Athens
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Location: definitly elsewhere

Mon Jan 10, 2011 8:27 pm

RICCO7859 wrote:Thanks a lot for your work :thumbsup: . it's a very pleasure to play with your mod.


Thanks :)

Don't expect all problms with Ukrinians and Anarchists to be solved though. At last now the quirks in the general scenario setup hindering AI to be activated are gone, but I'm not yet sure the AI will move its units...That's the next step ;)

Fortunatly, I'm obstinate and optimistic: when you get a problem, generally you will solve it by working, except if you believe the only solution is o remove the feature :D Not my case definitly.

les faits sont têtus, mais avec ce jeu j'irais jusqu'au bout, quelque soient les conditions. Il y a un moteur exceptionnel, un langage de script sans réel équivalent, et la preuve avec Drang qu'un design de scenario à la hauteur permet des choses exceptionnelles. :coeurs:
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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Location: definitly elsewhere

Mon Jan 10, 2011 8:36 pm

TheDoctorKing wrote:I just loaded the game up and played the first couple of turns. It looks very interesting.

One question: is the foreign intervention level supposed to be 10 to start? I would have thought it would have started lower but perhaps this is to simulate conditions while the First World War is going on?

Thanks for all your hard work on this. Have you looked at some of Andatiep's suggestions in the forum? I imagine there might be some value in you two cooperating.


Hi. Happy to see you here. :) Hope the following turns will please you as much.

Level 10 at start: 10 is a provisional maximum: I would like to raise it to 15 to 20, with bigger Allied involvment in the Civil War. But I've not yet the time and all the scripting ideas to create this extension... :D

I've looked at Andiatep's suggestions. Some are very interesting, and I'm thinking about. But as he has stated, his suggestions are aiming PBEM, when I'm first thinking AI. let's say for example my take on Siberian subfactions is a preliminary "translation" of his intents with AI concern embedded in. Not as much detailed but working in the same direction. Others could get the same treatment later.
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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Fix for Fatal Years 0.99

Mon Jan 10, 2011 9:41 pm

The fix mostly concerns both Ukrainian and Anarchists factions which will be active.

Beware: the release of these factions come in Winter, so both AI at first will have a low aggressivity level. Ai will maybe move only during spring. The AI behaviour during Winter remains to be tweaked but I want first to test attrition effects on these weak factions.

Unfortunately, the changes will not been active only for new games….

The mod is available here:

http://moddercorner.com/2011/01/10/fix-for-fatal-years-0-99/
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.

Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Mon Jan 10, 2011 9:58 pm

Athens wrote:The fix mostly concerns both Ukrainian and Anarchists factions which will be active.

Beware: the release of these factions come in Winter, so both AI at first will have a low aggressivity level. Ai will maybe move only during spring. [/URL]


Thanks :)

But my concern is if Ukraine and Anarchists will be less active in first winter it can be too late to AI to perform better in next spring. Generally In the first winter months I can easily conquer ukranian territory or the territory near Machovinist army.

Edit: you are correct :) thanks

Athens
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Mon Jan 10, 2011 10:08 pm

Baris wrote:Thanks :)

But my concern is if Ukraine and Anarchists will be less active in first winter it can be too late to AI to perform better in next spring. Generally In the first winter months I can easily conquer ukranian territory or the territory near Machovinist army.


I share the same concern :) but I want first to test with normal settings before building new AI behaviours. So I'm waiting your reports ;)
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
ERISS
AGEod Guard of Honor
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Location: France

Mon Jan 10, 2011 10:59 pm

Athens wrote:The fix mostly concerns both Ukrainian and Anarchists factions which will be active.

Beware: the release of these factions come in Winter, so both AI at first will have a low aggressivity level. Ai will maybe move only during spring. The AI behaviour during Winter remains to be tweaked but I want first to test attrition effects on these weak factions.

If you can, put the ANA AI two aggressivity levels (at least one) above UKR, as UKR were shy (I think) and makhnov loved making surprises (if they could retreat when it turns bad).
Makhnovists attacked in winter when they had a worthwhile opportunity.

Athens
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Mon Jan 10, 2011 11:12 pm

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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Tue Jan 11, 2011 2:01 pm

I'm pleased to say in February 19, a full Ukrainian unit is sieging Perekop in Ukrain , owned by the Southern Whites.... :)
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
andatiep
Posts: 1429
Joined: Thu May 01, 2008 10:56 am
Location: Grenoble, France.

Wed Jan 12, 2011 2:43 pm

Athens wrote:I've looked at Andiatep's suggestions. Some are very interesting, and I'm thinking about. But as he has stated, his suggestions are aiming PBEM, when I'm first thinking AI. let's say for example my take on Siberian subfactions is a preliminary "translation" of his intents with AI concern embedded in. Not as much detailed but working in the same direction. Others could get the same treatment later.


