Search found 241 matches

by Kossatx
Thu Aug 06, 2020 5:10 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Potzblitz V24.2b JAN 1st 2024
Replies: 3240
Views: 387379

Re: NEW UPDATE 11.1! AUG1st 2020

Ok Robotron, thanks! Now, playing the game, France has ceded Tunissia to Italy but some hexes remain french (inlcuded Tunis), It seems a bug but I don't know :? Also, is middle 1915 playing with CP and MP for AH and GER have raised a lot and I haven't noticed why. AH was over 1300 MP begining 1915 a...
by Kossatx
Thu Aug 06, 2020 9:14 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Potzblitz V24.2b JAN 1st 2024
Replies: 3240
Views: 387379

Re: NEW UPDATE 11.1! AUG1st 2020

Oh, I didn't know. I think is a good idea for your mod, the only "but" is I prefer little probabilities than impossibilities, so I woult rather like to put (for example) a +2 strenght and a +2 efficiency level per turn to the unit in Verdun than make the unit invulnerable. By the way, wher...
by Kossatx
Wed Aug 05, 2020 5:36 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Potzblitz V24.2b JAN 1st 2024
Replies: 3240
Views: 387379

Re: NEW UPDATE 11.1! AUG1st 2020

Hi Robotron, I'm enjoying a lot your mod these holidays :D Something strange happens with my game, is winter 1914 and I've been attacking Verdun for many turns, but the unit defending the hex don't lose any strenght point althought the outcome of the attacks is the unit loses many streght points. Wh...
by Kossatx
Tue May 26, 2020 2:41 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Potzblitz V24.2b JAN 1st 2024
Replies: 3240
Views: 387379

Re: UPDATE! POTZBLITZ V10.3 MAY 23rd 2020

Thanks a lot Robotron!
by Kossatx
Wed Jan 01, 2020 10:25 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Potzblitz V24.2b JAN 1st 2024
Replies: 3240
Views: 387379

Re: POTZBLITZ V9.51 AUG23th 2019

Have a happy transition into the new year you too Robotron :D
by Kossatx
Mon Dec 30, 2019 10:18 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 2563

Re: DOW and WarEffort

Great Robotron, it already works ok :D function SpainWarEffort() local spain = game:GetFactionById(15) local germany = game:GetFactionById(2) if spain.alliance.id ~= 0 and spain.luaData.warEffort < 100 then local luck = math.random(1,12) if luck == 12 then if spain.alliance.id == 1 then spain.luaDat...
by Kossatx
Mon Dec 30, 2019 8:17 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 2563

Re: DOW and WarEffort

In order to close definitively the event, I must fix this last script in events.lua file: function SpainWarEffort() if GetEvent("DOWspain") > 0 and spain.luaData.warEffort < 100 then local luck = math.random(1,12) if luck <= 12 then if spain.alliance.id == 1 then spain.luaData.warEffort = ...
by Kossatx
Mon Dec 30, 2019 8:12 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 2563

Re: DOW and WarEffort

I enjoy a lot with your masterclasses :D Finally I think the better solution is, as you say, to write the script in "StandardDOW" function in events.lua file. But in order to include the 60% war Effort in any DOWspain, I have written it in these two different scripts: if GetEvent("DOW...
by Kossatx
Mon Dec 30, 2019 9:52 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 2563

Re: DOW and WarEffort

I've written this in function "PhaseStart(alliance)", in Potzblitz.lua file (as you know I only play your mod with a few modifications). But nothing happens when Spain allies with player's faction. There is no reduction to 60% warEffort, and there is no report from "LogUi" :| if ...
by Kossatx
Sun Dec 29, 2019 11:04 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 2563

Re: DOW and WarEffort

Well, I've written the script as I said but there is no setting for the 60% WarEffort when the turn of the DOWspain begins. I don't know If I have to do any with "DOWspain" event, I haven't written any "DOWspain" event because I think isn't necessary :|
by Kossatx
Sun Dec 29, 2019 9:22 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: DOW and WarEffort
Replies: 9
Views: 2563

DOW and WarEffort

Hi again, I'm trying to write an script to set the WarEffort after a DOW. I have write this one in the function "PhaseStart(alliance)", but it don't works. Is necessary to write an specific event for DOWspain? if GetEvent("DOWspain") == game.turn then SetWarEffort(15, 60) end
by Kossatx
Sat Dec 28, 2019 8:34 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to fire an event two turns later?
Replies: 6
Views: 2175

Re: How to fire an event two turns later?

Great Robotron! Now it works fine :D Frohe Weihnachten :!:
by Kossatx
Sat Dec 28, 2019 6:47 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: ConsumeX command for nations aren't yet at war?
Replies: 3
Views: 1716

Re: ConsumeX command for nations aren't yet at war?

I wrote the script this way in game_diplomacy.lua: if eventname == "KaiserGold" then if GetEvent("ItalyLeaves") == 0 then ChangeFactionAlignment(game:GetFactionById(8), italy.alliance, 2) end germany:ConsumeProductionPoints(10) PutinCP("Goeben") Discard("TurkBB&quo...
by Kossatx
Sat Dec 28, 2019 6:24 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to fire an event two turns later?
Replies: 6
Views: 2175

Re: How to fire an event two turns later?

Thanks a lot Robotron, finally I've done the script in this way: if GetEvent("DOWitaly") == game.turn then SetEvent("SpainJoinsWar", game.turn) end if GetEvent("SpainJoinsWar") >0 and GetEvent("SpainJoinsWar") +2 == game.turn then if italy.alliance.id == 2 the...
by Kossatx
Sat Dec 28, 2019 8:10 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: ConsumeX command for nations aren't yet at war?
Replies: 3
Views: 1716

ConsumeX command for nations aren't yet at war?

Hi again, is it possible to use the ConsumeProductionPoints command for nations aren't yet at war? I've tried to write it for the KaisersGold event in game_diplomacy.lua but it don't works fine. Looking at Potzblit mod I've seen THE GREAT ROBOTRON don't use this command in game_diplomacy.lua for Kai...
by Kossatx
Fri Dec 27, 2019 11:09 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to fire an event two turns later?
Replies: 6
Views: 2175

Re: How to fire an event two turns later?

Thanks for your answer Robotron, but what I mean is once Italy joins CP the event is announced but is two turns later when the dice is thrown. I would like to do these two steps in a single event :roll:
by Kossatx
Thu Dec 26, 2019 8:04 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: How to fire an event two turns later?
Replies: 6
Views: 2175

How to fire an event two turns later?

Hi, I'd like to make an event which fires two turns after it was triggered. Here is the example: function SpainJoinsWar() local italy = game:GetFactionById(8) local spain = game:GetFactionById(15) local germany = game:GetFactionById(2) if GetEvent("SpainJoinsWar") == 0 and italy.alliance.i...
by Kossatx
Sat Nov 30, 2019 6:18 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Events and AI
Replies: 4
Views: 1791

Re: Events and AI

Wow! Thanks a lot Robotron :D
by Kossatx
Sat Nov 30, 2019 1:49 pm
Forum: Commander the Great War : Mods & Scenario Design
Topic: Events and AI
Replies: 4
Views: 1791

Re: Events and AI

I was thinking about modify the game number of turns... and I don't know how to adapt events to this variation :|
by Kossatx
Sat Nov 30, 2019 10:22 am
Forum: Commander the Great War : Mods & Scenario Design
Topic: Events and AI
Replies: 4
Views: 1791

Events and AI

Hi people and Robotron, where is defined in which turn an avent can be played by the AI and the probabilities the AI really choose it?

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