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lodilefty
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RUS QwikFix6 for patch 1.05 = June 4, 2012

Mon May 07, 2012 4:21 pm

For your pleasure and evaluation

Edit: Updated to version 6 on June 4, 2012

Download and extract to a known location, then execute the installer.
<link removed>


You must apply patch 1.05 prior to applying this QwikFix!
Further work is in-progress, but the team wishes to make these changes available for testing.
This QuickFix includes changes from all previous 1.05 QuickFix versions
Python script checking has been done
[thank you LaFrite]
[color=#0000ff][B][size=134]QF6 changes highlighted in blue.

[/B][/size]
[/color]AI:
--Reinstated AI scripts for Regional Decisions and 'automatic' unit purchases
--Reinstated AI scripts for ANA, GRN, UKR 'non-player' Factions
--Reinstated AI Garrisons for many cities as they become owned

Drang Nach Osten:
--Fixed many text and event references
--Fixed RED 1st Armored Div event
--Added some AI regulating events and Regional Decisions AI

Short Campaign [May 1919]:
--Corrected unit creation errors [Foreign armies Supply units]
--Grigoriev Assasination event now requires both Grigoriev and Makhno to both still be alive!
--Corrected CityScapes for many locations

Grand Campaign:
--Corrected Czech Legion demobilization events [creating Gaida Corps and several Garrisons]
--Grigoriev Assasination event now requires both Grigoriev and Makhno to both still be alive!
--Corrected Southern White Naval Force Pool change events [was allowing WHI to build RED ships]

November 1918 Scenario:
--Grigoriev Assasination event now requires both Grigoriev and Makhno to both still be alive!

All Scenarios:
--Corrected warnings and events for French and Greek withdrawal
--Corrected incorrect Faction calls in events [Minor Allies FIN, CAU called, not defined in scenarios]
--Removed events that could cause duplicated Polish Army (and reinforcements) in all scenarios
--Corrected Minors reinforcements events for Caucasus, Finland, Romania
--Corrected erroneous syntax for Trotsky Captured and Kolchak Executed events

Options:
--Separated RED and POL Factory, Money and Rail options from F6 Various Options and referenced them separately into F6 Various and Poland Scenario [common, identical scripts]
--F3 Leader Recruiting Options [Red, White, Don, Northern White, Siberian White, Komuch]
===Now only spend the cost when you actually receive a leader [vs. every time you tried]
===You receive a message when "You were unable to recruit a xxxx Leader"
===All leaders in the "pool" are now available until end of December 1921
===Corrected instance where Nadiozhny could be recruited when already in the game
===Available Leaders reduced for Ice March, November 1918 and Short Campaign [May 1919] to avoid creating duplicates
===Corrected Alias error for the RED_Snesarev result
===Removed White leader S.G. Ulagai from Grand Campaign option to prevent duplication.
--Corrected RED Alliance/Break with Anarchists options to allow break only after WHI or her Allies attack critical regions
--Tooltips corrected to match the actual values
===Partial Mobilizations [RED, WHI, WH3, POL]
===Raise More Money [RED, WHI, WH3, POL]
===Party Members Join the Army [RED]

DB: Models/Units/Abilities/Factions:
--added German-Bavarian, Austrian-Hungarian, Austrian-Czech as Multicommand abilities + on leaders in Models
--Localized Model and Unit names, shortnames, text [now the translations in LocalStrings are used properly]
--WH4 Militia corrected to allow proper upgrade and integration into Divisions [created WH4 Militia model, changed components of WH4 Militia Units]
--Heavy Tank movement ratio reduced
--Corrected missing parameters for leader WHI_Abramov
--Leader WHI_Shkuro given Cossack_Commander3 ability [Whites Cossack Commander]
--Corrected Russian-German Commander abiity [omitted from QF3]
--Tachankas now move at same speed as Horse Artillery
--Fixed bug where a Polish Army could not be created by Polish 3* Leaders after joining Siberian Whites in Grand Campaign

Text:
--added more Spanish lanuage corrections to LocalStrings_RUS and LocalStrings__AGE [thank you picaron]
--Fixed incorrect text Localization references

