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lodilefty
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RUS Official Patch 1.05 = April 26, 2012

Thu Apr 26, 2012 2:06 pm

For your enjoyment:

<link removed>


[font=Calibri-Bold][size=100]April 23, 2012 – Patch 1.05
==================================================================================
The patch is a comprehensive patch, meaning it can be applied directly over your initial game
installation setup version.

Due to the significant number of Game-Engine related bugs fixed in this patch, AGE has decided to
post an official version as-is now.
The RUS beta team will conntinue to post patches that fix numerous Database bugs and improve
setups and events. Please be patient.

Having found an enormous number of Alias, syntax and Event-reference errors, all AI-scripting events
[except those for Finland Scenario] have been removed, pending rework. The errors are so wide
reaching, that it is questionable what the effects are on the AI. With the events gone, we can start to
see what the AI really does, and build new, well-documented, scripts from that.


Latest game engine [120422] fixed numerous bugs
- Spanish Language installation enabled
After installing the patch, you must edit your General.opt file [in RUS\Settings]:
2. *** Language ***
// language (0: English; 1: Francais; 2: Espanol; 3: Deutsche; 4: Russian; 5: Italian)
Language = 2
ThirdLanguage = 2


Bugs corrected
- Most officers should be promotable (except special historical cases)
- Some mistakes on DON portraits corrected.
- Bug corrected on red 75 and 105mm howitzers.
- Bug of Siberian Whites NM and EP losses during the Polish Intervention is corrected.
- Some in game texts mistakes corrected
- “Twin polish fights” bug is corrected
- Illegal characters removed from LocalStrings (; $ “)
- International Unicode text substituted for special charaters in Aliases and Unit/Group names
- Python script checks run: multiple Unit and Region Aliases corrected [thank you LaFrite!!!]

Scenarios affected/updated
Drang nach Osten, Grand Campaign, November 1918, May 1919, Poland 1920

Balance
- Reds now start the Grand Campaign with 120 NM (110 NM on Kolchak coup campaign), Southern
and Siberian Whites with 90 NM.
- More Red Guards in minor communist cities.
- Red have more recruits available at the start of the Grand Campaign and Kolchak Coup campaign.
- Mobilization option is now much more efficient for the Reds, less efficient for the Southern and
Siberian Whites.
- Raise money option is now less efficient for the Southern and Siberian Whites.
- Mobilization and raise money option now only cost 1 NM (instead of 2 NM) for all factions.
- Moscow and Petrograd produce more money and conscripts
- Tachankas now have the same speed as armored cars
- All factories now take 3 months (6 turns) to be built
- Red battleships in Kronstadt can now be repaired properly
- Northern Whites can now recruit militia (instead of peasants)
- All other Whites faction can recruit less militia
- Southern Whites independences recognition is now cheaper, but foreign alliances are most
expensive (10 NM for Baltic states, 20 NM for Finland, 10 for Caucasus League).
- More supply is produced in Moscow, Rostov, Ekaterinburg, Omsk, Tzaritsyn, Petrograd and Kiev.
- Sidorin is no longer a Training Officer
- Depots will ease the Polish Intervention in the Grand Campaign
-The Polish Intervention will not occur if the Siberian Whites are below 120 NM (Southern Whites
morale conditions unchanged)


See Read Me in your Windows Start Menu for complete Change Log
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Highlandcharge
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Thu Apr 26, 2012 8:28 pm

Does that mean the AI scripting event in the Russian civil war campaign as well?

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picaron
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Thu Apr 26, 2012 9:02 pm

Thank you very much, I will proclaim it to four winds. :thumbsup: :mdr:

:wavey:
Sorprende al enemigo mediante la estrategia y el secreto, mediante lo inesperado y la rapidez de tus operaciones

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lodilefty
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Thu Apr 26, 2012 11:53 pm

Highlandcharge wrote:Does that mean the AI scripting event in the Russian civil war campaign as well?


AFAIK, All AI scripts except for Finland scenario are removed...
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Baris
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Fri Apr 27, 2012 8:31 pm

Thank you Lodilefty. :thumbsup:

Reds now more or less dominant and effective in recruiting, building.
Regarding the Red AI , unfortunately there are severe problems. In my test game as Southern whites(28 turns) in the first time Reds lost Kazan(And the gold) to Siberians but took it back. Later they lost it again. And when I open up Red files(in mid 1919) reds were only building single element cheka units and left with only 500 power stack near Volga. Not a single division elsewhere. They had 40 money but huge amount of (2500) conscript companies. Siberians were ok.
I start the campaign as Reds and were able build good army to declare war in early 1919 to Caucasus. Reds are in more stronger position but having having more difficulties from previous patch.

