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OneArmedMexican
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Mon May 23, 2011 7:51 pm

Reverend Zombie wrote:Could the Whites be limited in the frequency at which they are able to select the operations?


Good idea.

Also there is an imbalance between Southern Whites and Siberian Whites. While Denikin's Whites have a very limited number of provinces to draw ressources from the Siberians have almost as many as the Red side.

While I agree with your remark concerning the overall balance of the game, Seb. I believe the amount of ressources Siberian Whites can extract is too high.

Reducing the frequency for the Siberians and adding some free replacements for the Southern White via event might be a solution.

Reverend Zombie
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Mon May 23, 2011 7:53 pm

Seb wrote:I think the Special Operations have to be the same for each side (not sure, I will check). But the balance of power is more important and I am afraid the Whites do not need to have fewer ressources in this game


I understand! My (limited) experience so far is that the Southern Whites don't really have a big enough advantage in quality of troops to let them overcome the Reds' early numerical superiority--when playing against a human opponent. ;)

Athens
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Mon May 23, 2011 7:59 pm

Reverend Zombie wrote:Do the results of the Recruit and Raise Money Special Operations vary according to the population of the region in which they are implemented?

An historical problem for the Whites was that they controlled many very sparsely populated regions (Archangel region and Siberia, for example). It does not make sense that Whites should be able to raise as many troops from these regions as the Reds can from their central Russian regions.


Yes. It suffices to define an operation applying only to some aeras and one faction. Let's say a Siberian one giving half recruits in Siberian aeras for some factions or all. What's needed is just a lot of events.
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
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Tue May 24, 2011 1:31 am

Reverend Zombie wrote:I understand! My (limited) experience so far is that the Southern Whites don't really have a big enough advantage in quality of troops to let them overcome the Reds' early numerical superiority--when playing against a human opponent. ;)


In the beginning ,Reds mostly have red guards with very few cavalry and it takes some time to deploy Frunze or other generals to Don. On the other hand Whites have very good generals accompany with 3-4 level experinced elite inf with very good disipline rating(very important in battle), and a good sized cossack cavalry. If you cut the rails from Don to Tzaritzin then Stalin(he is an avarage commander) will have difficulties reaching Don with his troops. They all become isolated,destroyed. One handicap is supply distribution through depots in Don is problematic for Southern whites.

Athens wrote:Yes. It suffices to define an operation applying only to some aeras and one faction. Let's say a Siberian one giving half recruits in Siberian aeras for some factions or all. What's needed is just a lot of events.


in comparison to other whites Siberians have also the privilege to form divisions in 1919 spring with good number expensive artillery and armored cars thanks to the warsupply from requisiton. But if Red player builds few factories early Siberians are no match imho. Especially after Czechs gone. Reds are also able to fight very effectively even with low NM. I remember I lost a battle 170 NM vs 20NM Red army :) against nearly similar sized armies. During late 1919 Reds start to have huge stacks if one of the single white factions are unsuccesfull about harrasing and forcing the enemy.

Baris
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Wed May 25, 2011 2:31 pm

In Drang campaign ın the second turn Ukranian Arsenal uprising in Kıev still prevent ukranian garrison to be unlocked that it is making to imposible to assault for the ukraine army resulting Reds move the troops there to reinforce in a few turns.
[ATTACH]15070[/ATTACH]

Edit: As reds after accepting ultimatom and declaring war to balts,finland etc in the next turn, I can see all finland,german etc armies without fog of war and like Im controlling them but I can not move them(cycle through units with R). AI controlling them.

Edit 2:In drang campaign regional polies performed does not seem to be effecting green percentage in the regions that can not be entered. More than 5 regions.

Edit 3: Many cancelled regional policies playing as Reds in Drang campaign.No green units or any enemy in regions. The last two saves in the attachment.
Attachments
7-Drang19210.rar
(801.44 KiB) Downloaded 350 times
Backup1.rar
(876.42 KiB) Downloaded 305 times
7-Drang19211.rar
(561.26 KiB) Downloaded 290 times

Anazagar
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Thu May 26, 2011 4:20 pm

Few stray thoughts bout the scenario:

- Soviet leaders are in comparison to germans too bad in general. IMHO they should be improved to 3-0-0 or 3-1-1 - They just won a civil war after all.

- Soviets are screwed if they don't accept the ultimatum. Germans with their ability to bring more armies (huge railpool advantage plus many more army options) quickly can just steamroll them in the spring.

- If you accpet the ultimatum both sides can see eveyrything either one of them can see and I think that soviets can do special ops in german controlled regions.

- Greens are created in huge numbers all over the place. I think that in order to balance the scenario a bit their apperance should be reduced a bit (or removed) or the red loyalty increased in the areas they occupy.

- Germans shouldn't have 100 loyalty in Poland and I don't think they should have Piłsudzki available from the start - an option with him and polish troops being available for NM penalty would be better. After all he was imprisoned by ze germans.

Baris
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Thu May 26, 2011 8:10 pm

Anazagar wrote:Few stray thoughts bout the scenario:


- Soviets are screwed if they don't accept the ultimatum. Germans with their ability to bring more armies (huge railpool advantage plus many more army options) quickly can just steamroll them in the spring.


After capturing Kiev with 75k men, German AI send 250k to take it back after a few turns :) . Reds need many turns indeed to improve railroads to move big stacks from volga etc..

Anazagar wrote:- Greens are created in huge numbers all over the place. I think that in order to balance the scenario a bit their apperance should be reduced a bit (or removed) or the red loyalty increased in the areas they occupy.



Interesting that many Greens sometimes appears just after cheka missions. Ex: Astrakhan relatively more loyal with very few green loyalty but it didnt help. Maybe they should appear less with lower probabilty chance in mostly loyal areas.

I didnt look at the files but Trotsky seems to die very frequently. ın the last 4-5 games he died in the first battle.

Some options in the ledger maybe needs to get more expensive about EP or warsupply ex: Stalin line or forts in Finland etc.

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TheDoctorKing
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Fri May 27, 2011 4:59 am

Anazagar wrote:Few stray thoughts bout the scenario:

- Soviet leaders are in comparison to germans too bad in general. IMHO they should be improved to 3-0-0 or 3-1-1 - They just won a civil war after all.

- Germans shouldn't have 100 loyalty in Poland and I don't think they should have Piłsudzki available from the start - an option with him and polish troops being available for NM penalty would be better. After all he was imprisoned by ze germans.


Both of these are very good points. I have routinely had a half-dozen Red leaders up in the 3-4 skill range by the middle of 1919 thanks to experience. One time I had Stalin up to a 3-3-6 - a Red Thomas!

And if the Poles are available to the Germans they should be limited to their historical target areas of western Belarus and Ukraine, with big penalties if they go farther than that. This feature now works in the game so they can be redefined as regional units. After all, the Germans may have wanted global domination but the Poles didn't.
Stewart King

"There is no substitute for victory"

Depends on how you define victory.

[SIGPIC][/SIGPIC]

Baris
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Sat May 28, 2011 10:55 pm

In Drang campaign playing as Germans, requisitions from neutral Lithuania, Talin (Estonia) warshaw, Finland and koenigsberg is not effected negatively. They all have 100 percent loyalties in each of their regions. Only Belarus got effected specificly not the capital Vilnius. Only the two regions controlled by Germany ; Grodno and Suwalki had increasing green loyalty.

Red AI decided to declare war on 4 nations that appeared in the message log, after Germans advance to Pskov and conquering all the objective cities along the road. But on the next turn Finland and other map regions were not out of fog of war. I had to chose diplomatic options to invite them. But I was not sure as Reds really declared the war.Edit: I loaded as the reds in the next turn and their troops could not enter Finland, Baltics etc.

There is a diplomatic option for Romania to be involved in the war but the theatre is already open. Their forces without war already unlocked around turn 12.
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SEPRUS
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Fri Jun 03, 2011 2:04 pm

I got a series of bugs to fix from Seb and they are (fixed). So expect a new patch rather soon now!