I'm glad to share :thumbsup: .
As Athens/Clovis say, he's MODing first for AI and me for PBEM. But many stuff can be usefull for both.
Still cooperation is not easy if you don't share the log of the modifications. I know it's maybe a bit time more to publish it, but, e.g. i can't include your work about ANA IA in the PBEM Mini-MOD list (http://www.ageod.net/agewiki/A_RUS_wishlist_mini-MODs_workshop) since i don't know what and were your modifications of the original files should be.

But never mind, i will ring you when i need, isn't it :cool: ?

By the way, i got a new idea about the Czech Legion : Bring them Home ! (see : http://www.ageod.net/agewiki/A_RUS_wishlist_mini-MODs_workshop#Mini-MOD_.22Bring_the_Czech_Home_.21.22).
But i guess it is really a PBEM MOD... i really wonder how the IA could care it...
REVOLUTION UNDER SIEGE GOLD

Undead
Conscript
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Joined: Sat Dec 25, 2010 11:18 pm

Wed Jan 12, 2011 3:05 pm

andatiep wrote:
By the way, i got a new idea about the Czech Legion : Bring them Home ! (see : http://www.ageod.net/agewiki/A_RUS_wishlist_mini-MODs_workshop#Mini-MOD_.22Bring_the_Czech_Home_.21.22).
But i guess it is really a PBEM MOD... i really wonder how the IA could care it...


IMHO, not your brighest idea ... I prefer much more some others. That's just plainly unhistorical without being a creditable alternate history and fankly I wonder how you will justify the Czech desertion...Then if the player is surprised by the event at his first game ( and that's good, because it is the RL situation) he knows the following games and may move units to prevent the gap created by the Czech removal event. So in the end, I don't see really the interest for building such a complex chains of events, with all possible side effect for that. I'm more worried by the fixed events firing revolts...

For use of AI files, that's really simple: any event file chaving AI in its name is a AI file and just an AI file. So using them will not alter the other events :)

Athens
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Location: definitly elsewhere

Wed Jan 12, 2011 9:40 pm

andatiep wrote:I'm glad to share :thumbsup: .
As Athens/Clovis say, he's MODing first for AI and me for PBEM. But many stuff can be usefull for both.
.


I differ and strongly. IMHO your'e doing confusion betwen design ideas and their transcription in a game, computerized or not. Design ideas are more or less good and doable ( Iand game designers aren't all gifted) but their transcription in game rules for boardgame or game engine for computer wargames are another.

And this translation can be done very differently especially if you care or not about the AI. In a few word, we may agree on the weaknesses of the RUS historical scenario and their shortcoming but I'm almost certain solutions we will create will have very few common points , as you don't care about AI.

For the rest, let's say since a few days I'm currently not exactly in the mood for sharing, and moreover tackle the AI is keeping most of my time, which is limited and can' t be devoted for the log task.

Sorry, but things will certainly change. Things always change, sometimes for the better :)
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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Thu Jan 13, 2011 9:27 pm

[color="Red"]New version of the mod available here:
http://moddercorner.com/2011/01/13/fatal-years-mod-version-0-991/[/color]


What’s new?

- some bugs fixed

- new behaviour for AI during winter turns

- some work about Siberian Whites AI

New rule:

13) Tanks

The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.

From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.

In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.

The mod may be downloaded from the download box at your left.
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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Sun Jan 16, 2011 12:14 am

Version 0.992 available here:

http://moddercorner.com/2011/01/15/fatal-years-version-0-992-released/


Except some bugs, this is now very close of the final first version of the mod. Before intri=oducing new features in a 2.0 version, the mod is now is now in fine tuning process with only minor tweaks.

As a side note, I’m really happy with. The AI is yet much better than one week ago, and I appreciate fully the pace and depth of the game. It’s really the best modding work I’ve ever done.



New Features

In short, Fatal Years delivers a better AI, a better events system, especially in diplomacy field, a better fidelity to history and last an enhanced gameplay, just because any change is aiming to satisfy all these points…

AI: much work has been done to refining AI behavior , in winter, during the starting months, for construction purposes, etc

Better events system: the official game is for example oversimplifying Polish question, as Poland will enter war in 1920, always, and never before. Other examples could be developed. Fatal Years introduces variability to war entry of some nations, create a Allied intervention level modified by events and determining the scale of Western Powers intervention of lack of.

Better fidelity to history: by fixing some OOB errors or omissions

Enhanced gameplay: game should be better balanced and more difficult against AI


New rules



1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.

The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.

2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.

3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug

5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.

6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.

7) Every white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units

8) Various improvements of have it, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed

9) The Decision is regional Reforms and Tcheka are a little more expensive.



10) New diplomatic option for Red faction : Bosheviks may now conclude peace with Baltic States

How it works?

First you must be at war with Baltic States since 10 turns at least( this rule is destined to avoid any cheating by declaring war then immediatly peace).

Then Reds can’t conclude peace if they control the major cities of the Baltic States…

Why? The AGE system doesn’t allow negociations and compromises, so only 2 situations can be figured: major victory or major defeat. If Reds are winning, so they may govern the Balts areas ( requisitions, conscriptions), so there’s no need to create a peace event representing such a situation. On the contrary, total defeat may be an incentive for Reds to sign peace…



How it works? When peace is signed, all Baltic States reverts back to unplayable regions. Any unit on these territories will be removed permanently of the game ( so be cautious; White AI shouldn’t send much troops here, and if some elements are trapped, let’s say Balt are ending any help to Whites in exchange of peace).



