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TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Tue Jan 18, 2011 1:05 am

So I should patch my version of the Fatal Years mod with version 0.996 of your mod, but _not_ the official 1.02 patch? Or both, and if so, theirs first, then yours?

I'm going with yours only and if it screws it up I can always reinstall.
Stewart King

"There is no substitute for victory"

Depends on how you define victory.

[SIGPIC][/SIGPIC]

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

Tue Jan 18, 2011 1:09 am

TheDoctorKing wrote:So I should patch my version of the Fatal Years mod with version 0.996 of your mod, but _not_ the official 1.02 patch? Or both, and if so, theirs first, then yours?

I'm going with yours only and if it screws it up I can always reinstall.


No. Apply the official 1.02 patch first then my last version (and I promise it, the very last before long, as I'm switching on SVF full time, so I will just fix FY bugs for the next 2 weeks).
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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TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Tue Jan 18, 2011 1:27 am

Thanks! Yes, if you do it my way, you crash. Voice of experience... :bonk:
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

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TheDoctorKing
Posts: 1664
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Location: Portland Oregon

Tue Jan 18, 2011 2:13 am

I'm still screwing up the installation somehow. I did a fresh install, installed the 1.02 patch, then your mod. The game appears to load normally, but then CTD's whenever I try to load my save game or start a new game. I've attached the log file. Can you help?

Sorry,

Stewart
Attachments

[The extension txt has been deactivated and can no longer be displayed.]

Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

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

Tue Jan 18, 2011 9:02 am

Playing as siberian whites in turn 4 I get this error for desicion about white factions. information box about desicion still pops up at turn 4.

09:55:42 [Error ] FullDebug: Script Engine Error(s), while parsing line 222 AI.SetLocalInterest = 411;200;412;200;413;200;416;200;417;200;BOGODOROSK200;;419;200;1665;200;404;200;405;200;415;200;420;200;422;200;423;200;426;200;427;200;428;200;430;200;432;200;434;200;822;200;975;200;1664;200;977;250;

Athens
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Tue Jan 18, 2011 10:02 am

TheDoctorKing wrote:I'm still screwing up the installation somehow. I did a fresh install, installed the 1.02 patch, then your mod. The game appears to load normally, but then CTD's whenever I try to load my save game or start a new game. I've attached the log file. Can you help?

Sorry,

Stewart


Don't be sorry, I am :( .

I'm going to fix this ASAP today, as it seems to come from mdl and units aliase turmoil. I will fix too what Baris has signaled.

Sorry for the unconveniance.

What bothers me is the XP problem introduced in the 1.02 patch. I'm waiting the official SEPRUS reply about that before undertaking fixes on that, but IMHO it just make the current version almost unplayable ( a police value of 22, a patrol of 23.... :D )

For the rest, I keep my own RGD values. After all, I just computed the number of units by opening the November 18 scenario to look at the starting OOB. ;)
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
Joined: Wed Dec 22, 2010 8:46 pm
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Fatal Years version 0.997 available

Tue Jan 18, 2011 6:10 pm

Fix the errors in install process.
http://moddercorner.com/2011/01/18/fatal-years-version-0-997-available/



BTW, if you want to avoid the XP problem of the 1.02, just install the RUS exe 1.01b in the folder. It works perfectly with the mod, and the fixes about air battles is very secondary, so it’s a good provisional trade-off for now. ;)

If this feature is wad, i will certainly do some mod about. If not, a new offcial patch will solve the trouble. Life is easy sometimes :)
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 18, 2011 6:50 pm

TheDoctorKing wrote:I'm still screwing up the installation somehow. I did a fresh install, installed the 1.02 patch, then your mod. The game appears to load normally, but then CTD's whenever I try to load my save game or start a new game. I've attached the log file. Can you help?

Sorry,

Stewart



Mismatch in mdl solved. my fault, I should have remembered to never alter the official numbers of mdls and units... ;)
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
TheDoctorKing
Posts: 1664
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Location: Portland Oregon

Wed Jan 19, 2011 5:17 am

Thanks!

