Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

POTZBLITZ: a mod for CTGW

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War I] >> Commander - The Great War >> Mods and Scenarios >> POTZBLITZ: a mod for CTGW Page: [1]
Login
Message << Older Topic   Newer Topic >>
POTZBLITZ: a mod for CTGW - 6/27/2016 1:00:14 AM   
Robotron


Posts: 48
Joined: 3/1/2013
Status: offline
Hi folks!

For almost a year I've been tinkering around with the scripts to make my own mod, called "Potzblitz" (which could be roughly translated as 'cor blimey!' a favourite saying of Emperor Wilhelm II ).
This mod is for the PC Version of the game. Maybe you are interested?




It features the following changes:

Gameplay:

- 60 gameturns limit: beginning with 1915 a gameturn will cover a month (tech research times adjusted accordingly)
- no free upkeep, factions income adjusted accordingly
- small garrisons cost no upkeep
- winter may begin in november and may last until april (10% chance for each)
- commanders can be killed in battle (1 in 6 chance if commander's unit is destroyed) or by events
- moving units lose 0,3 efficiency
- home port bonus and naval home region bonus halfed
- fortress bonusses slightly reduced
- new cities: Ypres, Dresden, Lublin, Radom, Byalistok, Pristina, Anzac Beach, Mainz, Ossowitz, Lotzen, Trabzon, Bitlis, Dvinsk, Polotsk and many more.
- convoys now give between 10 and 100 PPs and between 5 and 20 manpower if undamaged, less if they took a hit.
- every country gains 2% of it's manpower value per round as bonus to manpower (thanks to Historicon for the hack)
- as long as the North Sea Blockade is in effect, Germany and Austria-Hungary will lose morale due to hunger which will be insignificant at the start of the game but will grow worse and worse. This can be (theoretically) countered by building enough naval forces to force a decisive defeat upon the Royal Navy. Once the US enter the war this will become almost impossible, so you better win the war FAST as the Central Powers!
- Bulgaria will now join the Central Powers, if AH is doing good enough in Serbia. Capturing Belgrade and Kraljevo will trigger Bulgarian war entry given enough time, despite Bulgaria joining date being "red". But watch out for Romania's (or Greece's!) reaction.
- The Entente player may only directly spawn garrisons, cavalry and armoured cars in Egypt. This will cost a transport move! All other units must be shipped in via transports.
Note that deployment hexes for transports for Britain and France at the southern border of the Red Sea and the Gulf of Persia are only available IF you as the Entente player have transport moves left!
- ammunition factories are way cheaper (cost more than halved).
- laboratories for techs are way more expensive upkeep-wise but provide more research speed.
- hex coordinates displayed next to gameturn-counter.
- Air Aces can only be gained by researching techs or shooting down enemy aircraft...not by blasting air units with ground or naval units.
- attacked or sunk convoys in the Baltic won't cause blockade to CP anymore unless Sweden joins CP via special event.
- all other CP convoys must be completely sunk to cause a blockade.
- certain commanders need techs to unlock.
- new game mechanic: called "collapse points". Certain catastrophic events (generated by analysis of the situation on the map) now generate "collapse points". Any major nation with 10 or more collapse points really gets into deep(!) trouble. This mechanic is meant to rectify certain situations where a nation is still at high morale despite the general strategic situation indicating the contrary.



Units:
- artillery more powerful: basic strength raised from 3 to 5 which really makes them useful now, especially after the new upgrades. more BOOM! for your bucks
- Battlecruiser unit (by Kirk23): stat-wise a hybrid of pre-dreadnoughts and dreads...strong enough to sink everything but real dreads, fast and cheaper than dreads and have LOS of 3. They qualify for "dreadnought lost" though.
- fighters reduced to 0 ground attack and 0 shock until further techs unlocked (no more stuka fighters!)
- submarines have been beefed up (especially with unlocked sub techs) but cost is raised from 22 to 35. They gain 1d6 (1 to 6) extra attack strength against convoys and transports only.
- light cruisers are now submarine killers with sub-attack of 12!
- armoured trains come with more shock and better attack and defense but they use 1 ammo now.
- Arab Cavalry has extra shock, lower ground attack but fastretreat like armoured cars now.
- infantry costs 30, cavalry 25 and garrisons 15pp.
- cavalry has LOS reduced to 2 less ground attack and no more assault.
- many more changes I cannot recall right now, but I'm sure you'll notice them.


Techs:

All tech research times adjusted, starting techs modified
- industrial warfare defense bonus raised from 4 to 6
- steel helmet lost 1 aussault but gained 1 ground defense
- flamethrower gains 1 shock
- Poison Gas takes longer to research but Gas masks come earlier. Gas effect is more efficient if "specialised shells" got researched. Will only cause the "First gas attack" event if "specialised shells" got researched and 2 or more casualities were caused (actually it's 2,5 (25) casualities since the game internally calculates a units hitpoints and casualities in 100s, not 10s).

Events:

- 243 new events some of which can branch out in many "what-if" scenarios according to the situation on the map or luck, including among many others:
Brussilov Offensive, Battle of Tannenberg, Siege of Verdun, Hunt for the "Emden" cruiser, German military mission to Turkey, Battle of Jutland, Hunger Crisis, Rasputin, Donation of Trento to Italy, War Propaganda, Serbian Typhoid Epidemic, War Bonds, Women in the Workforce, Spys and Counter-Spys, Battle of Sarikamis, Armenian Uprising, Arthur Bopp etc.

existing events have been totally overhauled and freed from several ugly bugs. Thanks go to Sabratha whose events I have also shamelessly included and expanded upon ;)
For a description of the major events see my post from May 31st in this thread.

AI:
The AI has been told how to properly behave as CP or Entente...sometimes it will even listen to what it has been told. ^^

Randomisation:
Starting tech levels, ammo levels and starting pp are mildly randomised for certain nations. Also,while key events of the war can usually be expected to fire around their historical date (give or take a few turns) they might under certain circumstances go wildly off kilter. Be prepared for some surprising twists.


Commanders:
36 new commanders including Moltke, French, Ludendorff, Samsonov, Beatty, Lanrezac, Immelmann, Enver Pasha, Colmar von der Goltz, Putnik, Ivanov, Potiorek, Townshend, Liman von Sanders, Hipper, Von Spee (if he survives!), Souchon etc.
All the new and existing commanders stats have been carefully re-designed to reflect their impact on the war.

http://www.slitherine.com/forum/viewtopic.php?f=218&t=70576


Cheers! 8)

< Message edited by Robotron -- 9/21/2016 8:58:50 PM >
Post #: 1
RE: POTZBLITZ: a mod for CTGW - 9/5/2016 8:38:31 PM   
Robotron


Posts: 48
Joined: 3/1/2013
Status: offline
Potzblitz-Mod has been updated to V2.5

http://www.slitherine.com/forum/viewtopic.php?f=218&t=70576

< Message edited by Robotron -- 9/21/2016 9:00:09 PM >

(in reply to Robotron)
Post #: 2
RE: POTZBLITZ: a mod for CTGW - 9/5/2016 9:00:32 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
not tried it yet but that all looks mighty impressive

thanks

(in reply to Robotron)
Post #: 3
RE: POTZBLITZ: a mod for CTGW - 9/5/2016 9:05:13 PM   
Robotron


Posts: 48
Joined: 3/1/2013
Status: offline
It's been a mighty amount of work too to be honest.

(in reply to sanderz)
Post #: 4
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War I] >> Commander - The Great War >> Mods and Scenarios >> POTZBLITZ: a mod for CTGW Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.859