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Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Sat Nov 25, 2017 10:33 pm
by KOB001
Robotron wrote: Right now I got the notion that the MP REPLAY can't deal with NEW units getting spawned by diplomatic events.

@Zombo:

1. In my game as CP the last thing I saw you doing was moving your fighter south of Paris. Was that the last move you did? Did you use the "Paris Taxis" or "Gallieni" event to spawn NEW French units?

2. In my game as Entente the last thing I saw was your attack move vs Nancy. Again: was that the last move in that turn? (in that game I used the "Abandoment of Plan 17" event, that spawns a NEW unit in Belfort)

3. If you do not recall those moves then, as arduous as it might sound, we will likely have to keep notes of events played and unit moves next time. To keep it simple, I suggest a non-competetive game where we just zip units around.
I'm struggling to get time to even try out the SP game because of a number of IRL issues however I just thought I'd interject here to point out that in our game Zombo, the game crashed after you'd dealt with all of the Mediterranean & Balkan battles THEN it abruptly stopped & crashed.

Presumably, having finished with the other fronts, you went to the Main Western Front &, perhaps, you checked your diplomatic action possibilities for France?

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Sun Nov 26, 2017 11:44 am
by Zombo
1. In my game as CP the last thing I saw you doing was moving your fighter south of Paris. Was that the last move you did? Did you use the "Paris Taxis" or "Gallieni" event to spawn NEW French units?

2. In my game as Entente the last thing I saw was your attack move vs Nancy. Again: was that the last move in that turn? (in that game I used the "Abandoment of Plan 17" event, that spawns a NEW unit in Belfort)

3. If you do not recall those moves then, as arduous as it might sound, we will likely have to keep notes of events played and unit moves next time. To keep it simple, I suggest a non-competetive game where we just zip units around.
1. I can't remember if that was actually my last move ( don't think so, though), but I did use both events and spawned the units

2. Sorry, can't remember

3. sure, let's do that. We could also do one where we spawn no units and see if it makes it without crashing, that could be a strong indicator

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Thu Nov 30, 2017 4:06 pm
by nehi
when i red its maybe final version, ive tried one no-rush game, but i got stuck

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Thu Nov 30, 2017 6:14 pm
by Robotron
MP crash issue:

At least now I know that the crash is very likely caused by the replay routine itself being unable to handle "unorthodox" spawning of units.

Only units that are being spawned by diplomatic events during the turn seem to cause the crash because they are not being deployed by the players using the "offical" deployment routine or by regular events.

I'm a little bit at a loss now how to handle this problem.

I could have those new units appear in the deployment queue so the players could deploy these themselves. This should be safe.
But I just know that cunning players might abuse those units to use them on totally different fronts than they are originally meant to appear and I don't know how to flag those units to force the players to deploy them properly. :?

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Thu Nov 30, 2017 6:35 pm
by nehi
Robotron wrote:Small fix for the issue reported by nehi:
unfortunately

it revealed some more

[19:33:29][11000]game/game_events.lua:11425(global Somme) game/game_events.lua:11425: attempt to compare number with nil

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Thu Nov 30, 2017 6:59 pm
by Robotron
Try this one:
Fix2.zip
(1.22 MiB) Downloaded 148 times

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Fri Dec 01, 2017 8:31 am
by nehi
Robotron wrote:Try this one:
Fix2.zip
thx, its working

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Fri Dec 01, 2017 3:50 pm
by Robotron
@nehi: what's your opinion on singleplayer difficulty?

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Fri Dec 01, 2017 5:31 pm
by nehi
Robotron wrote:@nehi: what's your opinion on singleplayer difficulty?
it looks similar as i remember it, yes, ai units are more aggressive, but they r attacking like all the time, which is exhausting for them

once red, they are dead 8)

low income is more complicating i guess, as i let france breathe and italy joined entente i had unit shortage, but its was just enough

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Fri Dec 01, 2017 6:49 pm
by Robotron
@nehi: you said you let France "breathe". So taking Paris in 1914 is still possible for you on a regular basis (excluding exotic German war plans)?