Graphics:
--New graphics for WHI_Kanin, WH3_Sirdar, GER_Bischoff, BAL_Zemitans, BAL_Zukauskas, FRA_Anselme, GBR_Poole, GER_Rommel, WH3_Kalmykov [thank you Nikel and Jack54]
--Corrected graphics for POL_SHaller and POL_JHaller [removed imbedded period in filenames and Models]
--Removed extraneous text from game-end Victory Screen window
--Minor text improvements in Element Detail window
--Corrected graphics for POL_SHaller, POL_JHaller, and WH5_Elvergren
--Corrected portrait for 75mm Mountain Artillery

Game Settings:
--Added parameters to GameLogic.opt to increase cohesion losses during combat, thus reducing the 'bloodiness' of combat
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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picaron
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Mon May 07, 2012 4:41 pm

Gracias :thumbsup: :nuts:

:wavey:
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picaron
Posts: 3492
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Mon May 07, 2012 5:00 pm

The program does not work :(

Image

:wavey:
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lodilefty
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Mon May 07, 2012 5:09 pm

picaron wrote:The program does not work :(

Image

:wavey:


You must first extract the exe file from the archive, then run it.
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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picaron
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Mon May 07, 2012 5:19 pm

This way it he had done it

Image

: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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Mon May 07, 2012 7:13 pm

It runs well for me.

Maybe your download was corrupted.
You should download it again.
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picaron
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Mon May 07, 2012 7:24 pm

:thumbsup:

:wavey:
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boudi
Posts: 654
Joined: Mon Jan 16, 2006 9:21 am

Mon May 07, 2012 7:52 pm

I see that is the third quickfix, i need only the 1.05 official patch before installing this quickfix ? Sure ? No previous QF, no previous RC Patch ?

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OneArmedMexican
General
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Mon May 07, 2012 9:31 pm

Boudi, install patch 1.05, then QwikFix3. Quickfixes 1 and 2 aren't needed.

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Highlandcharge
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Tue May 08, 2012 12:11 am

Would this QF be compatible with a pbem game started with official 1.05 patch?

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picaron
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Tue May 08, 2012 2:01 am

Highlandcharge wrote:Would this QF be compatible with a pbem game started with official 1.05 patch?


Yes

: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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Sat May 12, 2012 12:00 pm

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Pat "Stonewall" Cleburne
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Sun May 13, 2012 5:15 am

15 speed for heavy tanks seems a bit extreme. It makes juggling formations pretty tedious. I don't remember what the tank bug is, but I'd prefer just keeping them railbound like the other mod. Or dump tracked movement. Just make them heavy cav or something.

As it is, Heavy thanks require lots of micro-management, and Airfields are worthless at 50 speed. (they're not worth much anyway, but especially not at 50 speed)

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OneArmedMexican
General
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Sun May 13, 2012 8:55 am

The bug was that a heavy tank regiment inside a division would speed up the entire thing in a crazy way. It was poison to game balance since it enabled the Whites to hit deep behind enemy lines almost at will. In an recent AAR, I had an entire corps crossing right through the Prypiat Marshes in 10 days with the help of this bug. Considering that those things moved at ~5 km/h and had a very limited range that is simply ridiculous. :)

The slower speed for airfields and now tanks was supposed to simulate that these were units that couldn't simply march away but needed be packed up and transported away.
The other possible solution - making tanks railbound - seems even more extreme to me. Especially during retreats this would have dire consequences.

If you want tanks to have approximately the same speed as infantry change "Move Ratio" to 20 in the following mdl files (55, 157, 291, 331, 396, 457, 679, 721, 756, 797, 837, 870, 1753), don't forget to delete models.cached.

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Old Fenrir
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Location: Moscow

Sun May 13, 2012 4:02 pm

1. Tanks of WWI - it is not tanks of Blitzkrieg era. It is slow and unreliable vehicles of low range, with low lifespan of motor and chassis. Which could be moved on the large distances only by railroad.
I think, that reduction of heavy tanks speed in latest patch - it is right decision. And I am suppose, that speed of ligth tanks (Reno FT) must be reduced too - to 25 or so.

2. Also, there is a need of increase speed of mountain artillery. Now in the game it moves slower than horse artillery even through hills and mountains. :) In same time, it cost much more and has lower combat performance than horse artillery. Which makes it completely useless in the game. In my opinion, cost of mountain artillery must be reduced and the speed - significantly increased.

3. [s]Carthage must be destroyed[/s] tachanka speed for all non-anarchist factions must be increased to level of horse artillery. Tachanka with mobility lower than the horse artillery - it is nonsense.

