Potzblitz V25.0 OCT 18th 2024

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Robotron
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Robotron »

Wolf001 wrote: Wed Feb 22, 2023 6:58 pm I am currently playing the Moltke-Schlieffen Plan in multiplayer as the Entente against Umeu. I selected the Battle of Yser event and the hex that either deploys an army corps or damages a German unit if occupied was occupied by a German army corps. However the unit did not take any damage when the event was selected.
I can't see anything wrong with the script, could be a display bug though. Maybe Umeu can check if the unit was actually damaged on his turn?

*edit*

The unit should be damaged on Umeu's turn.
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Wolf001
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Wolf001 »

Robotron wrote: Wed Feb 22, 2023 7:21 pm
Wolf001 wrote: Wed Feb 22, 2023 6:58 pm I am currently playing the Moltke-Schlieffen Plan in multiplayer as the Entente against Umeu. I selected the Battle of Yser event and the hex that either deploys an army corps or damages a German unit if occupied was occupied by a German army corps. However the unit did not take any damage when the event was selected.
I can't see anything wrong with the script, could be a display bug though. Maybe Umeu can check if the unit was actually damaged on his turn?

Also screenshot of the situation would be helpful.
I reloaded the turn and selected another event an hour ago since Umeu is teaching me how to defend correctly. I’ll select the event if I get it again next turn if and take a screenshot.
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Umeu »

Robotron wrote: Wed Feb 22, 2023 6:00 pm Which scenario?
moltke-schlieffen

Btw, can you add Currie to the mod? I made him as a courtesy to Wolf, but it's a bit of a hassle to keep track and change the files every time I play another person. It should all work, though my code might be a bit clumsy, but I think all that's needed is a quick review to see if the code is good for MP. I've tested it before in SP, and it works well. I also added some historical battles on their historical territories, the battles themselves require little else but the attack or kill a unit on the right (group of) hex(es), but that's actually quite hard to do consistently. So it's just a little easter egg for those who get lucky enough to come close to history.

So far I added:

Battle of Mons + Marne (Entente victories) & Le Cateau + the Frontiers (CP victories). They give a small morale boost to the winner, and move Italy a small bit to the winner's alliance.


also, I think Russian invasion repelled should happen automatically after a certain turns of Russia not invading Germany. It's a bit of an exploit now to just not invade East Prussia. Your defense as Russia will be better, and you avoid a lot of negative benefits. Also miss out on some positive ones, but I'm not sure they weigh up to what you risk by invading.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V20.1 FEB 18th 2023

Post by kassissi »

Robotron wrote: Wed Feb 22, 2023 5:48 pm
Umeu wrote: Wed Feb 22, 2023 3:18 pm For the Fatherland doesn't seem to show up in the pool again.
Were either Paris or Calais already captured by CP?

@kassissi: I've no clue what could be the cause of that problem, but these lines in the log I've never seen before:
[09:53:43][21212]Using HD unit icons
[09:53:43][21212]Using HD unit icons
Are you using a the Steam version of the game? Can anyone else who's using the Steam version please check if he's also got these lines in his log upon launching the game?
Hi Robotron, yes, I am using the Steam version of the game.
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Umeu »

Robotron wrote: Wed Feb 22, 2023 7:21 pm
Wolf001 wrote: Wed Feb 22, 2023 6:58 pm I am currently playing the Moltke-Schlieffen Plan in multiplayer as the Entente against Umeu. I selected the Battle of Yser event and the hex that either deploys an army corps or damages a German unit if occupied was occupied by a German army corps. However the unit did not take any damage when the event was selected.
I can't see anything wrong with the script, could be a display bug though. Maybe Umeu can check if the unit was actually damaged on his turn?

*edit*

The unit should be damaged on Umeu's turn.
the event worked in a previous version. Though it's not as good in MP as it is in SP. Because if you play the event when when the hex is empty, it rarely if ever happens that it'll still be empty on your next turn. Not sure if the unit can spawn at the start of the enemy turn? Or maybe if the hex can be made temporarily inaccessible? I suppose it's too big of a hassle, but might be consideration. Not a big deal if it stays as is.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Robotron
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Robotron »

Umeu wrote: Thu Feb 23, 2023 1:08 am Btw, can you add Currie to the mod? I made him as a courtesy to Wolf, but it's a bit of a hassle to (...)

So far I added Battle of Mons + Marne (Entente victories) & Le Cateau + the Frontiers (CP victories) (...)
Since you have already prepared the content, just provide the required graphics, english.txt passages and the relevant script snippets, saves me some hassle for a change, thanks.

Umeu wrote: Thu Feb 23, 2023 1:08 am also, I think Russian invasion repelled should happen automatically after a certain turns of Russia not invading Germany. It's a bit of an exploit now to just not invade East Prussia. Your defense as Russia will be better, and you avoid a lot of negative benefits. Also miss out on some positive ones, but I'm not sure they weigh up to what you risk by invading.
Okay, some proper motivation to invade East Prussia coming right up:

- von Francois being able to end the steamroller bonus is a major reason not to attack German units at all, so Francois will lose the ability to end the steamroller bonus
- German morale drain from invading Russians is raised as it wasn't noticeable before anyway
- Samsonov and Rennenkampf will be reprimanded if attacking at Y-coordinate 26 or greater.

If 2 turns after Russian DOW there was no proper invasion (at least 5 Army/Cavalry Corps) of East Prussia then:
- Russia suffers a collapse point
- both Samsonov and Rennenkampf are removed
- loss of 20 Russian morale
- "Tsar takes Command" is triggered, which accelerates outbreak of "Russian Supply Crisis".

(ABOUT YSER BATTLE) the event worked in a previous version. Though it's not as good in MP as it is in SP. Because if you play the event when when the hex is empty, it rarely if ever happens that it'll still be empty on your next turn. Not sure if the unit can spawn at the start of the enemy turn?
Yes, before CP has a change to move.
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FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Umeu
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Umeu »

Robotron wrote: Thu Feb 23, 2023 12:13 pm
Umeu wrote: Thu Feb 23, 2023 1:08 am Btw, can you add Currie to the mod? I made him as a courtesy to Wolf, but it's a bit of a hassle to (...)

So far I added Battle of Mons + Marne (Entente victories) & Le Cateau + the Frontiers (CP victories) (...)
Since you have already prepared the content, just provide the required graphics, english.txt passages and the relevant script snippets, saves me some hassle for a change, thanks.

Umeu wrote: Thu Feb 23, 2023 1:08 am also, I think Russian invasion repelled should happen automatically after a certain turns of Russia not invading Germany. It's a bit of an exploit now to just not invade East Prussia. Your defense as Russia will be better, and you avoid a lot of negative benefits. Also miss out on some positive ones, but I'm not sure they weigh up to what you risk by invading.
Okay, some proper motivation to invade East Prussia coming right up:

- von Francois being able to end the steamroller bonus is a major reason not to attack German units at all, so Francois will lose the ability to end the steamroller bonus
- German morale drain from invading Russians is raised as it wasn't noticeable before anyway
- Samsonov and Rennenkampf will be reprimanded if attacking at Y-coordinate 26 or more

If 2 turns after Russian DOW there was no proper invasion (at least 5 Army/Cavalry Corps) of East Prussia then:
- Russia suffers a collapse point
- both Samsonov and Rennenkampf are removed
- loss of 20 Russian morale
- "Tsar takes Command" is triggered, which accelerates outbreak of "Russian Supply Crisis".

(ABOUT YSER BATTLE) the event worked in a previous version. Though it's not as good in MP as it is in SP. Because if you play the event when when the hex is empty, it rarely if ever happens that it'll still be empty on your next turn. Not sure if the unit can spawn at the start of the enemy turn?
Yes, before CP has a change to move.
lol pretty brutal. I think it's all fine, except the morale hit is maybe a bit much, considering that Russia doesn't start out super high on morale, and takes quite a few from other events and losing territory. Also not sure if a collapse point is needed, but it might be fine.

I'll upload the stuff later.

btw I noticed this in the manual

66% chance per turn for Britain to suffer 5-15 convoy losses and German morale to rise by 1.
also there's a similar line for the Emden cruiser, but I've never seen British convoys take random losses like that. Am I misunderstanding this line, or is it not working / outdated?
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Robotron »

66% chance per turn for Britain to suffer 5-15 convoy losses and German morale to rise by 1.
also there's a similar line for the Emden cruiser, but I've never seen British convoys take random losses like that. Am I misunderstanding this line, or is it not working / outdated?
This does not affect actual convoys on the map but raises the internal "convoy losses" stat which in turn triggers the "Submarine Threat" and "Murder from the Deep" events, bringing US closer to joining Entente.
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FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Umeu »

Robotron wrote: Thu Feb 23, 2023 12:53 pm
66% chance per turn for Britain to suffer 5-15 convoy losses and German morale to rise by 1.
also there's a similar line for the Emden cruiser, but I've never seen British convoys take random losses like that. Am I misunderstanding this line, or is it not working / outdated?
This does not affect actual convoys on the map but raises the internal "convoy losses" stat which in turn triggers the "Submarine Threat" and "Murder from the Deep" events, bringing US closer to joining Entente.
ah, so it's solely negative for CP? or does it also have negative consequences for Britain/Entente?