Regarding unit promotion, I think seniority requirements should be definitely higher. In 2 low intensity battle I was able to promote any leader to 3 star general which is not historical at all and a little gamey.
And thank you
Cheers.

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Orel
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Bugs

Sat Apr 28, 2012 5:18 am

Hello, is the official patch almost the same as the beta patch?

The problem I have in the beta patch is with units not attacking the enemy even when ordered to do so. For example, I am playing the Ice March campaign currently being in Late August 1918. I ordered my army to attack the Reds in Ekaterinodar. They enter the region on day 14 and don't follow the orders given(assault posture, all-out attack).

There was a similar occurrence in the PBEM game I am playing(though this is v 1.04), more importantly in the same turn and similar occurrences happened for both the Siberian and Southern sides. The bug consists of troops simply not following the order to attack, having the end result of their action as entering the region and entrenching, not touching the enemy at all. And to answer the unasked question whether there was a message reading that the enemy evaded combat, I answer no there was no such message. This is quite strange from my standpoint.

Is this a known issue? I have before played a few other PBEM games, in which there was never a time the troops would not proceed with following the orders.

Another bug: sometimes one gives an order and then cancels it and gives a different one. Sometimes what occurs is the troops follow the canceled order rather than the new order.

Third bug: If I order stack A to merge with stack B and I detach a unit from stack B sending it elsewhere, stack A follows the detached part of stack B, even if stack B without the detached unit remains stationary.
For united Russia!

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lodilefty
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Sat Apr 28, 2012 12:53 pm

There a minor changes from beta version

Often troops moving and attacking reach the region with low cohesion and the attack is cancelled, and they entrench. This is especially likely in severe weather, wher cohesion loss while moving is huge!

If an order is canceled, then you leave the game without save, the order will often revert. Otherwise, I'd need to see a saved game.

Third bug is a quirk of the game engine, setting "join priority". If you order a merge, then split the target, you must re-order the merge. How would the game engine know which part of split you want to merge with? WAD

To post a save, please follow these instructions:
http://www.ageod.net/agewiki/Send_Saved_Game
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Orel
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Sat Apr 28, 2012 2:58 pm

Thank you for the quick response!

No, the troops had very high cohesion when they reached the region with the enemy. They simply didn't follow the given order. Most amusingly, this occurred in the same turn for both me and my Siberian ally in two different locations on the map(Voronezh for me and Oka for the Siberians). As well, there were other strange occurrences in the same game during the turn without the attack and the next turn.

But regrettably, I am unable to send the save from the v. 1.04 game because I am not the host and the game is still continuing(as far as I know).

As well, I have noticed another bug, though again with 1.04: if a battle occurs and one division is lost fully from the attacking side, then the battle stops and the attacker retreats. Is this bug solved in v 1.05?
For united Russia!

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Nikel
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Sat Apr 28, 2012 3:44 pm

Orel wrote:But regrettably, I am unable to send the save from the v. 1.04 game because I am not the host and the game is still continuing(as far as I know).



And why don't you contact him to get the files?

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Orel
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Sat Apr 28, 2012 6:16 pm

Nikel wrote:And why don't you contact him to get the files?


The game is still continuing, and it is only two turns away from the incident when the troops did not attack.
For united Russia!

Ilitarist
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Sat Apr 28, 2012 6:38 pm

Wow. I remember times before the internet when I didn't know every game I've played is buggy as hell.

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OneArmedMexican
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Sat Apr 28, 2012 7:08 pm

Ilitarist wrote:Wow. I remember times before the internet when I didn't know every game I've played is buggy as hell.


RUS has admittedly some bugs. But it is certainly not "buggy as hell" at this point. Most of the remaining bugs are minor things. The people who developped this excellent game deserve better!

Being Orel's opponent in the game he is talking about. I am pretty sure that his troops not attacking was most likely caused by the interaction of army hq stacks and corps stacks. The engine tries to have the hq stacks engage last. If one plays with weak corps and hyper-strong hq stacks like Orel's partner did or tries to have hq stacks spearhead an attack while corps are in neighbouring regions, strange things can happen: the weak corps engages and gets annihilated for example without the hq stack ever firing a shot. Or a corps from a neighbouring province may march to the sound of guns and attack while the hq stack keeps out of combat although it started in the region where the battle occurred.
In RUS with its high casualty rates, most battles are just one round long, this may increase the frequency of such incidents. In RoP for example hq stacks tend to engage in the later rounds.