Baris
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Sun May 13, 2012 8:22 pm

lodilefty wrote:Game Settings:
--Added parameters to GameLogic.opt to increase cohesion losses during combat, thus reducing the 'bloodiness' of combat


Thank you. What is the final consensus on this amongst players ?

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lodilefty
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Mon May 14, 2012 12:59 pm

Old Fenrir wrote:2. Also, there is a need of increase speed of mountain artillery. Now in the game it moves slower than horse artillery even through hills and mountains. :) In same time, it cost much more and has lower combat performance than horse artillery. Which makes it completely useless in the game. In my opinion, cost of mountain artillery must be reduced and the speed - significantly increased.

3. [s]Carthage must be destroyed[/s] tachanka speed for all non-anarchist factions must be increased to level of horse artillery. Tachanka with mobility lower than the horse artillery - it is nonsense.


2. Mountain Arty moves as Heavy Foot, vs Heavy Cavalry for most other Arty. In clear terrain, they all move at roughly same cost/region, but in Mountains, the Heavy Foot is faster. So Mountain Arty is WAD.
Also, AFAIK, Mountain Arty was a 'special' manufacture, vs. guns of same caliber, plus they have same combat values as the 'vanilla' guns of same caliber, so higher cost makes sense. WAD

3. Agree. Tachanka will be changed to same move params as Horse Arty.
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jack54
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Mon May 14, 2012 2:43 pm

Hi all,

I did something stupid just to see if I could; I built armored trains in areas without tracks. Now they are stuck but I assume they will attack and defend in their respective areas. Is this WAD?



The attachment RUS armored trains Question.jpg is no longer available
Attachments
RUS armored trains Question.jpg
AGE games I own; RUS ,AJE, BOR, H:ToR, AACW, WIA, ROP,NC, CWII, Espana 1936, TYW
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Orel
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Mon May 14, 2012 7:57 pm

If you want a suggestion how to rationalize the amount of units, then the Russian 3 inch(76mm) field cannon is almost totally the same as the cannon of the same caliber that in the game is horse artillery. The only difference is the horse artillery version lacked seats. Thus what could be done is the horse artillery and the field cannon can be united in one unit.

As well, I have never come across a 76mm Russian howitzer or a 105mm Russian howitzer in history yet are possible to get in the game. The caliber in the Imperial Army for howitzers was 122mm, although I believe at one point way before WWI there were a few British 114.3mm cannons.

Another suggestion: after the brigades have been introduced(personal thank you developers!) I found myself left with a horde of infantry regiments that are tough to manage. Would it be possible to make an option of forming a brigade from these regiments, as the division is formed?(for example pay 3 money points or something like that and make a brigade from your independent infantry regiments)?
For united Russia!

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Pat "Stonewall" Cleburne
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Mon May 14, 2012 8:24 pm

I'm running into ZoC issues. Single regiments will block whole stacks in wierd ways. I have a stack generating 900 zoc points blocked by a green militia generating 9 points. I have one stack that has complete mobility until I add a supply unit. Then it requires 72% MC to move. This is just in my current turn. I've noticed some other issues in my previous turns. Here's a screenshot of the first case.

The attachment zoc issue.jpg is no longer available
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zoc issue.jpg

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Old Fenrir
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Mon May 14, 2012 10:57 pm

lodilefty wrote:2. Mountain Arty moves as Heavy Foot, vs Heavy Cavalry for most other Arty. In clear terrain, they all move at roughly same cost/region, but in Mountains, the Heavy Foot is faster. So Mountain Arty is WAD.
Also, AFAIK, Mountain Arty was a 'special' manufacture, vs. guns of same caliber, plus they have same combat values as the 'vanilla' guns of same caliber, so higher cost makes sense. WAD

Thank you. I am agree about cost of mountain artillery - I looking in sources and cost of manufacturing of mountain 76mm model 1909 gun actually was about 1,5 times higher than 76mm model 1902 field gun.
But I must argue about mobility.

