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lodilefty
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RUS Official Patch 1.05a = June 8, 2012

Fri Jun 08, 2012 4:12 pm

For your pleasure!




This patch is comprehensive, including all changes since the original release

Download the link, extract to a known location and run the patch installer.
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Pat "Stonewall" Cleburne
General of the Army
Posts: 639
Joined: Sun Mar 22, 2009 7:46 pm
Location: Kentucky

Tue Jun 19, 2012 12:41 am

Here's a list of duplicate generals I've gotten as the southern whites with my recent grand campaign playthrough:
White generals - K. Udovenko, A.V. Korvin-Krukovski
Don generals - A.P. Fitskhelaurov, I.A. Poliakov (the ledger report called him S. Poliakov but he shows up as another I.A. Poliakov)

The recruit prisoners option doesn't work at all for the Southern Whites.

The 2nd "baltics get ready for war" event that spawns Puskar's 2nd Estonian division showed up after I had the balts declare war. He came in locked for 100 turns which I've never seen before.

The Reds finally used the Ally with Anarchists option in mid 1919. The anarchists showed up starved. Grigoriev was gone and Makhno in the middle of starving. The Huliapole and Nova Odessa depots never showed up.

The Greek forces didn't leave with the French. Nither and all the Greek forces stuck around as far as I could tell.

Other than that, the AI needs some help with buying units. The Reds are rarely if ever building anything and are sitting on 1000's of conscript points. The AI has been super passive but they only have a few thousand power in mobile units due to not buying anything. I don't know if there is anyone available to do AI work, but it desperately needs a quick fix for buying units at the least.

Here's my most recent save. You can see the results of all of the above. [ATTACH]18603[/ATTACH]
Attachments
Main Camp QF6.rar
(672.4 KiB) Downloaded 241 times

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lodilefty
Posts: 7616
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Location: Finger Lakes, NY GMT -5 US Eastern

Tue Jun 19, 2012 2:09 pm

Pat "Stonewall" Cleburne wrote:Here's a list of duplicate generals I've gotten as the southern whites with my recent grand campaign playthrough:
White generals - K. Udovenko, A.V. Korvin-Krukovski
Don generals - A.P. Fitskhelaurov, I.A. Poliakov (the ledger report called him S. Poliakov but he shows up as another I.A. Poliakov)

The recruit prisoners option doesn't work at all for the Southern Whites.

The 2nd "baltics get ready for war" event that spawns Puskar's 2nd Estonian division showed up after I had the balts declare war. He came in locked for 100 turns which I've never seen before.

The Reds finally used the Ally with Anarchists option in mid 1919. The anarchists showed up starved. Grigoriev was gone and Makhno in the middle of starving. The Huliapole and Nova Odessa depots never showed up.

The Greek forces didn't leave with the French. Nither and all the Greek forces stuck around as far as I could tell.

Other than that, the AI needs some help with buying units. The Reds are rarely if ever building anything and are sitting on 1000's of conscript points. The AI has been super passive but they only have a few thousand power in mobile units due to not buying anything. I don't know if there is anyone available to do AI work, but it desperately needs a quick fix for buying units at the least.

Here's my most recent save. You can see the results of all of the above. [ATTACH]18603[/ATTACH]


Excellent Feedback! Thank you! :thumbsup:

1. Fixed duplicate officers. In next update [won't fix already started game]
2. Fixed prisoners. A very subtle Syntax error messes up the option. In next update.
3. Baltic troop arrivals do not appear to be linked to or dependent on any DOW or Alliance option! They simply "happen", and all arrive at 100 turn lock. WAD for now, until other bugs are squished!
4. I see nothing in your save regarding Anarchists. Please zip and upload your entire \RUS\Scripts subfolder.
5. I see the Greeks, but can't debug this from your save. I'll know more with the upload of Scripts folder.
6. There are AI events to buy many Divisions already in place. The RED AI appears to be seriously limited by WSU, and each Division costs 4 WSU [your save shows RED with only 3 WSU on hand]. We need to help AI ia either:[INDENT] a. Free or cheaper Divisions
b. Free or higher priority to build factories
c. Scripts to buy cheaper [smaller] units.
[/INDENT]
[INDENT=2]I favor b. as it's least disruptive to the game.
Will investigate, but recall that the entire AI-assists event set was, quite frankly, a serious mess, and is taking me some time to sort it out!
[/INDENT]
Again Tank You for playing RUS!!!!! :coeurs:

Please be sure to apply newest patch [see link in my Signature] as it improves on last QF.
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Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Tue Jun 19, 2012 3:09 pm

Does Red Verdun option working for reds? Before it was around 2nd turn that option was available.