Reds will lose some National Morale, many VP too.

11) SIBERIAN WHITES SUBFACTIONS

To the difference of the two other factions, the Siberian side must figure the extreme diversity of his units; this diversity covers with the antagonisms very strong that mined the Kolchak’s effort of war that never (and didn’t try besides) succeeded in surmounting these internal oppositions in the reality.

To simplify, the Siberian player has two main groups: the first compound of the Legion Czech and the troops of the Komuch, weak organism mainly composed of SR and working for a democratic Russia. The second regroups all other troops, really” white “

The Komuch, centered on the Volga, was rejected so much by the Reds that the Whites, that found them too leftist. Under various pressures, of which the least was not the red successes against the weak troops of the Komuch, this movement ends up accepting to melt in one “Directory” where Kolchak ends up taking the direction by a coup in November 1918, putting an end to all autonomy of the Komuch. The Czechs took pretext of this evolution to leave the Front and to take garrison in Siberia.

In the official game, the arrival of the Directory, then Kolchak rise on power are stationary and always occur, to the same dates. On the other hand the player is free to concentrate all his units on the Volga since the first tour. In short, at a time the player has no choice and is free in a mandatory historic setting to achieve an impossible strength concentration actually.

New rules :

During the first three towers, the Siberian player can choose a no-historic option. This option makes then uncertain the creation of the Directory and the Kolchak ‘s seizure of power. Until the Board of directors is formed, the circulation between the Siberian zones and the Ural is impossible. Until Kolchak hasn’t raised himself to leadership, the Czech units remain available. After the political takeover by Kolchak, the allied help and the losses of cohesion of the Siberian troops will be more or less important, importance revised every 6 months.

Explanation: the player chooses with this option the unknown, gets the longer presence of the excellent Czech troops, and must expect to a unforeseeable variation of his resources in the future, not necessarily in worse besides.. But the result of a non historic choice must remain unpredictable

If the Siberian player doesn’t choose this option, the official system applies. The player knows the future chain of events and the consequences but loses the possibility to concentrate all his/ strengths on the Volga during the summer of 1918.

12) Recognition of Independences by the Southern Whites faction



In the official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.

Indeed, while applying a penalty of -40 to NM, the official version limits the option to a winning white player. Only such a situation permits to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has interest to play this option, since the penalty will be compensated by the contribution of numerous troops and placed ideally, around Petrograd.

So the Fatal Years new rules:
1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. BUT so much that NM level of Southern White remains under 115, this one loses every three months 10 NM.
Thus, the white player should bet on the future: will the renforts allow him them to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?

2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. BUT so much that NM level of Southern White remains under 100, this one loses every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat here very strong.

Explanations: besides the aspects of obvious balancing, that make that the option becomes only attractive after mid-game or in case of situation of weakness characterized, the historic explanation can sum up thus: the core hard of white support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.





13) Tanks



The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.

Reference:

http://www.landships.freeservers.com/new_pages/tanks_to_the_front.htm



From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.



In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.



14) Included some new Red units in Ekaterinburg/Perm areas as suggested here:



http://www.ageod-forum.com/showthread.php?t=19848



15) RED AI should now declare more often war to Balts. And Humn Red player too, because I’ve added a periodical loss of 100Victory Points for not doing so.



Why?

This decision is just needed for gameplay, historical and AI purposes.Gameplay, as it will create a new Front for Red and so alleviate their pressure on Whites. Historical: As for Finland, there were some Bolshevik movements in Baltic areas; Bolsheviks were eager too to control these regions close to Petrograd and resigned only in 1921 to their independence. And last, Mot Russians, Bolsheviks or not, couldn’t resign themselves to the loss of Provinces viewed as integrated in the Russian frontiers, whatever the form of the Power, communist, monarchist or Republican.. Last for AI sake, it’s better to have an AI trying to invade Balt States and squash Yudenitch Forces rather than let them be enlarged by human player waiting the best spot to attack Petrograd…

Except some bugs, this is now very close of the final first version of the mod. Before intri=oducing new features in a 2.0 version, the mod is now is now in fine tuning process with only minor tweaks.

As a side note, I’m really happy with. The AI is yet much better than one week ago, and I appreciate fully the pace and depth of the game. It’s really the best modding work I’ve ever done.



New Features

In short, Fatal Years delivers a better AI, a better events system, especially in diplomacy field, a better fidelity to history and last an enhanced gameplay, just because any change is aiming to satisfy all these points…

AI: much work has been done to refining AI behavior , in winter, during the starting months, for construction purposes, etc

Better events system: the official game is for example oversimplifying Polish question, as Poland will enter war in 1920, always, and never before. Other examples could be developed. Fatal Years introduces variability to war entry of some nations, create a Allied intervention level modified by events and determining the scale of Western Powers intervention of lack of.

