
10. no submarines for Entente nations. France, Britain and Italy start with 1 submarine and cannot build any more.
11. all reported bugs have been fixed same as all minor issues from my last match vs cocolo

Cheers. :D
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Wow! That was quick.
That sounds excellent. Can't wait to trial it.
I will play it as soon as it's available.
Nice way to implement the Rhine bridges like that.
Also looking forward to colonial events and the rest.
I will test MP with my other friend (he is not in forum but as enthusiastic as I am) and if we get it done I am happy for future clashes with any other players.
Will practice Entente first, only CP matches so far.

Salute.
DuncanStewart
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by DuncanStewart »

First of all thank you for making this mod. It reignited my love for the game and is so much better than anything I've ever modded. It's amazing what you've managed to do with a broken frame. The first part is me asking for tips, but the big LUA/modding question comes at the end.

Noob section: I'm really struggling with various SP things going on, like:
_ _
A) France gets totally frozen and Germany just walks through up to Paris, but on the other side I take Vienna/Belgrade by 1915 (this doesn't seem to make the Austrians really care that much). Usually I can hold onto Paris depending on Brit Events, getting lucky with Outrance/Taxis/Free Tech Upgrades. Does any one have a link/let's play to some people taking their first 5-10 turns as these factions. I want to be better but it's just a bit too hard. I've read in-depth guides on the Vanilla game regarding salients and pockets, fortress anchoring but can't keep up.
_ _
B) Are armored tanks good city defenders? I don't think they were in the OG, but they have no man power cost and good stats.
_ _
C) I don't know if this was intentional, but whoever I'm playing against just seems to have SO MANY UNITS (in some places). On the Western Front, which was like a CP Calais to Switz minus a spot that I couldn't even fill with a unit, the line of Germans was 4 infantry deep. I counted maybe like 80+units there so their PP must have been 320+ not including the Russian Front. Should I have that many units? If I could even build them in time that is.
_ _
D) I can't seem to replicate the German attacks on France with the same success. They say learn from the masters, so I would load up an alterna-game on CP and try to do the same moves but I'd get no where near where they were.
_ _
E) As Russian, the Austria fights back event (2 I think?) can happen in the very first 2 turns of the game, sometimes against units that haven't moved yet I think. Am I being too aggressive? Is is that gold star cavalry commander down there who's messing me up.
_ _
F) I did a forum search between choosing Schlieffen and Historical Schlieffen and couldn't find the difference. Is it a troop layout, or does it mean that Germany doesn't get to deviate from the plan and choose Aufmarcht?
_ _
G) I don't understand Britain's troop placement rules. Sometimes I can place a unit in Egypt, sometimes I can't. One turn I can, the next I can't. Can't find it in the manual (I promise, I read the manual very carefully and took notes on what cities had what effects)
_ _
Second to last, if anyone would like to play a "friendly" game with me via PBEM my discord is Duncan97 #4505. If you have voice chat, that's even better!. Or just links to any let's plays you might have done. Or just type any glaring things you think I might be overlooking.

Now for my embarrassing noob question. The game is a little too hard for me and I want to cut enemy PP. Going through the various LUA files I found. Game_Resources.Lua tbexact.

PayFactionIncome(faction)

-- Extra income for AI on highest difficulty level
if game.type == Game.TYPE_SINGLE and alliance.id ~= playerAlliance.id then
local percentage = 50

-- start with lower bonuses first 5 turns
if game.turn <= 5 then
percentage = percentage - percentage / game.turn
end
if game:GetAlliancePlayer(alliance).difficulty >= 1 and player.alliance.id == 1 and game.type == Game.TYPE_SINGLE then
GiveExtraIncome(faction, percentage)
elseif game:GetAlliancePlayer(alliance).difficulty >= 1 then
GiveExtraIncome(faction, -percentage*2/3)
end

If I change that 50 to a lower number will the AI less PP. I don't see any difficulty levels in Potzblitz, so I may be looking at the wrong file. I'll keep searching. If you have any simpler ideas to handicap the AI slightly, I'm all ears. I'll keep searching. Once again thank you for the Great Mod. (SMH can get Berlin on Hard in Feb 1915 in Vanilla..)
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by DuncanStewart »

Honestly, half the fun is just trying to understand the LUA files.