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Pat "Stonewall" Cleburne
General of the Army
Posts: 639
Joined: Sun Mar 22, 2009 7:46 pm
Location: Kentucky

Wed Jun 20, 2012 12:27 am

Thanks for taking a look Lodi. Here's my scripts folder: [ATTACH]18625[/ATTACH]

I'm not sure about the Anarchists. The Reds allied with them the turn or two before the one I uploaded and when I looked, Grigoriev wasn't on map, and Makhno was out of supply. The two depots that usually show up didn't happen either. I usually see the alliance happen because of white encroachment on anarchist territory instead of the red alliance option. Just a backburner type of thing until we can get more data I suppose.

Another thing to look at with the Red AI is how much they're spending on airplanes and heavy warships. That can sap as much WS as you can give them. I've seen them moving lots of fleets and airfields around.

That kinda brings up another issue that bugs me. I understand why airfields have 50 movement (it takes a long time to move and setup an airfield), but I really think it messes up the AI and makes the air game completely useless. I see airfields attached to lots of AI forces slowing them down considerably. Any human player just parks their airfields in non-mobile garrisons or whatnot. The air forces have a very limited tactical impact, but can really screw up marching orders. I think just giving them supply unit speed makes Air units usable by the players and the AI.
Attachments
Scripts.rar
(113.67 KiB) Downloaded 233 times

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lodilefty
Posts: 7616
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Wed Jun 20, 2012 1:23 pm

Pat "Stonewall" Cleburne wrote:Thanks for taking a look Lodi. Here's my scripts folder: [ATTACH]18625[/ATTACH]

I'm not sure about the Anarchists. The Reds allied with them the turn or two before the one I uploaded and when I looked, Grigoriev wasn't on map, and Makhno was out of supply. The two depots that usually show up didn't happen either. I usually see the alliance happen because of white encroachment on anarchist territory instead of the red alliance option. Just a backburner type of thing until we can get more data I suppose.

Another thing to look at with the Red AI is how much they're spending on airplanes and heavy warships. That can sap as much WS as you can give them. I've seen them moving lots of fleets and airfields around.

That kinda brings up another issue that bugs me. I understand why airfields have 50 movement (it takes a long time to move and setup an airfield), but I really think it messes up the AI and makes the air game completely useless. I see airfields attached to lots of AI forces slowing them down considerably. Any human player just parks their airfields in non-mobile garrisons or whatnot. The air forces have a very limited tactical impact, but can really screw up marching orders. I think just giving them supply unit speed makes Air units usable by the players and the AI.


You are hosting this?
hmmm, The scripts golder lacks ScriptReportxxxx files..... which are what I need!
If you are running Vista or Win7, these may be in your User files directory?

If you can't find the,. I'll need the saves with enough \Backup folders to get back in time to the Anarchist takeover and the Greek revival...
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lodilefty
Posts: 7616
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Wed Jun 20, 2012 2:14 pm

Baris wrote:Does Red Verdun option working for reds? Before it was around 2nd turn that option was available.


100 sub-units [elements] of anti-Bolcheviks must be close to Moscow or Petrograg or Tsaritzyn....

Currently, it is not available in Drang Nach Osten. Next update will also check for German forces near these cities...
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Searry
Colonel
Posts: 310
Joined: Fri Dec 30, 2011 7:19 pm

Thu Jun 21, 2012 12:45 pm

Dunno where I should report this but S.G Ulagai can be duplicated with the new general option.

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lodilefty
Posts: 7616
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Thu Jun 21, 2012 1:42 pm

Searry wrote:Dunno where I should report this but S.G Ulagai can be duplicated with the new general option.


Should be fixed in 1.05a

Which Campaign are you playing?
Did you start your game with 1.05a?
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Searry
Colonel
Posts: 310
Joined: Fri Dec 30, 2011 7:19 pm

Sat Jun 23, 2012 3:13 pm

lodilefty wrote:Should be fixed in 1.05a

Which Campaign are you playing?
Did you start your game with 1.05a?


Multiplayer GC. We started with an earlier QF, so that's probably the reason there's a duplicate. We upgraded to the newest version though.

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Orel
Brigadier General
Posts: 442
Joined: Sun Jan 01, 2012 8:28 pm
Location: Port-Arthur

Sun Jul 01, 2012 3:06 am

Sirs, in the previous patch I caught a similar occurence with Pokrovskiy, I now found another one.
The commander of the Azov division N. de Bode is actually Augustin Clement de Bode and the photo attributed to him in the game is of Alexander Adolph de Bode. Though I must confess, I was unable to find a photo of A. C. de Bode on the web.
For united Russia!

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lodilefty
Posts: 7616
Joined: Sat Aug 11, 2007 3:27 pm
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Tue Nov 06, 2012 3:16 pm

Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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