Better fidelity to history: by fixing some OOB errors or omissions

Enhanced gameplay: game should be better balanced and more difficult against AI

New rules



1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.

The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.

2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.

3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug

5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.

6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.

7) Every white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units

8) Various improvements of have it, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed

9) The Decision is regional Reforms and Tcheka are a little more expensive.



10) New diplomatic option for Red faction : Bosheviks may now conclude peace with Baltic States

How it works?

First you must be at war with Baltic States since 10 turns at least( this rule is destined to avoid any cheating by declaring war then immediatly peace).

Then Reds can’t conclude peace if they control the major cities of the Baltic States…

Why? The AGE system doesn’t allow negociations and compromises, so only 2 situations can be figured: major victory or major defeat. If Reds are winning, so they may govern the Balts areas ( requisitions, conscriptions), so there’s no need to create a peace event representing such a situation. On the contrary, total defeat may be an incentive for Reds to sign peace…



How it works? When peace is signed, all Baltic States reverts back to unplayable regions. Any unit on these territories will be removed permanently of the game ( so be cautious; White AI shouldn’t send much troops here, and if some elements are trapped, let’s say Balt are ending any help to Whites in exchange of peace).



Reds will lose some National Morale, many VP too.

11) SIBERIAN WHITES SUBFACTIONS

To the difference of the two other factions, the Siberian side must figure the extreme diversity of his units; this diversity covers with the antagonisms very strong that mined the Kolchak’s effort of war that never (and didn’t try besides) succeeded in surmounting these internal oppositions in the reality.

To simplify, the Siberian player has two main groups: the first compound of the Legion Czech and the troops of the Komuch, weak organism mainly composed of SR and working for a democratic Russia. The second regroups all other troops, really” white “

The Komuch, centered on the Volga, was rejected so much by the Reds that the Whites, that found them too leftist. Under various pressures, of which the least was not the red successes against the weak troops of the Komuch, this movement ends up accepting to melt in one “Directory” where Kolchak ends up taking the direction by a coup in November 1918, putting an end to all autonomy of the Komuch. The Czechs took pretext of this evolution to leave the Front and to take garrison in Siberia.

In the official game, the arrival of the Directory, then Kolchak rise on power are stationary and always occur, to the same dates. On the other hand the player is free to concentrate all his units on the Volga since the first tour. In short, at a time the player has no choice and is free in a mandatory historic setting to achieve an impossible strength concentration actually.

New rules :

During the first three towers, the Siberian player can choose a no-historic option. This option makes then uncertain the creation of the Directory and the Kolchak ‘s seizure of power. Until the Board of directors is formed, the circulation between the Siberian zones and the Ural is impossible. Until Kolchak hasn’t raised himself to leadership, the Czech units remain available. After the political takeover by Kolchak, the allied help and the losses of cohesion of the Siberian troops will be more or less important, importance revised every 6 months.

Explanation: the player chooses with this option the unknown, gets the longer presence of the excellent Czech troops, and must expect to a unforeseeable variation of his resources in the future, not necessarily in worse besides.. But the result of a non historic choice must remain unpredictable

If the Siberian player doesn’t choose this option, the official system applies. The player knows the future chain of events and the consequences but loses the possibility to concentrate all his/ strengths on the Volga during the summer of 1918.

12) Recognition of Independences by the Southern Whites faction



In the official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.

Indeed, while applying a penalty of -40 to NM, the official version limits the option to a winning white player. Only such a situation permits to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has interest to play this option, since the penalty will be compensated by the contribution of numerous troops and placed ideally, around Petrograd.

So the Fatal Years new rules:
1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. BUT so much that NM level of Southern White remains under 115, this one loses every three months 10 NM.
Thus, the white player should bet on the future: will the renforts allow him them to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?

2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. BUT so much that NM level of Southern White remains under 100, this one loses every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat here very strong.

Explanations: besides the aspects of obvious balancing, that make that the option becomes only attractive after mid-game or in case of situation of weakness characterized, the historic explanation can sum up thus: the core hard of white support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.





13) Tanks



The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.

Reference:
http://www.landships.freeservers.com/new_pages/tanks_to_the_front.htm



From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.



In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.



14) Included some new Red units in Ekaterinburg/Perm areas as suggested here:

http://www.ageod-forum.com/showthread.php?t=19848



15) RED AI should now declare more often war to Balts. And Humn Red player too, because I’ve added a periodical loss of 100Victory Points for not doing so.



Why?

This decision is just needed for gameplay, historical and AI purposes.Gameplay, as it will create a new Front for Red and so alleviate their pressure on Whites. Historical: As for Finland, there were some Bolshevik movements in Baltic areas; Bolsheviks were eager too to control these regions close to Petrograd and resigned only in 1921 to their independence. And last, Mot Russians, Bolsheviks or not, couldn’t resign themselves to the loss of Provinces viewed as integrated in the Russian frontiers, whatever the form of the Power, communist, monarchist or Republican.. Last for AI sake, it’s better to have an AI trying to invade Balt States and squash Yudenitch Forces rather than let them be enlarged by human player waiting the best spot to attack Petrograd…
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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Sun Jan 16, 2011 2:10 pm

Adaptation of the mod to the 1.02 version under way. It shouldn't be long, considering the small number of changes done in the official versiN;

I will remain with the old Requisition ystem for now, as obviously AI hasn't been adapted to the new rule in the the official patch and could create very serious balance problem. Good luck Athena.
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.

