Anarchists in Ukraine (Black flag) are surviving...BTW, Green insurrections aren't to be negliged in FY...
Siberian White AI holds firmly Volga banks
Northern Whites AI advances


Kev_uk wrote:Okey Dokey, here you are! Actually, I just found an ANA group in Kharkov when I went to retake it from Ukrainians...they must have got there before me!

Kev_uk wrote:Is the bug fixed with latest download? Is it worth restarting (yet) another GC?
Thanks.

Kev_uk wrote:! Actually, I just found an ANA group in Kharkov when I went to retake it from Ukrainians...they must have got there before me!
Kev_uk wrote:Athens,
Are the Reds supposed to be at war with Germany? Using latest download and it states I am at war with Germany - is this right?
.But there's no real effect of this state of belligerency 
Kev_uk wrote:Good Siberian White AI - They just caught and surrounded Trotsky with some very elite troops!!!
Arghh... (see attached file)
. I LOVE AI tweaking.Athens wrote:And in the next version, I've implemented some changes to the Area_Theaters ( which are the way AI "reads" the map) with good results for Red AI. I LOVE AI tweaking.
Nikel wrote:And which are the other 4?![]()
Kev_uk wrote:
Also Allied involvement never reaches below 8 with this mod.

Athens wrote:Curious. Normally it should be lowering and I've seen regularly AIL below 8 after some months in the GC. Bad luck maybe? Or a bug to check
For info, the AIL doesn't exist in the official version![]()
Nikel wrote:
If instead (or besides) modding you could create a game...
But now that you talk about it, I will bump a thread![]()
Kev_uk wrote:No, there is no way I think I can win this - the Whites are way overpowered I think - although it has taught me some good strategy - and I have learnt a lot about a challenged Red player so this is good. Currently up to 11 on the AI score and its late summer 1920. Greens are hard to suppress, Siberian Whites give me headache. Its much better, but now too hard!
Maybe thats good. Perhaps that how it was for the Civil War...
The AI doesn't cheat, except here and there it gets units 10% cheaper and needs slighty less EPs for some options. But the reduced cost is compensing the propension of the stock AI to build units in cities about to fall in enemy hands; for the EPs, I've not a command giving me the possibility to force AI to keep a reserve of EPs for big options, so I'm somehow devised an event system for replacing this lack and this sytelm forces me to average EPs needed between several options...Kev_uk wrote:The thing about the whole game, not just your mod, is that you really need to rethink strategy, or at least what you are used to. Its a big map, confusing, not exactly a static front line - it ebbs and flows like the weather and I think when I first played RUS that threw me. However, the first iteration of the game was not that hard to play really. Units sat in cities and you just needed an bigger force to take those cities. AI quite unreactive.
Your mod has made me think strategically, like actually understanding how requisitions work, conscription, when to fall back, using leaders creatively and so on. Its made it HARD! So this I think is good if you can actually try and balance the mod as well - did my mass requisitioning around Moscow cause the Green revolts? More explanation - I dont know.
Its a fine work Clovis. Kept me hooked all weekend and today. It was fun!

NY Rangers wrote:I guess this wasn't intentional:

NY Rangers wrote:This next screenshot is from the same turn, which shows a big ass green revolt at Donbass. You can also see how Makhno left a depot insufficiently garrisoned and so I captured it (on the bottom left corner):
. For long, it has been static. Now, when he moves, it get back all defaults of the stock AI which doesn't care that much about supply lines and garrisoning supply depots. Frotunatly for the generic AI, factions have generally several depots and there are some garrisoning units (the fficial version like mine using some helpers for the AI to keep garrison, don't search away why in PON autogarrsioning rule has been reinforced with garrison materializing under enemy attack...). I've done with events the more it could be done to cure this blindness, but the results is far from being perfect.
Athens wrote:Yes. I believe I've fixed this in the last version. Going to recheck though![]()


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