Like this is ai_economic.lua with "gameplay tips from 2019?

if info.frontlineGaps < 0 and faction.am > 40 then -- In other words, buy artillery if you can afford it, but still by infantry if you can't.
Robotron
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

B) Are armored tanks good city defenders? I don't think they were in the OG, but they have no man power cost and good stats.
There are no "Armored Tanks" in the game. Do you mean Armoured Trains, Armoured Cars or Tanks? Anyway, check the values for Base Defense and compare them with other units.
You can find them in Data/Scripts/units.lua
E) As Russian, the Austria fights back event (2 I think?) can happen in the very first 2 turns of the game, sometimes against units that haven't moved yet I think. Am I being too aggressive? Is is that gold star cavalry commander down there who's messing me up.
Seems to be a rare type of match going on there. Serbian surrender in turn 1, right?
F) I did a forum search between choosing Schlieffen and Historical Schlieffen and couldn't find the difference. Is it a troop layout, or does it mean that Germany doesn't get to deviate from the plan and choose Aufmarcht?
What Schlieffen does:

- guarantee the German surprise attack on France, thereby causing a collapse point on France
- prevents General von Kluck getting overly ambitious and cause an early end of the offensive (happens when Kluck moves father south and east than Bulow)
- open the impassable Belgian coast line for easier flanking from the beginning and not during some random unit move through Belgium or France later on
- move the german Army Corps from Mainz to hex X:90,Y:24
- consume 15 PP
- raises danger of Russian surprise attack on turn 3 or 4

This is done to represent the main doctrine of the Schlieffenplan: to attack with a strong focus on the right wing. Moltke Jr.'s modified Schlieffen plan does not include any of these points.
G) I don't understand Britain's troop placement rules. Sometimes I can place a unit in Egypt, sometimes I can't. One turn I can, the next I can't. Can't find it in the manual (I promise, I read the manual very carefully and took notes on what cities had what effects)
Britain can directly deploy Reserve Corps, Cavalry Corps, Fighter planes and Armoured Cars to Egypt which will use up a transport move. Other units must be lugged in via the Red Sea which will cost a few turns.
I don't see any difficulty levels in Potzblitz,
Correct. Those were replaced by the possibility to choose what warplan CP AI should take.
If I change that 50 to a lower number will the AI less PP
Yes.
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Robotron
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

V11 is ready and will be uploaded this week.

If you got any last minute proposals for tweaking stuff, then say so or wait for the next update.
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Falconette »

Robotron wrote: Mon Jul 13, 2020 7:41 pm V11 is ready and will be uploaded this week.

If you got any last minute proposals for tweaking stuff, then say so or wait for the next update.
Hello again Robotron!

I'm not sure if you've seen my previous post regarding the Russian national flag in the mod, but I'd like to kindly ask you to change it to either vanilla (that would be okay too) or historical 1914 version (like here: https://ru.m.wikipedia.org/wiki/%D0%A4% ... -1917).svg )

Using the Czar's standard as a national flag is an interesting choice, but it doesn't really go in line with all other nations. I could send you flag files from vanilla if you need them. Many thanks in advance!
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

@Falconette: the flag may be inappropriate but it has the benefit of a striking look that helps to make the Russian units stand out in convoluted map situations.
If you prefer the vanilla versions then just copy those into the CTGW/Data/Graphics/flags folder. That should work just fine.
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

I am back again from holiday, will continue to trial end test now.
Cant wait to start new campaign on V11 Potzblitz Mod.

None of the following points are significant, so please dont worry if they are not in the new mod.
I just had time to write them down, just some general aspects that could be slightly changed - if possible:

1. Submarine limitation for Entente on Mod 11: Keep it as you planned it, i will test it in detail. I assume it will be a significant impact for Entente without having the option to build subs and only start with one. This might make playing the CPs much easier, here are just some thoughts to consider for future updates (if required)

a) Entente can build submarines, but they can only operate one at a time, i.e. CP destroy it, Entente has at least the chance to rebuild one. Reason for that is: If CP knows that Entente have only 1 sub and they destroy it, there is hardly and motivation to contruct Light Cruisers as there is no Sub threat.

b) Entente can operate 1 sub in 1914, 2 in 1915, 3 in 1916 and 4 in 1917/1918. This could be justified that the Entente do not have sufficient submarine expertise and dockyards to operate so many at the same time and they still need to develop in during the war. In the end, Entente could have a max of 4, and CP of 6 which still leaves CP with an advantage, i think that would be ok.

c) Entente subbuilding could be linked to events. i.e. they start with zero subs (so they have a significant disadvantage), however, when germany successfully sinks the first entente convoy the event "Construct Improved Submarine Dockyards" (or something like that) could be unlocked. If played, only the country that played it can build subs. This will allow at least one Entente country to operate subs.
Reason for this is...if Entente cant build subs, they dont need to invest in the research as well and could save PP and focus points. That would lead to quicker weapon developments in other environments which would be unbalanced. With at least one country operating subs, this country would have to do research as well. The player then needs to decide which country will be his submarine nation.