FritzKraut
Conscript
Posts: 12
Joined: Thu Oct 07, 2010 2:53 pm

Sun Jan 16, 2011 4:23 pm

Im unable to post a comment at your blog (my ISP hates me & I can only reach it via proxy), just tried to use your Fatal Years Mod 0.992 with the new patch but it doesnt work...

However i have discovered 2 errors in the installation process (archive didnt contain a batch file , is this ok?)

Armies&Fleets.exe extracts to
{installDir}\Graphics\Armies&Fleets\Armies&Fleets\Leaders Armies
should be
{installDir}\Graphics\Armies&Fleets\Leaders Armies

Unitsgfx.exe extracts to
{installDir}\Graphics\Unit\Units\Leaders Units
should be
{installDir}\Graphics\Units\Leaders Units

Nonetheless, thanks a lot for your great work :thumbsup:

Athens
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Sun Jan 16, 2011 5:57 pm

FritzKraut wrote:Im unable to post a comment at your blog (my ISP hates me & I can only reach it via proxy), just tried to use your Fatal Years Mod 0.992 with the new patch but it doesnt work...

However i have discovered 2 errors in the installation process (archive didnt contain a batch file , is this ok?)

Armies&Fleets.exe extracts to
{installDir}\Graphics\Armies&Fleets\Armies&Fleets\Leaders Armies
should be
{installDir}\Graphics\Armies&Fleets\Leaders Armies

Unitsgfx.exe extracts to
{installDir}\Graphics\Unit\Units\Leaders Units
should be
{installDir}\Graphics\Units\Leaders Units

Nonetheless, thanks a lot for your great work :thumbsup:


Thanks :) . The new version is for tonight.
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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Sun Jan 16, 2011 7:23 pm

FATAL YEARS is now compatible with the small 1.02 official update.

Fatal Years may be downloaded here:

http://moddercorner.com/2011/01/16/fatal-years-version-for-the-1-02-patch-available-0-993-version/

[color="Red"]
Here the current state of integration in my mod of the (few) new features of the 1.02 patch[/color]

[color="SeaGreen"]Code improvements and fixes
*Fixed a bug in the air battle code.
*Fixed an interface bug preventing sometime the last 2 replacements tags to be shown in the construction window.
*Units experience bonus reworked with exported variables, more consistent.
*Modding support: Abilities can now be restricted per family.
*Modding support: Registries script commands added.[/color]


Comment: all these fixes and new features are fully working in FATAL YEARS

[color="SeaGreen"]Map and data Fixes
*Denikin has more seniority than Krasnov, to ease the command structure.
[/color]

Comment: integrated


[color="SeaGreen"]*The area decisions like conscriptions, etc. Now take 4 turns, but the positive effect of restoring loyalty is much bigger now.[/color]

Comment: not implemented and under scrutiny. The AI in the official version hasn’t been changed to take into account this modification and I need time to assess how the AI will perform and if changes are needed. The balance question is larger than AI question moreover, as the area decisions are just one of the backbone of RUS.


[color="SeaGreen"]
*Several databases fixes on unit names and TO&E.
[/color]

Comment: implemented

[color="SeaGreen"]Events Fixes
*Desertion system now in place. It happens mostly for the Bolshevik, but can be reduced by political commissar. Siberian Whites have also some desertions.
[/color]

Comment: not implemented and under scrutiny. The AI in the official version hasn’t been changed to take into account this modification and I need time to assess how the AI will perform and if changes are needed. This new feature will eventually be present in my mod in a close future.

*South White can now buy at a hefty cost the Transcaucasus League option.

Comment: implemented with some change to raise the cost for White player.

[color="SeaGreen"]*Makhno anarchists appear correctly after German withdrawal.

*Berzin 3rdArmy added in June 1918.
[/color]

Comment: done in Fatal Years since one week. There's nothing in the ofical patch about Ukrainians :(

[color="SeaGreen"]*Krasnoufimsk White militia (Ural) and Bachkir National Army events added for June 1918.[/color]

Comment: will be integrated in the next version of Fatal Years

[color="SeaGreen"]
*Siberian Whites now receive tanks by events (US stockpiles).
[/color]

Comment: implemented but this unhistorical event will be less frequent than in the Official version.


[color="Red"]New Features[/color]

In short, Fatal Years delivers a better AI, a better events system, especially in diplomacy field, a better fidelity to history and last an enhanced gameplay, just because any change is aiming to satisfy all these points…

AI: much work has been done to refining AI behavior , in winter, during the starting months, for construction purposes, etc

Better events system: the official game is for example oversimplifying Polish question, as Poland will enter war in 1920, always, and never before. Other examples could be developed. Fatal Years introduces variability to war entry of some nations, create a Allied intervention level modified by events and determining the scale of Western Powers intervention of lack of.