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Fri Dec 01, 2017 6:58 pm
by nehi
Robotron wrote:@nehi: you said you let France "breathe". So taking Paris in 1914 is still possible for you on a regular basis (excluding exotic German war plans)?
ive tried it just now, i got paris in last turn of 1914, france down in march 1915

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Tue Dec 05, 2017 3:24 pm
by Vokt
The more I play, the more I realise the outstanding work you have done on the game. The AI is now playable which cannot be said of vanilla AI.

Also, balance is good IMO.

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Tue Dec 05, 2017 3:58 pm
by Zombo
Any progress in the bughunt?

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Tue Dec 05, 2017 4:02 pm
by nehi
Vokt wrote:The more I play, the more I realise the outstanding work you have done on the game. The AI is now playable which cannot be said of vanilla AI.

Also, balance is good IMO.
especially if someone let ai build up good positions, its true ww1 grind

unfortunately ai is always circrling units, thats vanilla issue, but moving there wasnt tiring them
fortunately ai is always circrling units, so humans can break their exhausted lines 8)

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Wed Dec 06, 2017 11:44 am
by Vokt
Zombo wrote:Any progress in the bughunt?
No crashes so far.

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Wed Dec 06, 2017 5:04 pm
by Vokt
I did find a weird thing today. Russia, when hit by supply crisis, cannot move nor attack with the units that are actually occupying hexes of another country let that be Austria or Germany. Furthermore the expected next turn change in production dramatically drops to -51. This is of course unsustainable for the Russians.

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Wed Dec 06, 2017 6:40 pm
by Robotron
@Vokt: this is working as designed.

Every Russian unit fighting will bring Russia closer to the Russian Supply Crisis event.

As soon as the winter of 1914 Russia really should start to minimise her attacks on enemies and stockpile production points to delay the crisis from breaking out as long as possible. Taking enemy cities and holding own cities will help too.

As soon as the crisis DOES break out, Russia should - if possible - disengage from the enemy and retreat to Russian soil to more defendable positions as any fighting with her units will deplete Russian war effort thereby decreasing Russian production.

Russian units on enemy hexes failing a D100 roll vs their efficiency will lose their ability to move.

Russian units on Russian hexes failing a D100 roll vs their efficiency will lose their ability to move but with a much lower chance than on enemy hexes.

Russian units on enemy hexes will automatically lose their ability to attack.

Russian units on Russian hexes failing a D100 roll vs their efficiency will lose their ability to attack.

Surplus units should be disbanded and research lowered to zero as long as the crisis lasts.

As soon as Russian war effort is drained to zero or about 6 to 8 turns have passed, the crisis ends.

Certain events like Polivanov or Murman Convoys will help to stabilize and rebuild Russian war effort or end the crisis sooner.

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Wed Dec 06, 2017 9:35 pm
by nehi
Robotron wrote: As soon as Russian war effort is drained to zero or about 6 to 8 turns have passed, the crisis ends.
8 turns is just brutal, i had as entente -70 or so production with russia and crisis was lasting such long
(do you count that few turns after when its revitalizing in it?)

yes, its different to not attack to delay it and make it shorten, but anyway its 2/3 of the year 1915 wasted

just less deadly

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Wed Dec 06, 2017 10:25 pm
by Robotron
As soon as the Crisis is over Russia will replenish her war effort. Faster if you chose the mentioned events.

Re: POTZBLITZ V5.35 (BETA), NOV 23th

Posted: Fri Dec 08, 2017 9:18 pm
by nehi
Robotron wrote:As soon as the Crisis is over Russia will replenish her war effort. Faster if you chose the mentioned events.
im playing entente once more, but that russian crisis is just hilarious

i shut austria allready down, russia owe budapest and vienna, its digged in like 5 hexes from berlin

i was very cautious, it started in the middle of 1915 when russia had like +100, next turn +80 prudction

in next 4 strictly pasive turns on the east front it droped down to -50, just because german and ottomans kamikaze attacks vs trenched russians, which ended like 100:1 kills in russian favor

just robbing dead corpses would be enough to supply russia :lol: