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Fatal Years 1.06 available

 
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Fatal Years 1.06 available - 12/21/2011 1:27:22 PM   
Chilperic


Posts: 964
Joined: 3/21/2010
Status: offline


Fatal Years is a mod for Revolution Under Siege. Its 2 main features are better gameplay thanks to a reworking of player options and an improved AI. Fatal Years is a game currently played by me,among others, and that's certainly its greatest strength, being designed not to be bought, downloaded or admired, just played.

It is currently played in both sigle player and PBEM modes.

It may be installed without altering the original game.

The only scenario currently modded is the Great Campaign from June 1918.Only supported in English language.

All three factions (Red, Southern and Siberian Whites) are playable.


Best options for AI are:




Note: the +2 bonus for Fog of war may be discarded or reduced to +1. The AI will remain a worthy opponent.

Fatal Years rules are available here, in pdf format:

http://moddercorner.com

Among the main changes, the option system has been reworked to give player choice between enforcing a land reform or stick with the historical doctrine made by each side, more diplomatic options, the possibility to recruit units of opposing factions, and an Allied Intervention Level determining the size and the actions of Western Allied Units during the Civil War. Siberian Whites may now succeed to take control of the Southern White faction and iobtain, under severe conditions, Japanese military help.

Beyond the 3 main playable factions, the Grand Campaign features several minor factions, Ai driven only: Ukrainians, Poles, Anarchists, Freikorps and Greens. Don't neglect them, AI being rather smart. Red player may take control of the Anarchist units for sme turns

quotes:

I almost forgot thanks for your reference to FY. Prviously I thought it was just a Mod (which usually I don't go in for). I did not realize it was quizessential to playing the game. Thanks for enlightening me. I have spread the word and 'all' of my gaming associates have jumped the ship. Now we have an historical playable game Of course its not perfect and there is always room for improvement as there always is in these things but at least we can get a likely historical outcome.

please do not neglect Clovis' mod...it really makes you actually want to play the game, and think about strategy for the Reds.

FY is worth every second you spend to install it.

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.

Thanks a lot for Fatal Years. I could play and enjoy RUS without it, but FY has improved so many aspects of the game that now I don’t want to play vanilla RUS anymore.


keep up the good work – already its gone from a game that wouldn’t be played to a really interesting one.


Note for Russian players:
I've seen some of you are considering greatly Fatal Years. Thanks first. Please don't forget I'm French, not Russian. I've tried to be as fair and as historical than possible between the different sides. Certainly there are errors or misconceptions. Don't waver to post your critics, I will read them and if the engine allows I will modify Fatal Years.

Last point: I've seen some of you are using pirated version of RUS. I'm not a moralist, and to say the least I've no real praise for SEPRUS patch policy and for the game design ideas put in the official campaign. BUT they deserve the price of their work and piracy is the best way to destroy any new game of this sort. So, if ever I get the feeling someone uses a pirated version of RUS, I will just ignore him. I will never support pirated games.

Fatal Years is available here:

http://moddercorner.com

This blog is displaying too screens about current single paly and PBEM games.

A movie about install process can be viewed here:

http://youtube.com/watch?v=BtU0m_oZXcw&feature=related

This mod incorporates leaders portraits available on official forum and done by Nikel.

Have been added too Keke's files modifying weather files to raise probability of blizzard during winter.

This game has benefitted from the feedback of many, who have demonstrated being themselves REAL playtesters, very different to some guys writing endlessly on their pet ideas about the game without finding any bugs.

Since a few days, I've beneffited from the help of AGELINT, the best tool created for modding AGE engine, done by Berto.



Enjoy, post remarks and AAR

_____________________________

Post #: 1
Raise money option in the next version - 12/21/2011 11:10:04 PM   
Chilperic


Posts: 964
Joined: 3/21/2010
Status: offline
After playing a bit more my mod, I feel the option must be redesigned, because I didn’t feel I would ever use it.

First point: as it stands in the official version, this option is just a rip off the AACW one. Except the RCW is very different of the ACW. All factions printed money and all failed to keep a minimal level of faith into by people. Let’s add the economy was more and more largely going back to barter, to the difference of the Unionist during the ACW.



Second point: RUS differs from AACW by the introduction of Regional requisitions which are the main source for money, and the very important role of Allied help for Whites, unknown in AACW.

Just raising inflation isn’t right, because the Allied help came under the form of weapons, or foreign devises which kept a high value. Reducing this by inflation mechanism wouldn’t be right.



On the contrary, using almost freely the option would lower the necessity to launch requisitions or to hope in Allied help, both elements essential for a RCW game.

So, the new system will reverse the processus.

First, the option will cost much less in EPs ( 7), and yet 2 in NM. However, the result will be random, from 0 to 300,000. Last, the more you use the option, the greater risk the option to produce worse results, to the same price. This system will portray how much your money value is tied not to your decision, but to the people faith in it.



That’s why you will get a few more money if your nM is above 110, and less if under 90.

_____________________________


(in reply to Chilperic)
Post #: 2
RE: Raise money option in the next version - 12/21/2011 11:10:38 PM   
Chilperic


Posts: 964
Joined: 3/21/2010
Status: offline
Here the Red events for Raise money option before:

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_AIActivate|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

CheckAILevel = 1
ActorEnabled = $gmaOptionVar;RED_More_Money
EvalEngagementPts = >=;15
EvalMoney = <=;50
Probability = 8

Actions
GenTextMsg = opt_notify_NewVarOption;1;NULL;NULL;NULL
ChangeOption = $gmaOptionVar;RED_More_Money;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_ON|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

Actions
ChangeActorPool = $gmaOptionVar;MaxUse;1;ResetFreq;1;ImageID;Opt_RED_Money1.png;Title;opt_title_RED_More_Money;MsgString;opt_desc_RED_More_Money;ToolString;opt_hint_RED_More_Money;SubType;RED_More_Money;SParam1;RED

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_Check|999|0|NULL|NULL|NULL|NULL

Conditions
CheckOption = $gmaOptionVar;RED_More_Money;=;1
EvalEngagementPts = >=;15

Actions
ChgFacEngagementPts = -15
ChangeFacMorale = -2
ChangeMoneyPool = 250
ChangePriceInc = 5

SelectFaction = $CMN
GenTextMsg = opt_notify_CMN_More_MoneyRED;1;NULL;NULL;NULL

SelectFaction = $RED
GenTextMsg = opt_notify_RED_More_Money;1;NULL;NULL;NULL
ChangeActorPool = $gmaOptionVar;MaxUse;0;SubType;RED_More_Money

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_Regen|999|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01
TurnIndex = 6;18;
ActorDisabled = $gmaOptionVar;RED_More_Money

Actions
GenTextMsg = opt_notify_RED_More_Money_Regen;1;NULL;NULL;NULL
ChangeActorPool = $gmaOptionVar;MaxUse;1;ResetFreq;0;ImageID;Opt_RED_Money1.png;Title;opt_title_RED_More_Money;MsgString;opt_desc_RED_More_Money;ToolString;opt_hint_RED_More_Money;SubType;RED_More_Money;SParam1;RED
SetEvtOccurs = evt_nam_RED_More_Money_AIActivate;CuOccurs;0

EndEvent






And now the new ones for the Red faction about the new Raise money option. Both White factions will require as much events…

AGE script engine, when fully used, may create very nice features. This new option should incite player to use more the option, give decreasing results each time it is played, like in history, introduce a new risk/chance factor to deal with, and then become a new element of interest, and last it will link money to NM, reinforcing the role of NM into gameplay.



A little different for the flat ” Get EPs, buy option, rinse, repeat” … :-)



Oh, Agelint is especially wonderful for checking such a long chain of events.



And last, I’ve written this with Notepad. No need for the official XLS method, which would have been more prone to events and longer to debug, as the xls must be translated in txt file before testing, when the notepad file can be tested at once :-)

BTW, I haven't used new Registry command, considering how much difficulties this one has raised in another recent game of the same company. If the command seems now working, and could have been used to shorten this long chain, I've chosen the secure path. Registry command will be used in FY certainly in the next weeks, for other needs


SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_AIActivate|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

CheckAILevel = 1
ActorEnabled = $gmaOptionVar;RED_More_Money
EvalEngagementPts = >=;7
EvalMorale = <=;90
EvalMoney = <=;50
Probability = 8

Actions
GenTextMsg = opt_notify_NewVarOption;1;NULL;NULL;NULL
ChangeOption = $gmaOptionVar;RED_More_Money;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_AIActivate2|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

CheckAILevel = 1
ActorEnabled = $gmaOptionVar;RED_More_Money
EvalEngagementPts = >=;7
EvalMorale = >=;91
EvalMorale = <=;109
EvalMoney = <=;50
Probability = 20

Actions
GenTextMsg = opt_notify_NewVarOption;1;NULL;NULL;NULL
ChangeOption = $gmaOptionVar;RED_More_Money;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_AIActivate3|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

CheckAILevel = 1
ActorEnabled = $gmaOptionVar;RED_More_Money
EvalEngagementPts = >=;7
EvalMorale = >=;110
EvalMoney = <=;50
Probability = 50