I'm sticking with 1.01b for now. I really disagree with their decision to (effectively) halve the effect of recruitment and requisition missions.
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

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TheDoctorKing
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Location: Portland Oregon

Wed Jan 19, 2011 7:00 am

Actually, one good thing about 1.02 is that the "party members join army" and "red air force expands" options appear to work now. At least they worked once for me. I didn't get to try out the prisoners option or do the mobilization more than once. Has anybody looked at these to see if they work correctly in 1.02?

If you use 1.02 though, I recommend patching the special operations events so they produce more $ and recruits. See my post in that thread - I recommend about 2.5 to 3 times as many of both to provide armies as big as they historically were.
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

Athens
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Wed Jan 19, 2011 8:41 am

TheDoctorKing wrote:Actually, one good thing about 1.02 is that the "party members join army" and "red air force expands" options appear to work now. At least they worked once for me. I didn't get to try out the prisoners option or do the mobilization more than once. Has anybody looked at these to see if they work correctly in 1.02?

If you use 1.02 though, I recommend patching the special operations events so they produce more $ and recruits. See my post in that thread - I recommend about 2.5 to 3 times as many of both to provide armies as big as they historically were.


see my notes in the archive. I've multiplied by about 1.5 input of men, money and WSU by Regional policies. Only 1.5 to give more importance to money and partial mob options. I will evaluate in the next week if this balance is right for the 3 factions. For now, it seems right both for Reds and Southern Whites, but it's just an early estimate :)
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
Joined: Wed Dec 22, 2010 8:46 pm
Location: definitly elsewhere

Wed Jan 19, 2011 3:56 pm

I will upload the new version of the mod compatible with the 1.02a patch as soon as possible ( but i don't have a full internet access for now).

The new version has of course the new features about Kiel and Czech demobilization, and some more fixes and improvments about all AIs. I' even fixed a few errors in the new official events of the 1.02. Life is easy ;)
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.

lycortas
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manpower

Wed Jan 19, 2011 6:29 pm

Doctor King,

Remember that the manpower we see are essentially front line troops.
The Red Army was known for it's huge tail, with 8 out of every 9 conscripts being used for rear area duties and support.

What i would like to see is a Red Army only modifier or something like that,
because i hate seeing the White Siberians conscript in Tobolsk and gain 52 conscripts while the Reds conscript in Moskva and gain.... 52 conscripts.

I think this skews the game balance. The Southern Whites were the largest White threat to the Reds but in the game the Siberian Whites can build a huge army, albeit with crap leaders.

Mike

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RICCO7859
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Location: VERSAILLES FRANCE

Wed Jan 19, 2011 6:40 pm

Hello,

I have a big problem with the last fatal year mod. See attached file. My game crash when I open it. So help meeeeee !!!!
Precision: I have patched the game before with the official mod 1.02 and 1.02a then with fatal mod.
Attachments
crashfatalyearmod2.jpg

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

Wed Jan 19, 2011 6:45 pm

lycortas wrote:Doctor King,


What i would like to see is a Red Army only modifier or something like that,
because i hate seeing the White Siberians conscript in Tobolsk and gain 52 conscripts while the Reds conscript in Moskva and gain.... 52 conscripts.

I think this skews the game balance. The Southern Whites were the largest White threat to the Reds but in the game the Siberian Whites can build a huge army, albeit with crap leaders.

Mike


Yes very correct. I think historically in late 1919 or so Reds get the city Omsk, Reds should be more threat especially to Siberian whites. And for more ambitious and realistic balance, Every region should not give same amount of concripts or money from requisiton.

RICCO7859 wrote:Hello,

I have a big problem with the last fatal year mod. See attached file. My game crash when I open it. So help meeeeee !!!!
Precision: I have patched the game before with the official mod 1.02 and 1.02a then with fatal mod.


Clovis didnt make Fatal years mod compatible with current patch yet. It will be soon.

