Athens
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Mon Jul 11, 2011 11:43 pm

the Red AI disposition against the Siberian AI around Penza in September 19...It looks like a front ;)

Image
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975

My blog: http://moddercorner.com/about/

[SIZE="2"]Players quotes about Fatal Years:[/size]

the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

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NY Rangers
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Tue Jul 12, 2011 9:37 am

Athens wrote:My own blunder:

Playing Southern Whites, I don't expected a so large Red concentration at Ekaterinodar...-1NM :bonk:


It's not the first time I see the Reds losing no horses in a battle. Why is that?

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Tue Jul 12, 2011 11:24 am

NY Rangers wrote:It's not the first time I see the Reds losing no horses in a battle. Why is that?


I don't know. It isn't a side-effect of the mod as I left untouched models and units combat vaklues or battle rules. maybe because Red has only 1 cavalry unit in this battle, or because of a bug ( but I don't believe it, as It should affect all factions).
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

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Kev_uk
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Tue Jul 12, 2011 3:07 pm

Athens,

I am giving this a rest now. I will wait for next update - some things are not working such as the propaganda option. I am up to late august 1921 as the reds, so here is the attached file. Notice the Green takeover lol. I hope you can debug this from my files.

Kev
Attachments
August21_FYmod.rar
(661.06 KiB) Downloaded 258 times

Athens
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Tue Jul 12, 2011 6:25 pm

Kev_uk wrote:Athens,

I am giving this a rest now. I will wait for next update - some things are not working such as the propaganda option. I am up to late august 1921 as the reds, so here is the attached file. Notice the Green takeover lol. I hope you can debug this from my files.

Kev


Only 8 turns before the end ;)

BTW, the Allied Intervention level is down to 2.

Greens are indeed too strong, I'm going to remedy that.

Propaganda option is working. But I've limited to 12 times the maximum use of this option. I will raise it to 24 for the next version. Not a bug, a design error ;)
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

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Kev_uk
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Tue Jul 12, 2011 6:38 pm

The Greens took over Smolensk Weapons Factory after I had been chasing a huge stack of them around...not happy lol, although my War Supplies had gone sky high. Just to hard.

I lacked conscripts, I could not build or replace enough units or chits, then the Siberian stacks appeared...and I lost the chance to crush Kronsdadt the first winter they took over, doesnt that event loose you NM or EP per turn?

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Kev_uk
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Tue Jul 12, 2011 7:10 pm

Also, with the propaganda option I could not seem to find it in the ledger after I used for the first time? I kept getting the messages stating I could use it again, but could not see it in the ledger.

Some bugs too with Generals not appearing when you ask for a new red general. I would ask, then the next turn it would say 'a new red general awaits', but he was nowhere to be seen. The turn I sent you has one actually appearing, but prior to that there was none. Happened for a few turns.

Took over most of the Baltic's, but Poland didn't invade, which was good because if I had them on my Western Borders I would have stood no chance!
Need to balance that one, with the loss of points if you don't invade the Baltics.

I wish, with the Green uprisings, that in each region where it happens, they form one stack and when you have eradicated that stack then that region should be left free - it seems as if they 'spawn' randomly which means they are all over the place, plus also in a HUGE stack too - a bit unhistorical maybe? One revolt, one region, one stack - kill stack - safe until next revolt and so on...guess this is a game engine thing though, not easily moddable.

Athens
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Tue Jul 12, 2011 7:37 pm

Kev_uk wrote:The Greens took over Smolensk Weapons Factory after I had been chasing a huge stack of them around...not happy lol, although my War Supplies had gone sky high. Just to hard.

I lacked conscripts, I could not build or replace enough units or chits, then the Siberian stacks appeared...and I lost the chance to crush Kronsdadt the first winter they took over, doesnt that event loose you NM or EP per turn?


Yes. You need to build much from the start. There is certainly some balance to find between WSU and money.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

Athens
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Tue Jul 12, 2011 7:42 pm

Kev_uk wrote:Also, with the propaganda option I could not seem to find it in the ledger after I used for the first time? I kept getting the messages stating I could use it again, but could not see it in the ledger.

Took over most of the Baltic's, but Poland didn't invade, which was good because if I had them on my Western Borders I would have stood no chance!
Need to balance that one, with the loss of points if you don't invade the Baltics.

I wish, with the Green uprisings, that in each region where it happens, they form one stack and when you have eradicated that stack then that region should be left free - it seems as if they 'spawn' randomly which means they are all over the place, plus also in a HUGE stack too - a bit unhistorical maybe? One revolt, one region, one stack - kill stack - safe until next revolt and so on...guess this is a game engine thing though, not easily moddable.


There was indeed a bug in the propaganda event. Fixed.

Poland and Balt should now work properly in a new game. I've fixed that after your first reports.