Many options, many solutions. Whatever feases the game, i dont know. I am just afraid limiting the subs to one only will lead to unwanted sideeffects like different a research and construction focus. I Might be wrong. So dont worry i test it before going into details.

2. Maybe i am the only player that uses the "next unit button" on the bottom right which shows you the next units available that you have not moved yet in the current turn. However, this button is very frustrating as, especially in the endgame when all playes have plenty of units on the map and the game starts getting more challenging to manage, i have to click on 25 useless small garrison units first before i can jump to the real combat units. Even worse, once i played a units that i forgot to move, i have to do the whole thing again which makes me clicking around for nothing. This is the only reason why i stopped using it - but i actually think it is a powerful tool to make sure you use every unit during your turn.
I recommend that, if possible, small garrisons in your own cities are not showed/highlighted anymore and only major combattants are shown when i push the next button.
A dream solution would be a button that shows just: next naval units, next air unit and next army unit (army corps, artillery and armoured vehicles only). This would make it so easy to focus on naval planning first, then army and air instead of clicking around on randomly highlighted units. thats more a feed back point for slitherine and not for you robo i know that cant be changed. would be lovely if this could be changed in future games. if not...i will send my small garrisons into pension and risk that my city is taken over instead :)

3. I read the manual, its great and many things are clear now. Its worth a read, especially the collapse point part of it. Recommend it to new players.
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

I won't allow building subs for Entente for the one reason that CP are woefully outclassed in PP and cannot do without the Swedish convoys for the whole game.
Yes, historically some British subs were operating in the Baltic but not en masse like it is possible without restrictions. Some players will even send Italian subs into the Baltic.

The numbers say it all:

Serbia, France, Britain, Russia total: max. 525 PP from turn 5.
+ most likely Italy: + 85
+ most likely USA: +100
------------------------------
Entente total: 710 PP + convoys

Germany, Austria, Turkey, Bulgaria: max. 415 (Turkey and Bulgaria join from ca. turn 11 and 20 respectively)
+ maybe Sweden: 23
---------------------------
CP total: 438 PP + mostly only the Swedish convoy once the Russian Baltic navy is defeated

Belgium is excluded for obvious reasons. Romania is excluded because of her fickleness.

Concerning the "Next unit" button: maybe you are indeed the only player using it. I can't recall having ever used it.
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Hi,

ok thanks that does make sense i did not know that the PP difference was that great.

Anyway, just continued my old game with CP, its summer 1917 and i think Italy is just about to join me (It said 0-1 turns in diplo screen), when i pushed next turn button it all seemed to work and i could already hear a strange music i never heard before. (Italy joined?)
Then the game crashed.

Here is the log file:
ctgw.rar
(12.14 KiB) Downloaded 77 times
Funny game so far with netherlands joined CP and italy just about to join as well after i captured paris.
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

Looks like a crash at the final victory screen.

Do you still have the last autosave? If yes, try to re-"end" that turn. I'd like to have a look too, so please upload it, if possible.
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

Good afternoon,

i checked it once again...after i found out that my game does not do any autosaves anymore (why?) and my last savefile was 2 hours old i reloaded it and replayed the two hours as good as i could to recapture the bug. I played identical and again italy, and this time even persia were just about to join me next turn.

Clicking on the next turn button then ended with the total victory event with all major enemies surrendered to CPs. (Just occupied paris like in previous attempt, so it was pretty equal). So i think you were right, it was the endgame event that crashed. Took me two more hours to find out again. But the crash did not happen this time so sorry i cant recapture it. never mind, seems to work now.

But i was pretty sad when the game suddently finished, it took years to get italy netherlands and persia on my side and my aim was to invade GBR and northern africa as well from italy. But then it all ends suddently and my dreams bursted like bubbles :|
i was looking forward playing with the new countries as well, but game does not allow me to due to final event.