Athens
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Wed Jan 19, 2011 6:56 pm

Thanks to all, but I would largely prefer to have your comments posted on my blog . This thread is just destined to give news of the mod, but in any case I don't want to discuss the mod here. You may consider this silly, irrelevant, unconvenient or just plain crazy but that's how I want to sort out this. So the point being made, I will reply one last time to all. :)
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
RICCO7859
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Posts: 78
Joined: Mon May 19, 2008 12:09 pm
Location: VERSAILLES FRANCE

Wed Jan 19, 2011 6:56 pm

:happyrun: many thanks clovis for your very good mod. So I'll wait

Athens
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Joined: Wed Dec 22, 2010 8:46 pm
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Wed Jan 19, 2011 6:58 pm

RICCO7859 wrote:Hello,

I have a big problem with the last fatal year mod. See attached file. My game crash when I open it. So help meeeeee !!!!
Precision: I have patched the game before with the official mod 1.02 and 1.02a then with fatal mod.


I need your main log file in the RUS/log folder. Thanks :)
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

Wed Jan 19, 2011 7:01 pm

lycortas wrote:Doctor King,

Remember that the manpower we see are essentially front line troops.
The Red Army was known for it's huge tail, with 8 out of every 9 conscripts being used for rear area duties and support.

What i would like to see is a Red Army only modifier or something like that,
because i hate seeing the White Siberians conscript in Tobolsk and gain 52 conscripts while the Reds conscript in Moskva and gain.... 52 conscripts.

I think this skews the game balance. The Southern Whites were the largest White threat to the Reds but in the game the Siberian Whites can build a huge army, albeit with crap leaders.

Mike



Unfortunatly, that's IMHO impossible to mod, as the engine isn't tailored to give different outputs with several regions.

I note your point about Siberians and will think about.

Now, the other difficulty belongs to the unity Siberian player gets from its different subfactions. And nothing hinders to unleash the Mad Baron outside Mongolia...

Now what can be done for simulating your point is to vary the number of conscript points needed to build an unit between factions; Siberian cost could be higher by example. Another possible change I could consider in the future.
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
RICCO7859
Sergeant
Posts: 78
Joined: Mon May 19, 2008 12:09 pm
Location: VERSAILLES FRANCE

Wed Jan 19, 2011 7:53 pm

See attached file. Thanks by advance. :)
Attachments

[The extension txt has been deactivated and can no longer be displayed.]


Athens
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Wed Jan 19, 2011 8:40 pm

This version is compatible with 1.02a official patch.

What’s new?

mostly fixes, including a few about errors in some new events of the official 1.02a patch; some improvements to Siberian AI, AIs in Ukrainian Theater and implementation of most the new features of the official patch.

The mod is available from the download box to your left.


http://moddercorner.com/2011/01/19/fatal-years-v-0-998-ready/

RICCO7859, if you have yet some problems, just delete the Models subdirectory in the Gamedata folder, then apply the mod install files again. :)
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
TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Thu Jan 20, 2011 8:38 am

On the installation: why is the installer creating a directory called 'c:\Revolution Under Siege mod' and putting some of the game files in there? Are they supposed to be in the same folder with the rest of the mod files (I have them in 'c:\Program Files\Revolution Under Siege\Fatal Years mod')?

I'm noticing that in ...Fatal Years mod there is a subfolder called 'RUS/GameData' that has some of the same file names as are in 'c:\Revolution Under siege mod\RUS\GameData'.

This is quite confusing to me in my relative incompetence with computers. Sorry.
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

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

Thu Jan 20, 2011 9:12 am

TheDoctorKing wrote:On the installation: why is the installer creating a directory called 'c:\Revolution Under Siege mod' and putting some of the game files in there? Are they supposed to be in the same folder with the rest of the mod files (I have them in 'c:\Program Files\Revolution Under Siege\Fatal Years mod')?

I'm noticing that in ...Fatal Years mod there is a subfolder called 'RUS/GameData' that has some of the same file names as are in 'c:\Revolution Under siege mod\RUS\GameData'.

This is quite confusing to me in my relative incompetence with computers. Sorry.