I'm going to both slighty lower the risk of Green revolts and the number and power of their units when one starts. Greenswere genrally poorly organized and armed, which isn't sufficeiently accounted for in the current version ( but I wanted so much having real Green activity :D ).
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

Athens
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Tue Jul 12, 2011 7:44 pm

Kev_uk wrote:
Some bugs too with Generals not appearing when you ask for a new red general. I would ask, then the next turn it would say 'a new red general awaits', but he was nowhere to be seen. The turn I sent you has one actually appearing, but prior to that there was none. Happened for a few turns.


As the events, which are essentially the official ones, are done, there's a real problem: once the option is chosen, the events are tested on a probability for each leaders. So, the more you use the option, the less the probability to get a general. At least indeed, the message should only appear if a new leader is created... :)
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

Athens
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Tue Jul 12, 2011 8:57 pm

blackknight wrote:Hi-

Thanks for this great mod.

I fixed my earlier problems.

I am playing as Sib Whites in Kolchak scenario.

I get a reminder about "unifying the whites" for the first three turns. But, that option is not in the politics tab. Also there is an even "Whites get more..." which brings more Western help, ut the event name is truncated and nonsensical. They get more what??

.


Thanks.

The Unifying Whites option exists ( no bug then) in the Politics tab and is named "Quick Alliance between all Siberian Factions". I will change the title for a clearer.

Southern Whites may get is an error in the txt file I will fix. This option should be in diplomacy tabs and is destined to raise the Allied Intervention Level.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

Athens
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Posts: 431
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Tue Jul 12, 2011 9:19 pm

New Release Candidate version uploaded at the usual place ( see my sig). Contains all the change and fixes mentioned since a few days and:

- some changes for Red requisitions and conscriptions ( slighty more men and money, a little less WSU)
- some changes to the Red AI to increase its offensive ability
- some modifications for all AI ( reworked Theaters)

Playable as Red, Southern Whites. Play as Siberian Whites is possible, but untested: there's hugh possibility of misnamed events and bugs, but the basics should be here.

A big thanks to all who have contributed in the last days. Testing is taking a very long time and any reports done is as much time saved for me to fix and improve. For now, we know the White AIs are able to play until 1921 against human opponents, which is in itself a very gratifying result :)
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

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NY Rangers
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Tue Jul 12, 2011 10:05 pm

Interesting development in spring '19. I captured Kursk on my way to Moscow, but Ukrainians have attacked across the Dniepr with all they got, defeating the White Wolves. Now I have to turn back to annihilate those back stabbing bastiches.

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NY Rangers
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Tue Jul 12, 2011 10:08 pm

Athens wrote:New Release Candidate version uploaded at the usual place ( see my sig).


Do you reckon I can install it without messing the current game? Last time I did it, my campaign crashed and I had to restart...

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Tue Jul 12, 2011 10:11 pm

NY Rangers wrote:Do you reckon I can install it without messing the current game? Last time I did it, my campaign crashed and I had to restart...


Oops. I've forgotten to state about. Unfortunatly, This version shouldn't be compatible because of the modifications done about theaters :( .

The bright side is I feel now most changes will really be rather minor, more tweak of values than new features. I can't bet on that but much more work have been done than I expected a few days ago :)
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

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NY Rangers
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Tue Jul 12, 2011 10:15 pm

Ok, no problem.

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Kev_uk
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Tue Jul 12, 2011 10:36 pm

Athens wrote:New Release Candidate version uploaded at the usual place ( see my sig). Contains all the change and fixes mentioned since a few days and:

- some changes for Red requisitions and conscriptions ( slighty more men and money, a little less WSU)
- some changes to the Red AI to increase its offensive ability
- some modifications for all AI ( reworked Theaters)

Playable as Red, Southern Whites. Play as Siberian Whites is possible, but untested: there's hugh possibility of misnamed events and bugs, but the basics should be here.

A big thanks to all who have contributed in the last days. Testing is taking a very long time and any reports done is as much time saved for me to fix and improve. For now, we know the White AIs are able to play until 1921 against human opponents, which is in itself a very gratifying result :)


Right, brilliant! I could not carry on playing that game - unwinnable.

Yes, White AI plays, but its sporadic. Like it took Siberian Whites over a year before they risked taking anything again, like they did at Ekaterinburg, and when they did hit, they did in massed formation.

Not much offensive activity from Southern Whites, but I think they also had a Green problem too down in the Don area...(sounds like a medical condition lol).

Will playtest.

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NY Rangers
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Tue Jul 12, 2011 10:39 pm

NY Rangers wrote:Interesting development in spring '19. I captured Kursk on my way to Moscow, but Ukrainians have attacked across the Dniepr with all they got, defeating the White Wolves. Now I have to turn back to annihilate those back stabbing bastiches.


