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Clovis
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Provisional balance mod

Sat Nov 27, 2010 5:21 pm

Suppressed with the release of the first patch
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Flop
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Sat Nov 27, 2010 5:23 pm

Excellent, thanks.

Frank
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Sat Nov 27, 2010 7:03 pm

Thanks Clovis.

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Kev_uk
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Sat Nov 27, 2010 11:21 pm

Thanks. Will give it a run through tomorrow evening.

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Kev_uk
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Sun Nov 28, 2010 6:49 pm

Has anyone tried this and does it effect play balance, make it a bit less challenging for the Reds?

About to embark on another GC.

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Clovis
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Sun Nov 28, 2010 10:05 pm

Kev_uk wrote:Has anyone tried this and does it effect play balance, make it a bit less challenging for the Reds?

About to embark on another GC.



No feedback. Generally, it's rather good sign :cool:
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Kev_uk
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Mon Nov 29, 2010 3:24 pm

Played through about 14months of GC as Reds. This Mod really helps the cash flow and conscripts. Its not too excessive, but at least as a Red player you can now produce divisions regularly on a turn basis, whereas before it was two turns and then not very good troops at that. Balanced, yes, but I am still loosing from about summer 1919 onwards...but that is probably just me being a really poor Red player ;-)

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Clovis
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Mon Nov 29, 2010 4:13 pm

Kev_uk wrote:Played through about 14months of GC as Reds. This Mod really helps the cash flow and conscripts. Its not too excessive, but at least as a Red player you can now produce divisions regularly on a turn basis, whereas before it was two turns and then not very good troops at that. Balanced, yes, but I am still loosing from about summer 1919 onwards...but that is probably just me being a really poor Red player ;-)


Thanks for the reply, it's always useful to get feedback.

BTW, could you post here your AILog file and Scriptreport file? I need informations located in these for tweaking AI economical choices.
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Kev_uk
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Mon Nov 29, 2010 7:06 pm

Alright Clovis, here is the AILog, but apparently ScriptReport.txt is too large to fit on here?
Hope it helps.
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[The extension txt has been deactivated and can no longer be displayed.]


Janohito
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Mon Nov 29, 2010 7:23 pm

Just played 28 turns as southern whites.
This mod really improves game since Reds finally can build some army. Still the bonus for Reds should be bigger since right now I manage to have more troops than reds in mid august 1919. Power ratio said that reds have 75% of my forces and after taking Tsaritsin, I havent seen any big red units. So I would say that even though this mod improves game, the reds still dont have enough money. Actually, the same could be said about southern whites. I never lacked recruits but allways didnt had enough money to put these men on the field.

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Clovis
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Mon Nov 29, 2010 8:08 pm

Kev_uk wrote:Alright Clovis, here is the AILog, but apparently ScriptReport.txt is too large to fit on here?
Hope it helps.



Thanks. You may zip the files to upolad on the forum But the AIlog will be really helpful.
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Clovis
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Mon Nov 29, 2010 8:10 pm

Janohito wrote:Just played 28 turns as southern whites.
This mod really improves game since Reds finally can build some army. Still the bonus for Reds should be bigger since right now I manage to have more troops than reds in mid august 1919. Power ratio said that reds have 75% of my forces and after taking Tsaritsin, I havent seen any big red units. So I would say that even though this mod improves game, the reds still dont have enough money. Actually, the same could be said about southern whites. I never lacked recruits but allways didnt had enough money to put these men on the field.


Thanks for the input. It's a quick anddirty mod, and I've put figures I should certainly review.

Depending progress on the patch, I will revse this mod or not. Moreover, after the patch, this mod will be removed as it's only a provisional fix to a much deeper and better system.
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Kev_uk
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Mon Nov 29, 2010 8:46 pm

Here it is. I forgot to zip, completely forgot. Hope it helps.
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ScriptReport.zip
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Cordell
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Wed Dec 01, 2010 7:36 pm

Does it works with all the scenarii or only with the GC?

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Clovis
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Thu Dec 02, 2010 3:42 pm

Cordell wrote:Does it works with all the scenarii or only with the GC?


Dunno, but unless unexpected difficulties, patch 1.01 should be ready very soon :thumbsup:
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