Better fidelity to history: by fixing some OOB errors or omissions

Enhanced gameplay: game should be better balanced and more difficult against AI
[color="Red"]
New rules
[/color]

1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.

The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.

2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.

3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug

5) The entry of the Polish in the war can occur now in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.

6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.

7) Every white faction will be able to receive some messages on successes and reverses of the other White faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units

8) Various improvements of AI, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed

9) The Regional Decision Reforms and Tcheka are a little more expensive.

10) New diplomatic option for Red faction : Bolsheviks may now conclude peace with Baltic States

How it works?

First you must be at war with Baltic States since 10 turns at least( this rule is destined to avoid any cheating by declaring war then immediately peace).

Then Reds can’t conclude peace if they control the major cities of the Baltic States…

Why? The AGE system doesn’t allow negociations and compromises, so only 2 situations can be figured: major victory or major defeat. If Reds are winning, so they may govern the Balts areas ( requisitions, conscriptions), so there’s no need to create a peace event representing such a situation. On the contrary, total defeat may be an incentive for Reds to sign peace…

How it works? When peace is signed, all Baltic States reverts back to unplayable regions. Any unit on these territories will be removed permanently of the game ( so be cautious; White AI shouldn’t send much troops here, and if some elements are trapped, let’s say Balt are ending any help to Whites in exchange of peace).

Reds will lose some National Morale, many VP too.

11) SIBERIAN WHITES SUBFACTIONS

To the difference of the two other factions, the Siberian side must figure the extreme diversity of his units; this diversity covers with the antagonisms very strong that mined the Kolchak’s effort of war that never (and didn’t try besides) succeeded in surmounting these internal oppositions in the reality.

To simplify, the Siberian player has two main groups: the first compound of the Legion Czech and the troops of the Komuch, weak organism mainly composed of SR and working for a democratic Russia. The second regroups all other troops, really” white “

The Komuch, centered on the Volga, was rejected so much by the Reds that the Whites, that found them too leftist. Under various pressures, of which the least was not the red successes against the weak troops of the Komuch, this movement ends up accepting to melt in one “Directory” where Kolchak ends up taking the direction by a coup in November 1918, putting an end to all autonomy of the Komuch. The Czechs took pretext of this evolution to leave the Front and to take garrison in Siberia.

In the official game, the arrival of the Directory, then Kolchak rise on power are stationary and always occur, to the same dates. On the other hand the player is free to concentrate all his units on the Volga since the first tour. In short, at a time the player has no choice and is free in a mandatory historic setting to achieve an impossible strength concentration actually.

New rule :

During the first three towers, the Siberian player can choose a no-historic option. This option makes then uncertain the creation of the Directory and the Kolchak ‘s seizure of power. Until the Board of directors is formed, the circulation between the Siberian zones and the Ural is impossible. Until Kolchak hasn’t raised himself to leadership, the Czech units remain available. After the political takeover by Kolchak, the allied help and the losses of cohesion of the Siberian troops will be more or less important, importance revised every 6 months.

Explanation: the player chooses with this option the unknown, gets the longer presence of the excellent Czech troops, and must expect to a unforeseeable variation of his resources in the future, not necessarily in worse besides.. But the result of a non historic choice must remain unpredictable

If the Siberian player doesn’t choose this option, the official system applies. The player knows the future chain of events and the consequences but loses the possibility to concentrate all his strengths on the Volga during the summer of 1918.

12) Recognition of Independences by the Southern Whites faction


In the official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.

Indeed, while applying a penalty of -40 to NM, the official version limits the option to a winning white player. Only such a situation permits to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has interest to play this option, since the penalty will be compensated by the contribution of numerous troops and placed ideally, around Petrograd.

So the Fatal Years new rules:

1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. BUT so much that NM level of Southern White remains under 115, this one loses every three months 10 NM.
Thus, the white player should bet on the future: will the renforts allow him them to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?

2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. BUT so much that NM level of Southern White remains under 100, this one loses every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat here very strong.

Explanations: besides the aspects of obvious balancing, that make that the option becomes only attractive after mid-game or in case of situation of weakness characterized, the historic explanation can sum up thus: the core hard of white support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.

13) Tanks

The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.

Reference:

http://www.landships.freeservers.com/new_pages/tanks_to_the_front.htm

From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.

In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.

14) Included some new Red units in Ekaterinburg/Perm areas as suggested here:

http://www.ageod-forum.com/showthread.php?t=19848

15) RED AI should now declare more often war to Balts.
And Red player too, because I’ve added a periodical loss of 100Victory Points for not doing so.

Why?