As described in the install file, the default path is indeed c:\Revolution Under siege mod. You have first to create a copy of the entire offical install in this new folder, then apply the patch. Any AGE game may have several copies on the same computer without any problem, and this will let the official version unchanged. I would largely prefer a system like Civilization, where modders have just to install their modified file in a separate folder, but I guess it will not be the case for long and the AGE modding process remains very simple once you have understood the several copies trick. :)
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 20, 2011 2:41 pm

After having read a lot on the forum, I am going to integrate a new system for the white and red Regional Decisions.
For the White, the present system is incomplete and illogical. Indeed, you can press the peasants simultaneously and can promise them an agrarian reform that makes them more faithful. I am willing that the peasant is naive and that it works a few months, but it seems to me that soon your promises won't be more believable. However, in the game, they remain similar in their effects all along the game.
New system: at start, the White don't have any Decisions Regional Agrarian Reforms. They have to their disposition 4 requisitions and 4 conscriptions. They can buy by option 2 agrarian Reforms by two times, either 4 to the total, for a cost of 3 NM and 20 EP every time between June 18 and March 19, 5 NM and 30 EP between April 19 and December 19, 7 NM and 45 EP from January 1920. This increasing cost represents the disastrous effect of your first requisitions on the credibility of your promises, and in second place avoids the exploitation of the game system while requisitioning the first months a lot before pacifying the population.
These agrarian Reforms are more powerful than the presentones and will raise the loyalty more quickly. But in counterpart, Whites will lose the requisitions and conscriptions, that will pass to 3 maximum every every time, then 2. The choice is irreversible for the white player who should bet on the future and hope that the allied help will continue.

For the Communists, a option to win the peasants’ hearts and minds will also be open.
The Communists start with 6 Requisitions, 6 conscriptions and 6 Tchekas. If they choose the new Decision "NEP", (bad title but I look for a better of it) then they will benefit from a new Regional Decision that will have the same effects and the same cost that Agrarian (and therefore more powerful than Tcheka) Reforms. Besides the number of subversion will be increased to 10. On the other hand, the maximal number of requisitions and conscriptions will lower 2 every time and the Tcheka decisions won't be more usable. The cost of this option will be the same that for the White (the decrease of NM being the result of the decrease of the state of mind of the militants of the Party).

There will for all factions some other benefits: Red choice of Nep could slighty decrease the Allied Intervention Level, whereas White Land Reform will increase it. Red Nep will hinder Tambv revolt in 1920.
Both sides will get too randomly some EPs, in order to represent the political gains for your faction in public opinion. Avoiding reforms will earn on the contrary some slight random gains in NM, representing the approval of your core political group for enforcement of an harsh policy against these damned peasants, who were despised by 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.

User avatar
RICCO7859
Sergeant
Posts: 78
Joined: Mon May 19, 2008 12:09 pm
Location: VERSAILLES FRANCE

Thu Jan 20, 2011 5:22 pm

many thanks now my game run well ....

User avatar
TheDoctorKing
Posts: 1664
Joined: Thu Apr 24, 2008 12:56 pm
Location: Portland Oregon

Fri Jan 21, 2011 6:39 am

Athens wrote:As described in the install file, the default path is indeed c:\Revolution Under siege mod. You have first to create a copy of the entire offical install in this new folder, then apply the patch. Any AGE game may have several copies on the same computer without any problem, and this will let the official version unchanged. I would largely prefer a system like Civilization, where modders have just to install their modified file in a separate folder, but I guess it will not be the case for long and the AGE modding process remains very simple once you have understood the several copies trick. :)


Ah, thanks. I'll give that a try.

Edit: OK, thanks, got it installed properly at last. Started a new game OK. For some reason my save game is corrupted - no doubt from the many installs and uninstalls. I'm OK with starting over using your new requisition/recruitment system when you create it.
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



[SIGPIC][/SIGPIC]

User avatar
RICCO7859
Sergeant
Posts: 78
Joined: Mon May 19, 2008 12:09 pm
Location: VERSAILLES FRANCE

Sun Jan 23, 2011 10:46 am

hello I'have started 2 games. 1 with the reds and 1 with the south white. In the first yudenitch well appears at Narva but with the second game he appears à Pskov ??? !!!

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

Sun Jan 23, 2011 11:15 am

RICCO7859 wrote:hello I'have started 2 games. 1 with the reds and 1 with the south white. In the first yudenitch well appears at Narva but with the second game he appears à Pskov ??? !!!



WAD.The 2 possibilities exist.
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

Fatal Years 0.999 available

Sun Jan 23, 2011 1:54 pm

Available here :

[url]http://moddercorner.com/2011/01/23/fatal-years-version-0-999-available/[/URL]



What’s new?