Here's Currie etc
Extra Battles & Currie.rar
(850.5 KiB) Downloaded 25 times
let me know if I missed anything
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Robotron »

As long as Spee or Emden are causing convoy losses, British production is lowered. Rising convoy losses also raise the chance for Spee to escape.
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Umeu
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Umeu »

if enver pasha gets triggered by russian invasion, 4 strength that cant be repaired is not great. should be 6-7 in that case imo

also with heightened entrenchment, offensive in the east is really weak now attack bonus wise.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Wolf001
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Wolf001 »

I think gas is too effective early in the game. In my MP with Umeu he’s been reducing French army corps down to four strength with I think two artillery pieces after researching gas technology. In the past three turns I’ve had three French army corps reduced to four or five strength even with commanders attached.
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Umeu »

effectiveness does seem to wear off after a few turns, not sure how long exactly, but definitely before gas masks are unlocked. Perhaps it can wear off like 1 turn sooner (if that's how it actually works, and not due to other stuff) otherwise, unlocking gas mask tech 2 turns earlier seems fair.

the reason I could damage those corps wasn't just gas, also the units were already lower effiency because of travelling by train and moving in winter. but I agree that gas is a bit too effective
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Robotron »

The main reason is the generous +6 attack bonus for artillery on the turn and the following turn the first gas attack is conducted.
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Umeu »

Robotron wrote: Thu Feb 23, 2023 9:59 pm The main reason is the generous +6 attack bonus for artillery on the turn and the following turn the first gas attack is conducted.
First time for all alliances, or first time per alliance/nation using? I thought it was a bit longer, but 2 turns actually sounds reasonable.

Maybe +6 can become +4 health damage and +1 or +2 effeciency damage

Because you also already increased the effectiveness of first gasmask upgrade, and higher entrenchment, artillery is kinda the only way to dislodge infantry, and even then you have to do it by artrition. And the gas tech race is actually one of the few ways to force a surprise breakthrough (and even now I didnt breakthrough. I mauled some corps, but they never got destroyed.) I always immediately put focus on gas techs at the start.

In our game, My first gas attacks rolled +6 and +5 vs reserve corps on turn 1 and 2, but afterwards just +1 and 2.

Vs infantry, the first 2 turns, my gas rolled +1 and +2 but knocked them down to yellow quicker than without gas.

So it might need a small adjustment, but nothing too big I think. Maybe even just +6 on t1 use, +4 on t2 and that's good. Or as I said, a little less focus on damage, a bit more on efficiency. Though that might actually be worse?
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Umeu »

something else I've noticed, is that Entente morale seems to go down sooner/faster than CP morale. Germany starts out higher or gains a lot from invading on the Western front, and AH starts to gain morale too once they start pushing back Russia. And while I think that's perfect, I don't know if entente nations, but France in particular, and Russia to a bit lesser extent, should also suffer such a morale loss for losing some territory.

I'm playing vs Wolf, and he basically held me on the edge of the French border. I took all of Belgium, but nowhere did I go deeper than 1 hex into France yet. I did take Lille, but that's almost impossible not to. The only notable place I took that is a bit out of the ordinary, is Belfort. I did not take Rheims, I did not take Calais or Amiens, and I got nowhere near Paris. 1914 ended with German invasion repelled. Not even stalemate. 1915 in France has been uneventful, besides a few artritional battles and me taking a few hexes around Verdun, and a sneak attack on Belfort to take it, no hexes changed sides. Yet, at the end of 1915, France is at 45% morale, while Germany is at 145%. I have killed more French troops than he has killed German troops, but still I don't think this is correct.

This is the state for him:
France 46% 5 collapse points
Britain 70% 3 collapse points
Russia 55% 3 collapse points

While for me, it's:
Austria 100%
Germany 148% 1 collapse points
Sweden 109%
Ottomans 122% 1 collapse points
Bulgaria 105%
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Robotron »

Simple answer: bad army performance (probably France in your match) or loss of production (probably Russia in your match).
Britain has probably suffered a mixture of bad army performance and some bad events.


So, how is morale getting calculated anyway?

It goes like this for any single nation:

The nation's army performance ratio is determined by dividing the kills caused by the casualties taken.
This value is then multiplied by that nation's total unit upkeep.
Let's call the result value "A".

Then the script takes that nation's current PP output and multiplies it by 100.
The result is then divided by the maximum possible PP output.

Current production is the PP output modified by "manpower quality" (the manpower stat going yellow, orange, red) and loss of PP by bombardment.
Maximum production is the total original PP of all cities that are still held.

Let's call the result value "B".


The script then picks either value A or value B depending of which value is higher.
Let's call that higher value "C".

Now the morale value of the nation will be decided by picking the lesser one of either value C or 100.

Added/substracted to/from this are the morale modifications of any events triggered during the game.
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Wolf001
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Wolf001 »

Motlke-Schilffen Plan against Umeu. I am playing as the Entente.

How is the Mining War event supposed to work when selected. It lowered the efficiency of a German army corps to three but it also lowered the efficiency of a British army corps to one when the event was selected. Here is a photo after I played the event. The army corps was at eight or nine before the event.

Image

I did look in the manual but it is not listed.
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Robotron »

What part of the in-game description of the event is unclear to you?
MINING WAR
Automatically blasts any German units adjacent to British units in France if the British unit has the higher experience rank. 50% chance for units with even experience. 25% chance to get blasted by counter mining instead if German unit has higher rank.
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Wolf001
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Re: Potzblitz V20.1 FEB 18th 2023

Post by Wolf001 »

Robotron wrote: Fri Feb 24, 2023 5:56 pm What part of the in-game description of the event is unclear to you?

Alright I’m done.
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