ZardozLord
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Fri Jun 03, 2011 3:55 pm

Thanks Seprus.... does rather soon mean today :w00t:

Baris
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Fri Jun 10, 2011 4:16 pm

There is another region not receiving supply from my the Red game.
Here is my save. Stack needs 131 supply a turn. Penza has level 3 depot . Tambov has 4, Saratov has 1 but with lvl 5 city and a harbour.

[ATTACH]15182[/ATTACH]
Attachments
penza.jpg
Backup1.rar
(511.65 KiB) Downloaded 290 times
test.rar
(480.93 KiB) Downloaded 248 times

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Matto
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Tue Jun 14, 2011 9:16 pm

How it looks with non-beta patch?

petebeadle
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Sat Jun 25, 2011 12:18 pm

I've been holding off installing this beta, but there is no sign of an official patch. Do people think I should install this, or just stick with the last "official build" as I want to fire up a new GC?

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OneArmedMexican
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Sat Jun 25, 2011 3:21 pm

petebeadle wrote:I've been holding off installing this beta, but there is no sign of an official patch. Do people think I should install this, or just stick with the last "official build" as I want to fire up a new GC?


I have made very good experiences with beta patches for AGE games. This one is unfortunately the exception: while it adds some great innovations, it also introduces some new bugs and balance issues.

Athens
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Sat Jun 25, 2011 3:23 pm

ZardozLord wrote:Thanks Seprus.... does rather soon mean today :w00t:


Not really :D
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



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



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



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

Athens
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Sat Jun 25, 2011 6:18 pm

OneArmedMexican wrote:I have made very good experiences with beta patches for AGE games. This one is unfortunately the exception: while it adds some great innovations, it also introduces some new bugs and balance issues.


The exe isn't that bad.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



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



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



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

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NY Rangers
Major
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Location: Finland

Wed Jun 29, 2011 10:06 am

Hi,

Just bought the game, and I'm a bit confused. Should I avoid this beta patch or not? Thanks!

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PhilThib
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Wed Jun 29, 2011 10:37 am

I have been informed that patch 1.03 is coming very very soon, so avoid the last one, stay with first to discover the game, and patch when the 1.03 will be ready :cool:
Image

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NY Rangers
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Wed Jun 29, 2011 10:44 am

Thanks for the info!

This game is a great educational tool, btw. I've learned so much about RCW just playing the demo. Keep up the good work!

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Flop
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Wed Jun 29, 2011 10:11 pm

PhilThib wrote:I have been informed that patch 1.03 is coming very very soon, so avoid the last one, stay with first to discover the game, and patch when the 1.03 will be ready :cool:


Great news! I was considering starting a new campaign, but I'd rather wait for the patch if it's coming soon.

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Kev_uk
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Wed Jul 13, 2011 12:25 pm

I am not sure if this has been raised about 1.02b. The battle reports on lots of occasions are too quick, even with pause after battle and long delay on. Sometimes it doesn't pause and goes straight into the next engagement so you miss the report. Not all the time, but I would say a lot of the time.

Also, when this happens, it messes up the message log reports as well, i.e it doesn't save the battle that has not been paused, and instead lists the battle casualties for the battle it goes straight into.

Unsure if this has been raised.

Kev

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Kev_uk
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Wed Jul 13, 2011 1:33 pm

Another bug. The Winter Months have no Blizzards as in the first release of RUS. It just stays clear (albiet harsh weather), but as far as I have seen it just stays snow. No Blizzards. Kinda looses atmosphere.

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Kev_uk
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Wed Jul 13, 2011 6:15 pm

Kev_uk wrote:I am not sure if this has been raised about 1.02b. The battle reports on lots of occasions are too quick, even with pause after battle and long delay on. Sometimes it doesn't pause and goes straight into the next engagement so you miss the report. Not all the time, but I would say a lot of the time.

Also, when this happens, it messes up the message log reports as well, i.e it doesn't save the battle that has not been paused, and instead lists the battle casualties for the battle it goes straight into.

Unsure if this has been raised.

Kev


I just realised that this seems to not be the case with a low 'focus on move' option. Prior to this I had it on none (for focus on move). But regardless, it still is bugged. Too fast.

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