[table="width: 500"]
[tr]
[td]Gun [/td]
[td]Weight (limbered)[/td]
[/tr]
[tr]
[td]76mm field 1902 model[/td]
[td]2017kg[/td]
[/tr]
[tr]
[td]76mm horse 1902 model[/td]
[td]~1700kg [/td]
[/tr]
[tr]
[td]76mm mountain 1909 model [/td]
[td]1236kg[/td]
[/tr]
[/table]
So, mountain gun was by 40% lighter than field gun and significantly more mobile. I suppose, that increase speed of mountain gun in the game to 130-140 of Heavy Foot and gave them "mountain fighter" trait (due to tactical advantage in closed terrain) - it would be realistic and will give player stimulus use this guns.

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Orel
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Mon May 14, 2012 11:09 pm

Old Fenrir wrote:Thank you. I am agree about cost of mountain artillery - I looking in sources and cost of manufacturing of horse 76mm model 1902 gun was about 1,5 times higher than 76mm model 1902 field gun.
But I must argue about mobility.


There was a special horse artillery cannon designed in 1913, yet it never entered production. Could it be the one you are talking about?

And the cannon was the same for both horse and field 76mm artillery. There was a difference in the limber though, the limber of the horse cannon held 24 shells while the one of the field cannon held 36 shells. That is where the difference in mass derives.

I doubt there ever was a mountain 76mm model 1902 cannon. The mountain artillery was composed of 76mm model 1909 cannons.
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Old Fenrir
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Mon May 14, 2012 11:35 pm

Orel, yes it is error. :) Of course 1909 model and not horse, but mountain gun. Sorry for misprint - time is late.

As regards to your proposal make from field and horse cannons one model in game - I disagree. Not only because of the 300kg of difference in weight, but because of mounted crew, which makes qualitative difference in mobility.

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Pat "Stonewall" Cleburne
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Mon May 14, 2012 11:56 pm

Regarding the ZOC issue, any stack that drops to 1 evasion point can't move into enemy territory if challenged, no matter how big it is. I normally don't pay attention to ZoC numbers, but this doesn't seem right. Has something changed with this update?

Baris
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Tue May 15, 2012 12:00 am

Pat "Stonewall" Cleburne wrote:I'm running into ZoC issues. Single regiments will block whole stacks in wierd ways. I have a stack generating 900 zoc points blocked by a green militia generating 9 points. I have one stack that has complete mobility until I add a supply unit. Then it requires 72% MC to move. This is just in my current turn. I've noticed some other issues in my previous turns. Here's a screenshot of the first case.

[ATTACH=CONFIG]18142[/ATTACH]


I reported this in ROP but is the region under in Avtonomov coloum under total reds control? Maybe there is error in Zone of control tooltip.

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Orel
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Tue May 15, 2012 12:15 am

I have a book written by a certain Boleslav Wewern "The 6th Battery". He was a commander of a field artillery battery in 1914 and was in charge of it for at least 3 years. In his book, in one section I believe dealing with the period between 1914 and 1915, he mentions of how his artillery was constantly slowed down by the infantry.



76mm field cannons in movement:
78.jpg

78.jpg

78.jpg


a howitzer:
78.jpg



As well, realistically, the mobility of cannon on the field and on the march are two separate things. Not to mention, that in a situation of a civil war whites often were forced to reuse old shell cases by recharging them with gunpowder: what can be said of the luxury to have special limbers.
Attachments
8gh7.jpg
44zq9.jpg
324.jpg
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Pat "Stonewall" Cleburne
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Tue May 15, 2012 12:21 am

Baris wrote:I reported this in ROP but is the region under in Avtonomov coloum under total reds control? Maybe there is error in Zone of control tooltip.


No it was 100% red. It has something to do with a big stack dropping to 1 evasion point.

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lodilefty
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Tue May 15, 2012 12:41 am

Pat "Stonewall" Cleburne wrote:No it was 100% red. It has something to do with a big stack dropping to 1 evasion point.


A saved game would make it possible for an answer.
Please, Do it this way:
http://www.ageod.net/agewiki/Send_Saved_Game
If this is from a PBEM, the HOST must submit the files required
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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Pat "Stonewall" Cleburne
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Tue May 15, 2012 2:56 am

No prob Lodi. I didn't save the turn above, but I'm playing Drang so I can find a problem almost every turn because all of the stacks are so big. Check out Sievers force in Simferopol. It can only move into 22% MC or above because of 1 enemy armored car unit. Take a few units out to get his evasion above 1 and the restrictions go away.

[ATTACH]18147[/ATTACH]
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