My point: not everything that seems weird in a complex game like RUS is a bug. Sometimes it is just us making bad decisions or misunderstanding the rules.

As for my part, I won't object to our host posting the savegame here.

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Orel
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Sat Apr 28, 2012 7:47 pm

Ilitarist wrote:Wow. I remember times before the internet when I didn't know every game I've played is buggy as hell.


There were more bugs in the game, though not relating to the current patch. If it is appropriate, I can post them in this thread, although they refer to incidents in 1.04.
For united Russia!

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Orel
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Sat Apr 28, 2012 8:14 pm

OneArmedMexican wrote:RUS has admittedly some bugs. But it is certainly not "buggy as hell" at this point. Most of the remaining bugs are minor things. The people who developped this excellent game deserve better!

Being Orel's opponent in the game he is talking about. I am pretty sure that his troops not attacking was most likely caused by the interaction of army hq stacks and corps stacks. The engine tries to have the hq stacks engage last. If one plays with weak corps and hyper-strong hq stacks like Orel's partner did or tries to have hq stacks spearhead an attack while corps are in neighbouring regions, strange things can happen: the weak corps engages and gets annihilated for example without the hq stack ever firing a shot. Or a corps from a neighbouring province may march to the sound of guns and attack while the hq stack keeps out of combat although it started in the region where the battle occurred.
In RUS with its high casualty rates, most battles are just one round long, this may increase the frequency of such incidents. In RoP for example hq stacks tend to engage in the later rounds.

My point: not everything that seems weird in a complex game like RUS is a bug. Sometimes it is just us making bad decisions or misunderstanding the rules.

As for my part, I won't object to our host posting the savegame here.



With sincere respect OneArmedMexican, one can hardly call something that doesn't work as it should a rule of the game engine. Any bug or problem in the game could be named something that is a rule of the game engine which the player did not understand or was not aware of.

If it is written somewhere in the manual and I misunderstood the meaning, for example the disrupter ability of tanks which I had mistaken for being capable with the probability of 100% to reduce the trench level when it is only 25-50%(from the top of my head), that is one thing and then I must admit I was incorrect that it is a bug. And it could be explained with references to reality.

Whereas if it is something that is not anywhere in the manual and can hardly be reasoned with logic, then that is a bug.

And as a player I find I should inform of the bugs I noticed so that they could be fixed.

My thesis: Yes there are cases when certain occurrences are mistaken to be bugs. But we should not call all bugs as game engine aspects.

Towards nearby corps: in my game in 1.05beta there was no corps in vicinity when the army attacked Ekaterinodar.
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Ilitarist
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Sat Apr 28, 2012 9:00 pm

OneArmedMexican wrote:RUS has admittedly some bugs. But it is certainly not "buggy as hell" at this point. Most of the remaining bugs are minor things. The people who developped this excellent game deserve better!


Sorry, I guess I haven't made myself clear. I've played RUS for a while and haven't seen any bugs (couple of disappearing unit images and maybe AI), but this post makes tha game look like full of bugs to the point they've turned of all the scripts. I didn't know there were any bugs in those scripts! But no when I know it how can I play the game?

This is a big concern with Paradox games for me. The only time when their forum isn't full of "TEH GAME IS BROKEN" threads is when there's patch or expansion announced. You can't play the game anymore when you suddenly know it's BROKEN or when you have a big list of tasty features you don't have yet.

AGE games are fine in field of bugs. They compensate it with performance issues :)

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OneArmedMexican
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Sat Apr 28, 2012 11:58 pm

Orel, since I am not able to convince you, please feel free to ask our host for the savegame and post it here. I think corps/army stack dynamics explain most of the issues you and your partner had with attacks not working out as you expected but I don't mind being proven wrong (besides, I have to admit that the non-occurring battle at Voronezh looked weird to me as well).


Ilitarist wrote:Sorry, I guess I haven't made myself clear. I've played RUS for a while and haven't seen any bugs (couple of disappearing unit images and maybe AI), but this post makes tha game look like full of bugs to the point they've turned of all the scripts. I didn't know there were any bugs in those scripts! But no when I know it how can I play the game?

This is a big concern with Paradox games for me. The only time when their forum isn't full of "TEH GAME IS BROKEN" threads is when there's patch or expansion announced. You can't play the game anymore when you suddenly know it's BROKEN or when you have a big list of tasty features you don't have yet.

