SEPRUS wrote:Do you have a save with backup1 (before, after battle) showing a too big increase in experience for a given unit?
SEPRUS wrote:No that's ok, for us. We increased the decisions time but also increased the loyalty gain.
SEPRUS wrote: So far, the balance seems ok for us. It is simply not realistic to be able to increase so fast the strength of your armies (as in pre 1.02), now in 1.02 this is more in line with what we wanted.
SEPRUS wrote: Also, the increased loyalty recovery really help in the long run.
Plus, this would be a major error to remove the NM loss on some decisions. Decisions must cost morale, otherwise they are freebies. Here, each use is a tough choice, while still remaining the primary method of getting resources.
SEPRUS wrote:Now, here is a trick. RED has a nation resilience of 2. Both Whites have one. It means that if their morale is too low, then they can get back one point for free per turn. For example, if morale is 60, then RED has two rolls with a 40% chance to get + 1 NM. So the trick is to accept having a morale under 100, to get back some points from time to time. He who does believe he can fight for long at a morale of 100 in the game is wrong, this is a crippling strategy on the long term, trust me, I tried![]()
TheDoctorKing wrote:I also noticed, while counting the number of troops that the Reds get through events, that the Whites and Greens get many more (I didn't do an exact count). So they can have their enormous 1919 armies, or something close to them, under this new rule, since they don't rely so much on special operations to generate resources.
SEPRUS wrote:I'm not saying the balance is perfect, but there are two points worth mentioning regarding your demonstration.
First, The Red Army is not only made of the type of divisions you use as an example. It is also made of poorer divisions, plus a lot of Red Guards/Militia. So to be fair, you have to take that into account. Something along the line of the cost of the most numerous division in the FP seems better, so a cost of 23-29-4 and not 28-34-4.
Second, you did not factor the innate production of assets. Move the mouse over the top bar, you see an innate production of 20$, 43 conscripts, 15 WSU per turn. Over the course of the 22 turns you speak, this lead to the significant numbers of 440$, 946 conscripts, 330 WSU! (As you can see there is even a surplus of WSU compared to 'your' need).
SEPRUS wrote:Your calculations seem right, but as I'm on the code and not the data, perhaps I'm not aware of some things in game balancing, like extra reinforcements events. In any case I'll make sure the people in charge of scenarios balance know about this discussion.
Code: Select all
Replacement = WHI;$famLine;4
Replacement = WHI;$famMilitia;10
Replacement = WHI;$famLightInf;2
Replacement = WHI;$famCavalry;3
[The extension txt has been deactivated and can no longer be displayed.]
Baris wrote:There is a message about deserting ranks in siberian forces and it shows city Omsk as the location. And it seems locked Czech garrison is okay with the duty.
andatiep wrote:Can you also tell them a little stuff DoctorKing forgot in its calculation (but i still believe that the conscript production game balance should be checked again in case of the players fight both well and the Big Campaign get really long) : Each Reds and WHites Partial Mobilization events in the file RUS F3 Options Reinforcements.sct give also many free replacements like this :That could change your equation... although they would always be a big 'X', which is the average number of the player's losses in fights and hard winter attrition in a year...Code: Select all
Replacement = WHI;$famLine;4
Replacement = WHI;$famMilitia;10
Replacement = WHI;$famLightInf;2
Replacement = WHI;$famCavalry;3
BTW, i don't know if the Partial Mobilization text message changed for the new patch, but before it never displayed the information that players get this infantry, light infantry, cavalry and milicia replacements added to the official hundreds of Conscripts (so players can't know that this policy is in fact much more interesting that it is said).
TheDoctorKing wrote:There still is a significant shortage of resources needed to build the Red Army up to historical strength, even if the. The special missions should be at least twice as productive to give the possibility of achieving historical results.
TheDoctorKing wrote:... And the Reds would have to play exceptionally well to avoid losing a large number of elements during the initial White offensives in the summer of 1918. Most of those elements in Siberia are doomed, and against a competent human player I'm guessing that the Caucasus, south Ural and Turkestan armies are also likely to be wiped out or at least driven from the region with heavy losses. I have been able to keep the Kuban/Taman troops alive by withdrawing them rapidly to the north at the start of the 1918 scenario, but if you leave anybody behind the Whites coming down from Azov/Rostov will clean their clocks too.
There still is a significant shortage of resources needed to build the Red Army up to historical strength, even if the. The special missions should be at least twice as productive to give the possibility of achieving historical results.
I'm also happy to note that the "restore air force" and "party members to army" events now work.
[Error ] FullDebug: Script Engine Error(s), while parsing line 13813 Apply
evt_nam_POL_PolishArmy
Line 13813: Poland , Depot Lwow Depot created in region Lwow
Line 13813: => ApplyCreateStruc command 2 factions have exclusive structures Latest addition Lwow Depot UID of Owner 1000008 Conflicting with (UID of Owner) 1000001 Check also between the Setup tab and the primary controler in the Cities Tab
OneArmedMexican wrote:6) Ressources: I fully agree with TheDoctorKing that the Red side should get more ressources. Also I believe the balance between the different ressources is off:
Each side in this conflict should have a particular feeling:
The Red should swim in conscripts but be short of money and war supplies; the White should swim in money and war suplies but suffer from a severe shortage of conscripts.
Currently the Red is short of everything but war supplies. Whereas the Siberian White is far too well supplied.
Did you notice? I didn't even mention the Drang Campaign's AI. ... Ooops just did. Sorry, I couldn't help myself.![]()
IMO, you guys have every reason to be proud of RUS! It is a great game!
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