Fixed some bugs

Tweaked AIs

16) New rules for Regional Decisions


After having read a lot on the forum, I am going to integrate a new system for the White and Red Regional Decisions.

For the White, the present system is incomplete and illogical. Indeed, you can press the peasants simultaneously and can promise them an agrarian reform that makes them more faithful. I am willing that the peasant is naive and that it works a few months, but it seems to me that soon your promises won’t be more believable. However, in the game, they remain similar in their effects all along the game. New system: at start, the White don’t have any Decisions Regional Agrarian Reforms. They have to their disposition 4 requisitions and 4 conscriptions. They can buy by option 2 agrarian Reforms by two times, either 4 to the total, for a cost of 3 NM and 20 EP every time between June 18 and March 19, 5 NM and 30 EP between April 19 and December 19, 7 NM and 45 EP from January 1920. This increasing cost represents the disastrous effect of your first requisitions on the credibility of your promises, and in second place avoids the exploitation of the game system while requisitioning the first months a lot before pacifying the population. These agrarian Reforms are more powerful than the present ones and will raise the loyalty more quickly. But in counterpart, Whites will lose the requisitions and conscriptions, that will pass to 3 maximum every time, then 2. The choice is irreversible for the white player who should bet on the future and hope that the allied help will continue.

If Siberian player chooses the unhistorical path, he gets one free Reform Regional policy.

For the Communists, an option to win the peasants’ hearts and minds will also be open. The Communists start with 6 Requisitions, 6 conscriptions and 6 Tchekas. If they choose the new Decision “NEP”, (bad title but I look for a better of it) then they will benefit from a new Regional Decision that will have the same effects and the same cost that Agrarian (and therefore more powerful than Tcheka) Reforms. Besides the number of subversion will be increased to 10. On the other hand, the maximal number of requisitions and conscriptions will lower 2 every time and the Tcheka decisions won’t be more usable. The cost of this option will be the same that for the White (the decrease of NM being the result of the decrease of the state of mind of the militants of the Party). Tcheka resuls are very less important now.But Tcheka doesn’t cost anymore NM losses. Cheap but weak for restauring loyalty, when “Nep” is potent and costly…Fatla Years leaves you the choice. There will for all factions some other benefits: Red choice of Nep could slighty decrease the Allied Intervention Level, whereas White Land Reform will increase it. Red Nep will hinder Tambov revolt in 1920. Both sides will get too randomly some EPs, in order to represent the political gains for your faction in public opinion. Avoiding reforms will earn on the contrary some slight random gains in NM, representing the approval of your core political group for enforcement of an harsh policy against these damned peasants, who were despised by all factions….

17 ) The German FreiKorps in the Balt States

The German FreiKorps will appear henceforth solely in the Balt States as independent, playable faction by AI. They pursue their own political agenda , that is to take the control of the Balt States. They are, as the Ukrainians, enemies of the White and Communists After 1919, they will randomly be removed, as simulation of the pressure allied on Germany. If the FreiKorps control both Kaunas and Riga at a time, the Southern White player will lose every turn some EP. This loss forces the the Southern White player to worry about Balts… and simulates the concern of the Allies that fears all resurgence of pangermanism as that the propaganda success that the Communists could get from the FreiKorps success, that used like cover to their action Anticommunism.

18 ) Siberian Whites corruption

To simulate corruption in the White Siberian regime, this faction will randomly lose some EPs. If the unhistorical path is chosen, this loss should be less frequent.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



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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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ERISS
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Sun Jan 23, 2011 4:11 pm

Athens wrote:18 ) Siberian Whites corruption
To simulate corruption in the White Siberian regime, this faction will randomly lose some EPs. If the unhistorical path is chosen, this loss should be less frequent.

Maybe it is already simulated ingame, but the South Whites were too heavily corrupted: It's rear was a big market of sold loot, that's why Green army sometimes pop up against white banditry in the white areas, and why makhnovist army could grow.
For the South Whites, I think the corruption could be in game with constant randomly Loyalty loss in their controled regions.

Some general tried to stop it by hanging some white soldiers, but it had few result.

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