AGE games are fine in field of bugs. They compensate it with performance issues :)


Sorry! It appears to be me who misunderstood.

I think lodilefty got a bit of a shock when he took over patching RUS; the patch notes make the game seem like a buggy disaster when most things work rather well.
The removed scripts were AI files. Originally designed to improve its performance they hadn't been updated since patch 1.01 (?) - the community member who created them had parted ways. In my humble opinion, it was the right decision to remove these files. The AI appeared to get weaker with every patch since every new change made the scripts more obsolete.

Hehe, I am really glad that the "THIS GAME IS SOOOO BROKEN" threads haven't made their appearance on this forum yet. These are the things that make me feel sorry for game designers. I don't understand why people can't report bugs without using capitalized letters in every second word and insults in every third.

PoN and its performance issues. I usually watch television or read a book while I play this game. Unfortunately, good books tend to win over the game which is why my longest PoN campaign didn't last much longer than 5 years. :)

DarkGarry
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Sun Apr 29, 2012 1:50 am

I join with a plea to Durk (our host in game with Orel and OneArmedMexican) to post a all files from the turn we are discussing. At this turn attacks in Voronej and Oka didn't happen. It didn't happen next turn as well in Oka... Surprisingly. And when battle happened - it proceeded REALLY strange.

I'm publishing what I saw at this turn:
It seems a lot of bugs/issues come into play. Well, will try to list every strange issue that I found:

1. (Day 4) Battle at Rodniki. I'm more-less agree with result but surprised by so low casualty rate for reds. Japan division had LVL 4 entrenchment because of attached engineers. They were outnumbered - 6000 / 40000 but Japan Inf. has Defensive fire 20. I thought they should inflict way greater casualties.

BUG: When I check combat details I see the yellow Cohession symbol for Ooba - and comment is "The man in your unit were fatigued during this round".

This division was entranched and didn't move last 2 turns - it is well rested and it should not be fatigued at all. The penalty is incorrect.

2. (Day 9) Battle in Oka. Here the disposition was - Trotsky encircled with White Corps (1 Savelev Corps in Gorbatka, 2 Janen Corps in Sasovo, 3 Milleson Corps, that retreated to Sasovo on day 4). Also Army of Grishin-Almazov (1700 )attack from Shilovo on Day 9, and half of Martynov Army(750) attack on day 14.

Trotski army had 2 battles in the previous turn, crossed the river and was exhausted. But surprisingly Trotsky's men were entranched (ok - they dig fast).

What happened:

Round 1 - Whites got some defenceless red supply. OK. Savelev Corps takes care of it - it is a bit strange, it should be in Gorbatka... It is a BUG.

Round 2 - Battle begins... fun started. All Red forces concentrated fire on Savelev Corps and almost destroyed it, while just ignoring 5 other regiments from Siberian Army by Grishin Almazov. Concentrated fire looks like BUG, but OK, it is a bit realistic, it CAN HAPPEN, but unlikely.

Round 3 - Janen Corps enters the battle. All Siberian Army DISAPPEARED (do not participate). Janen Corps has a river crossing penalty. There are couple bugs here - 1. where is the Siberian Army, HEY? 2. I remember from manual about "marching to sound of guns" how corps and armies coordinate - that river crossing penalty NOT APPLIED. So in Round 3 Janen Corps receives a punishment...

Round 4 - Now Siberian army is Back! But Reds concentrate fire on Janen's corps - NOT a single shot aimed at Siberian Army. But wait - may be I'm wrong? I see Deteriks division Start 497, End 495, Suffered 0 ..... I have probably issues with vision or math. Sending screenshot for you attached.

Round 5 - Reds are still focus fire on remains of Janen Corps and ignore the whole Siberian Army. After the massacre of Janen Corps UNSCRATCHED Siberian Army decided that - IT'S TIME TO ROUT!!! RETREAT, FLEE THE BATTLE... and had a glorious defeat with huge losses.

Day 13 Yaroslavl:

Division of Ellerts-Ussov is EXHAUSTED(cohession red), but it was standing in the Yaroslavl since it was captured. Were they heavy drinking or chasing women? They were not digging trenches - they dug it long ago. 17000 well entrenched soldiers were defeated by 36000 attackers...

Day 14. Orenburg Army of Gen Martynov entered Oka, but it was warned by retreated Siberian army that bloodthirsty Reds there are tired of killing whites, so they decided to hold the attack until reds rest a bit and dig some more trenches.