This decision is just needed for gameplay, historical and AI purposes.Gameplay, as it will create a new Front for Red and so alleviate their pressure on Whites. Historical: As for Finland, there were some Bolshevik movements in Baltic areas; Bolsheviks were eager too to control these regions close to Petrograd and resigned only in 1921 to their independence. And last, Mot Russians, Bolsheviks or not, couldn’t resign themselves to the loss of Provinces viewed as integrated in the Russian frontiers, whatever the form of the Power, communist, monarchist or Republican.. Last for AI sake, it’s better to have an AI trying to invade Balt States and squash Yudenitch Forces rather than let them be enlarged by human player waiting the best spot to attack Petrograd…
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.

Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Sun Jan 16, 2011 7:56 pm

Excellent well done :)

FYI ,I playing a test game under official new patch and I liked the new rule of requisition system. Otherwise it was easy to gain manpower and money as I observed samara is not effected by requisition(still not clear for me) or the effects of requisition were to quick resulting I have never used raise money or rarely used get concript via options. But now it takes more time to raise troops or replacements which is better. it looks I will use raise money or concripts options more now for urgent situations. I also think Desertions is good move. As Siberians were first the fall against reds it can be iplemented also in mod.

It seems anarchists still doesnt appear after ww1 in official patch but I will look further.
Regarding AI I didnt find impressive or responsive as in your mod. it looks Reds will get Samara despite having more regiments now. After I finish the game as Southern whites I will start as your mod again, which apart from better AI, diplomatic options also make the game deeper.

Edit: Thanks for your work :)

Athens
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Sun Jan 16, 2011 8:11 pm

Baris wrote:Excellent well done :)

FYI ,I playing a test game under official new patch and I liked the new rule of requisition system. Otherwise it was easy to gain manpower and money as I observed samara is not effected by requisition(still not clear for me) or the effects of requisition were to quick resulting I have never used raise money or rarely used get concript via options. But now it takes more time to raise troops or replacements which is better. it looks I will use raise money or concripts options more now for urgent situations. I also think Desertions is good move. As Siberians were first the fall against reds it can be iplemented also in mod.

It seems anarchists still doesnt appear after ww1 in official patch but I will look further.



The point about requisitions and conscriptions is first to adapt AI to the new rules, to avoid any side effects. And that is real work, taking time.

Desertions: the same. I need to further investigate this and do my own tests. But it will eventually be implemented, if necessary with alterations.

Frankly, the 1.02 patch doesn't have for AI any change from the 1.01b version. Or they are so small I overlooked them :) I'm very doubtful the 1.02 will have done much for the Anarchist and Ukrainian troubles.
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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Mon Jan 17, 2011 9:36 am

Baris wrote:Excellent well done :)

FYI ,I playing a test game under official new patch and I liked the new rule of requisition system. Otherwise it was easy to gain manpower and money as I observed samara is not effected by requisition(still not clear for me) or the effects of requisition were to quick resulting I have never used raise money or rarely used get concript via options. But now it takes more time to raise troops or replacements which is better. it looks I will use raise money or concripts options more now for urgent situations.


After some thoughts, Im experimenting a new Regional Decision system: 4 turn delay, as in 1.02, cost *2 and ressources and men gained *50. The same penalties about NM will yet apply, as the cost in 1.02 is IMHO just offering Whites an easy way to victory ( just altern in the same region conscription and reform, or requisition and reform).

So you should get the advantages of the 1.02 time needed to get the WSU, money or conscript, and less of these forcing you to use options...
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.

Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Mon Jan 17, 2011 10:09 am

Yes just for 45 ducats, loyalty of the region jump from %0 to %75 or so(12 turns,3 NM loss) in my game as southern whites it is 1920 april and loyalty of 3-4 regions are white color though I have more money left because of very very generious foreign help. I like changing loyalty of regions quickly so I can build units there but it is very cheap. Also ukranian ceasefire(1 NM loss per turn) isnt practical in Pbem or against ai because Ukranians doesnt have an AI at the first place so I wonder players will choose that option. Cacacus regiments also make the game easier for southern whites but it is good option.

Athens
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Mon Jan 17, 2011 10:15 am

Baris wrote:Yes just for 45 ducats, loyalty of the region jump from %0 to %75 or so(12 turns,3 NM loss) in my game as southern whites it is 1920 april and loyalty of 3-4 regions are white color though I have more money left because of very very generious foreign help. I like changing loyalty of regions quickly so I can build units there but it is very cheap. Also ukranian ceasefire(1 NM loss per turn) isnt practical in Pbem or against ai because Ukranians doesnt have an AI at the first place so I wonder players will choose that option. Cacacus regiments also make the game easier for southern whites but it is good option.


I've done an Ukrainian AI for the official game. That's not the problem. The trouble comes from the genral events I didn't made and which hinder any Ukrainian move or activation of the AI. I don't doubt SEPRUS will fix that in the future. That's possible, I've done it.

Caucasus option is now available in Fatal Years but costs more.
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.

Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Mon Jan 17, 2011 10:36 am

ah yes Im 'lost in translation' :bonk: I mean ukranians have few men under their command :) so they are fine but 1NM per turn can be harsh in official game. Anarchists were fine by moving cavalry and they get many ukranian territory but can be better of course.
But especially after ww1 when all theatres are open it is a joy to play this game very addictive. Most important part is for reds I guess not to lose so much NM. I choose all the diplomatic options and lose many NM but with the armies on hand I was able to overcome NM obstacle. But didnt finish yet. But it will be all difficult to do in your mod, thanks.

Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Mon Jan 17, 2011 6:14 pm

Hi Clovis,
The last part of "Unitsgfx" giving error when extracted to Rus/Graphics folder. I think they are leader portraits but when extracted to leader units, army roasters on the right show empty(their portraits show in map) and can not be clicked with mouse.

Edit: Thanks :)

Athens
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Mon Jan 17, 2011 6:18 pm

Baris wrote:Hi Clovis,
The last part of "Unitsgfx" giving error when extracted to Rus/Graphics folder. I think they are leader portraits but when extracted to leader units, army roasters on the right show empty(their portraits show in map) and can not be clicked with mouse.



Fixed. new version available. :)
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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Mon Jan 17, 2011 6:50 pm

And fixed the Armies&Fleets trouble too. :D

(these errors are due to the integration of the Leaders mod, which was necessary because I'm playing with :w00t: )
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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Mon Jan 17, 2011 11:00 pm

Since the 1.02 official patch Regional Policies (RGD) are rather different in Fatal Years.

There are some common points however: first they last 4 turns. Then they produce the same type of effects, but varying in strength and sometimes type. Look at the messages in the game about RGD to get the exact costs .

Some elements of design notes about to better understand why the rules aren’t the same than in the 1.02 version.

Whatever the Faction you choose, you have to remember you’re unpopular among Russia inhabitants. You may be less hatred than other factions, but only a minority actively support you. And that’s is even more pronounced among peasants, who are just 80% of the whole population. The only popular movement among peasantry ? The Green. You ‘re just a menace against peasant’s property, and in the end, peasants will either choose to revolt ( green revolts) or rally to the less menacing side.

But you must find the resources and men to wage this war. In any case, conscription is the only way to get new units. These peasant conscripts aren’t enthusiastic to say the least to go to war for you. And requisitions had the same effects on factions popularity.

So, to get an historical flavour, requisitions and conscriptions must lead to revolts and loss of NM. It’s up to you to choose how much RGD you’re ready to order. The maximum number available represents first a possibility if you need many men or resources in a crisis situation; this number is too what most WHITES and RED leaders did, leading to the Tambov revolt…

But each sides could , and sometimes, performed differently: Wrangel at the end tried to be clever at this, and periodically, Reds were forced to moderate their economical and conscription policies, by tolerating bagmen and may forms of illegal business ( including prostitution) or by spacing conscriptions in some areas on the verge of revolts.

So, In Fatal Years, using all RGD is poor ( and the AI will not), excepted if needed; using all RGD will create several huge Green revolts and will lower considerably your National Moral. You have to estimate what it is possible to gather from a hostile population. Or you may try to collect as much as possible to build quickly a large army allowing you a quick victory…maybe…

These rules are making the game more difficult. First, because using RGD isn’t anymore the no-brainer it should be in the 1.02 patch. Secondly, because the AI will use the balanced approach about RGD described above. The AI should be able to gather the needed men and resources without risking too much green revolts.
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
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Version 0.996 available

Mon Jan 17, 2011 11:34 pm

What’s new?

Fixed terrain for Kronstadt Approach region

Fixed some bugs here and there

Removed the spy features which didn’t worked well. To be investigated.

New Regional Policies system


The mod is available here:

http://moddercorner.com/2011/01/17/fatal-years-version-0-996/
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.

Baris
AGEod Guard of Honor
Posts: 1945
Joined: Fri Apr 16, 2010 9:50 pm

Mon Jan 17, 2011 11:56 pm

Excellent ! thanks,

That way it will be much likely players will have more longer game time as it will be more difficult to build units and advance quickly, it will be more realistic. Also "Kronstadt Approach" region change is excellent, if AI can build gunboats or use them; she can attack and defeat gunboats near Petrograd currently, it will be worth to build lightships in Baltic.
Regarding Requisiton in Samara,Penza for SB whites, can it be also changed by modding?

Edit: superb, Lets see how things go without requisition from Siberian territory, thanks.

Athens
Brigadier General
Posts: 431
Joined: Wed Dec 22, 2010 8:46 pm
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Tue Jan 18, 2011 12:00 am

Baris wrote:Excellent ! thanks,

That way it will be much likely players will have more longer game time as it will be more difficult to build units and advance quickly, it will be more realistic. Also "Kronstadt Approach" region change is excellent, if AI can build gunboats or use them; she can attack and defeat gunboats near Petrograd currently, it will be worth to build lightships in Baltic.
Regarding Requisiton in Samara,Penza for SB whites, can it be also changed by modding?


Done for Samara, Penza and Saratov, I've forgotten to point out.


K. approach: done the change mainly because it's the possible cause of the Kronstadt bug in 1921 hindering Red assault on the base. We'll see if it works.... In any case, I will certainly add some naval defense to Petrograd too in the future.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



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



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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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