Actually I didn't capture Kursk, but had to clear it from the remnants of Reds. But during the turn this happened. They came from the north. Ouch!

Image

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Tue Jul 12, 2011 10:50 pm

Kev_uk wrote:Right, brilliant! I could not carry on playing that game - unwinnable.

Yes, White AI plays, but its sporadic. Like it took Siberian Whites over a year before they risked taking anything again, like they did at Ekaterinburg, and when they did hit, they did in massed formation.

Not much offensive activity from Southern Whites, but I think they also had a Green problem too down in the Don area...(sounds like a medical condition lol).

Will playtest.



The new version should have more offensive AIs. As you have allowed me to spend more time to revise AI events rather than test other features, I've found 2 or 3 problems lowering AI offensive capacity, whse one was as major as tiny :D . Nothing best than a fresh look with time to sepnd on :) Do AIs should undertake more offensive, more often and deeper, if I'm right ;)
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

Athens
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Tue Jul 12, 2011 10:52 pm

NY Rangers wrote:Actually I didn't capture Kursk, but had to clear it from the remnants of Reds. But during the turn this happened. They came from the north. Ouch!

Image


You don't surprise me. I was waiting since your last post this Red reaction. AI had taken its winter quarters and is now facing your Spring offensive. Believe it or not, but I'm myself doing some recon to spot AI concentrations and regularly destroying rails to slow some massive AIs rail transferts. :)
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

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NY Rangers
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Tue Jul 12, 2011 11:15 pm

I had sent a cavalry detachment east of Kursk, but obviously I should have sent one to the north too! :bonk:

Ukrainians made sure that I wasn't there full strength (meaning: as strong I could have been) and if Kursk had actually fallen on the previous turn I would have been better prepared. :(

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Tue Jul 12, 2011 11:21 pm

NY Rangers wrote:I had sent a cavalry detachment east of Kursk, but obviously I should have sent one to the north too! :bonk:

Ukrainians made sure that I wasn't there full strength (meaning: as strong I could have been) and if Kursk had actually fallen on the previous turn I would have been better prepared. :(


That's what I like the most in RUS: nothing is sure and your success is always on the verge of a cruel reversal in the next turns. Add to this the several factions colliding at the worst moment and you get the essence of startegy: be prepared to face the unforeseenable ;) even against AI :D . PBEM will remain better though, but with minor AI factions able to stand up in a rather convincing fashion.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

User avatar
NY Rangers
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Tue Jul 12, 2011 11:26 pm

Yup, it's quality! I'll continue to the bitter end (unless a major scen problem arises).

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NY Rangers
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Tue Jul 12, 2011 11:33 pm

Btw, I think that "liberals authorized" event doesn't work. I have tried twice but there have been no news and no EPs been spend (not 100% sure about the latter though).

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Kev_uk
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Tue Jul 12, 2011 11:47 pm

Athens wrote:That's what I like the most in RUS: nothing is sure and your success is always on the verge of a cruel reversal in the next turns. Add to this the several factions colliding at the worst moment and you get the essence of startegy: be prepared to face the unforeseenable ;) even against AI :D . PBEM will remain better though, but with minor AI factions able to stand up in a rather convincing fashion.


Not only this but also the subject matter is really a niche thing. Its a historical wargame in the true sense of the word, and if Ageod patch it and fix 1.03 (including the battle reports bug whereby even on a long delay it just is too quick), then I will be happy. The stock campaign I played a little of, and it is buggy.

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NY Rangers
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Wed Jul 13, 2011 11:19 am

NY Rangers wrote:...I'll continue to the bitter end...


Well, after another catastrophic turn I might as well start testing the latest version... ;)

Athens
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Wed Jul 13, 2011 11:21 am

NY Rangers wrote:Btw, I think that "liberals authorized" event doesn't work. I have tried twice but there have been no news and no EPs been spend (not 100% sure about the latter though).



You're right. fixed for both White factions. I will upload today a quickfix, compatible with ongoing games.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

User avatar
NY Rangers
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Posts: 218
Joined: Tue Mar 27, 2007 7:16 pm
Location: Finland

Wed Jul 13, 2011 11:24 am

Athens wrote:You're right. fixed for both White factions. I will upload today a quickfix, comatible with ongoing games.


Thanks!

Athens
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Wed Jul 13, 2011 12:07 pm

Here the quickfix for Liberals event. Uzim in the same folder as for installation and run the exe. Don't forget to verify if the path is right.
Attachments
liberal quickfix.rar
(52.41 KiB) Downloaded 141 times
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

User avatar
NY Rangers
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Posts: 218
Joined: Tue Mar 27, 2007 7:16 pm
Location: Finland

Wed Jul 13, 2011 12:32 pm

My cavalry is not able to destroy railroads in this latest version. A bug surely?

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