Is there a chance the game does not stop after the final event? Just to ensure that i can also defeat the usa? GBR in suez and kuwait? french in africa?
i mean just to complete the normal 60 turns, nothing more. 60 turns is perfect, its just sad that the player is forced to stop after approx 45 turns.

anyway thats me done with CPs. Now i ll try with Entente.
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

two more things: this mod is my most played mod ever, i played it approx +150 hours, so i want to thank you for that. This is unreal, normally i pay money for games that i play much less, i just would like to send a little thank you. how can i do that? have you got any account that i can send a slitherine voucher ot something like that?
is it possible to send a gift on steam? no idea i never did that. let me know how i can send you a little appreciation.

i am happy to donate something for this as it would be a bit unfair playing 150 hours ´for free´ after you spent approx 5 years working on this product.

final question: i want to start a new Entente campaign this weekend, please dont feel rushed, just wanted to check if its worth waiting for mod11 or start 10.41. i wanted to test the latest version instead of starting twice and report outdated stuff. if not i just start 10.41. please dont feel rushed i know you have a normal life. ty.

have a great day.
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

@unwichtig: I'm doing the last checks for V11 right now and plan to upload it this evening if all goes well. Your crash during the victory screen makes me a bit nervous though but I could not find anything wrong within the script. Strange that your game did no autosave-endturn right before the crash.

Concerning the possibility to play on after all enemies have surrendered: as of now I've no clue how to mod that in but will have a look at it for V11.1 ;)
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Unwichtig »

dont worry about the crash at the endgame, dont know what it was but i tried it 5 more times now, always reloaded my match (this time i created multiple savefiles) and did all kind of different stuff, it never happened again. Might have been a unique rare thing i did or just my laptop making some trouble.
I had only 3 crashes in about 150 hours playtime so the game is very stable at the moment.
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Re: NEW UPDATE 10.41! JUN 27th 2020

Post by Robotron »

Okay, that's good to hear. The worrying thing about your crash was that the logfile did not refer to the cause of the bug, like it does in 99,9% of all cases and I get rather nervous when such things happen. :D
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Re: NEW UPDATE 11.0! JUL 17th 2020

Post by Robotron »

And here is V11.01

https://drive.google.com/file/d/1hCerit ... LtjP2/view

What was changed/fixed/added:

1. fixed bugs that prevented focussing of tank techs and unlocking of anti-tank techs.
2. new choice event "Rhine Bridges": 35 PP, takes 12-24 turns to complete. When finished allows unlimited rail transport from Germany to Belgium
3. new choice event: "Modernize Field Hospitals": restores 15% of already sustained ground casualties at once. Every turn 1% of ground casualties are restored to manpower.
4. Colonie events for East Africa, Kamerun, Samoa, 3rd Boer war, Cochinchina, French West Africa
5. 1-time chance for Spain to join CP when Entente is on the ropes and US is still neutral
6. "Transcaucasian rebellion" event after Tiflis was captured by CP to give Russia more motivation to defend in the Caucasus
7. repair cost for Arab troops set to 0 PP and manpower
8. +1 collapse point penalty for Germany when not occupying any French hexes in 1916 or any Belgian hexes in 1917 when not having chosen "Aufmarsch Ost"
9. Ammo Factory explosion chance if overbuilding factories or "Womenworkforce" events played
10. no submarines for Entente nations. France, Britain and Italy start with 1 submarine and cannot build any more.
11. all reported bugs have been fixed same as all minor issues from my last match vs cocolo

Also added:

12. "Fortify Verdun" event for Entente to give Verdun a +20 defense bonus when still in supply. This will last until CP play "Siege of Verdun" event or Verdun is not in full supply.

13. "Rush-deploy Russian army": will give Entente a chance to draw the "Russian Surprise Attack" on turn 3 or turn 4.
Before chances for a Russian pre-emptive attack on CP was purely decided by luck, now the Entente player must spend diplo points to unlock the surprise attack event at all.
If CP plays "Schlieffen's Legacy" or "War plan Rupprecht"chances are enhanced for Entente.
If CP plays "Austrian Defense Planning" or "German Army Redeploys" chances for Entente are nullified.

14. nations with 10 or more collapse points count as having surrendered for victory outcome calculations
15. rewrote the tricky bits in the manual about INTEL & SIGINT

Enjoy! 8)
Last edited by Robotron on Fri Jul 17, 2020 9:32 pm, edited 1 time in total.
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Unwichtig
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Re: NEW UPDATE 11.0! JUL 17th 2020

Post by Unwichtig »

Hi,

i guess i am your first customer for mod11. thanks for finishing it this evening, i will test it on the weekend intensively.

First crash, CP, turn 1, moved autstrian infantry via trainmove to serbia, here is the log:
ctgw.rar
(1.54 KiB) Downloaded 47 times
Dont worry i keep playing and put some crash files here dont need to comment them, i just restart the game it was just turn 1 anyway.
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Re: NEW UPDATE 11.0! JUL 17th 2020

Post by Robotron »

Ouch, that was fast. :D
Forgot to include a new train move sound.
Please hold the line.
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
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