DarkGarry
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see Deteriks on screenshot

Sun Apr 29, 2012 1:55 am

I see Deteriks division Start 497, End 495, Suffered 0 ..... I have probably issues with vision or math. Sending screenshot for you attached.
Attachments
OKA_battle.png

DarkGarry
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Sun Apr 29, 2012 2:07 am

2 words about AI in RUS as an opponent. It is SO POOR, well it can entertain only very beginner player. Few examples from my Drang camaign, I played German side.

I took Moscow on turn 11. And it is because I was slowed by rainy weather. My 70 000 strong army went by Minsk-Smolensk-Viazma-Moscow. In all cities Reds left ONLY locked garnisons. All other forces were withdrawn somewhere (there are probably more important tasks then defending vital direction).

The algoritm to win is just rediculus - maneuver to avoid combat around bigger enemy armies and go for Objective cities.

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Pat "Stonewall" Cleburne
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Sun Apr 29, 2012 3:19 am

Most of what DarkGarry described will be called WAD. MTSG isn't science. You can't count on it working perfectly. Also, HQ units have their own set of rules for engaging. I generally don't use them for combat. The targeting of individual divisions and stacks will be called WAD, though I don't like it very much. Also keep in mind that you're playing OAM. He has a way of making the game seem unfair to mere mortals.

Back to feedback on the patch, the AI is going to need some work. I also played the Southern Whites and the Reds barely put up a fight. They were sitting on 2500+ CS points when I checked some turns in. They weren't building anything, weren't gathering anywhere.

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Durk
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Sun Apr 29, 2012 3:36 am

DarkGarry wrote:I join with a plea to Durk (our host in game with Orel and OneArmedMexican) to post a all files from the turn we are discussing. At this turn attacks in Voronej and Oka didn't happen. It didn't happen next turn as well in Oka... Surprisingly. And when battle happened - it proceeded REALLY strange.


Orel has the files. I hoped he could post the relevant ones. I am not certain I agree with your analysis of what happened, but you and Orel can post so others can view and agree or disagree.

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Orel
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Sun Apr 29, 2012 4:17 am

I have the files and I am posting them: the reason why I waited was because I can't really say whether problems with v. 1.04 can be posted in a thread about v. 1.05, but now seeing the discussion it is better to risk to cause moderator unhappiness. I had to split one, because it was too large for me to attach altogether.
Attachments
Backup1.zip
(3.11 MiB) Downloaded 298 times
Great Campaign~WHI.zip
(154.52 KiB) Downloaded 271 times
Great Campaign~RED.zip
(180.66 KiB) Downloaded 403 times
Great Campaign~WH3.zip
(148.78 KiB) Downloaded 304 times
For united Russia!

DarkGarry
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Sun Apr 29, 2012 5:13 am

Pat "Stonewall" Cleburne wrote:Most of what DarkGarry described will be called WAD. MTSG isn't science. You can't count on it working perfectly. Also, HQ units have their own set of rules for engaging. I generally don't use them for combat. The targeting of individual divisions and stacks will be called WAD, though I don't like it very much. Also keep in mind that you're playing OAM. He has a way of making the game seem unfair to mere mortals.

Back to feedback on the patch, the AI is going to need some work. I also played the Southern Whites and the Reds barely put up a fight. They were sitting on 2500+ CS points when I checked some turns in. They weren't building anything, weren't gathering anywhere.


Sorry, I'm not so skilled in abbriviations you used. Would you be so kind as to post it:
WAD
MTSG
OAM
It is kind of specific area, not sure Google will find me the right one...

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Ebbingford
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Sun Apr 29, 2012 11:29 am

WAD- Working as designed.
MTSG- March to the sound of the guns.
OAM- In this case I would guess it is OneArmedMexican. :)

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Flop
Major
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Wed May 09, 2012 1:23 am

I'd just like to thank the RUS team, as well as the beta testers and Lodilefty and anyone else involved, for still working on improving this game. It's my favorite Ageod game, and one of my favourite strategy games, so thanks. :)

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jack54
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Wed May 09, 2012 1:30 pm

Flop wrote:I'd just like to thank the RUS team, as well as the beta testers and Lodilefty and anyone else involved, for still working on improving this game. It's my favorite Ageod game, and one of my favourite strategy games, so thanks. :)


+1 :thumbsup:
AGE games I own; RUS ,AJE, BOR, H:ToR, AACW, WIA, ROP,NC, CWII, Espana 1936, TYW
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lodilefty
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Fri Jun 08, 2012 4:13 pm

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