Actions
GenTextMsg = opt_notify_NewVarOption;1;NULL;NULL;NULL
ChangeOption = $gmaOptionVar;RED_More_Money;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_ON|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

Actions
ChangeActorPool =

$gmaOptionVar;MaxUse;1;ResetFreq;1;ImageID;Opt_RED_Money1.png;Title;opt_title_RED_More_Money;MsgString;opt_desc_RED_More_Money;ToolString;opt_hint_RED_More_Money;SubType;RED_More_Money;SPar

am1;RED

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_Check|999|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01
CheckOption = $gmaOptionVar;RED_More_Money;=;1
EvalEngagementPts = >=;7

Actions
ChgFacEngagementPts = -7
ChangeFacMorale = -2
ChangePriceInc = 5

SelectFaction = $CMN
GenTextMsg = opt_notify_CMN_More_MoneyRED;1;NULL;NULL;NULL

SelectFaction = $RED
GenTextMsg = opt_notify_RED_More_Money;1;NULL;NULL;NULL
ChangeActorPool = $gmaOptionVar;MaxUse;0;SubType;RED_More_Money

SetEvtOccurs = evt_nam_RED_More_Money_tracker;CuOccurs;1

SetEvtOccurs = evt_nam_RED_More_Money_tracker;MaxOccurs;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_tracker|0|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

Actions

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_tracker_for_whole_game|999|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01
EvalEvent = evt_nam_RED_More_Money_tracker;=;1

Actions

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_sum|0|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

Actions

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill1|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 10

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;1

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill2|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 10

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;1

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill3|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 20

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;1

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill4|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 20

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;1

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill5|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 30

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;1

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill6|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 30

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;1

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill7|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 40

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;1

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill8|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 40

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;1

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;1

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill9|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 50

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;2

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;2

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill10|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 50

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;2

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;2

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill11|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 60

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill12|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 60

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill13|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 75

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;4

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;4

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill14|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 75

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;4

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;4

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_bill15|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1
Probability = 75

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;4

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;4

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_less_Money_bill1|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker_for_whole_game;<=;1
Probability = 50

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;-3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;-3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_less_Money_bill2|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker_for_whole_game;<=;2
Probability = 50

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;-3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;-3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_less_Money_bill3|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker_for_whole_game;<=;3
Probability = 50

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;-3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;-3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_less_Money_bill4|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker_for_whole_game;<=;3
Probability = 50

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;-3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;-3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_less_Money_bill5|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker_for_whole_game;<=;4
Probability = 75

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;-3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;-3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_less_Money_bill6|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker_for_whole_game;<=;4
Probability = 75

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;-3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;-3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_less_Money_bill7|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker_for_whole_game;<=;4
Probability = 75

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;-3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;-3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_more_Money_high_morale|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalMorale = >=;110
Probability = 75

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_less_Money_low_morale|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01

EvalMorale = <=;90
Probability = 75

Actions

ChgEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;-3

ChgEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;-3

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;<=;1

Actions

ChangeMoneyPool = 10

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum2|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;2

Actions

ChangeMoneyPool = 20

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum3|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;3

Actions

ChangeMoneyPool = 30

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum4|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;4

Actions

ChangeMoneyPool = 40

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum5|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;5

Actions

ChangeMoneyPool = 50

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum6|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;6

Actions

ChangeMoneyPool = 60

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum7|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;7

Actions

ChangeMoneyPool = 70

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum8|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;8

Actions

ChangeMoneyPool = 80

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum9|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;9

Actions

ChangeMoneyPool = 90

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum10|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;10

Actions

ChangeMoneyPool = 100

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum11|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;11

Actions

ChangeMoneyPool = 110

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum12|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;12

Actions

ChangeMoneyPool = 120

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum13|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;13

Actions

ChangeMoneyPool = 130

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum14|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;14

Actions

ChangeMoneyPool = 140

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum15|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;15

Actions

ChangeMoneyPool = 150

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum16|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;16

Actions

ChangeMoneyPool = 160

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum17|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;17

Actions

ChangeMoneyPool = 170

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum18|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;18

Actions

ChangeMoneyPool = 180

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum19|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;19

Actions

ChangeMoneyPool = 190

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum20|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;20

Actions

ChangeMoneyPool = 200

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum21|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;21

Actions

ChangeMoneyPool = 210

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum22|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;22

Actions

ChangeMoneyPool = 220

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum23|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;23

Actions

ChangeMoneyPool = 230

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum24|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;24

Actions

ChangeMoneyPool = 240

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum25|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;25

Actions

ChangeMoneyPool = 250

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum26|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;26

Actions

ChangeMoneyPool = 260

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum27|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;27

Actions

ChangeMoneyPool = 270

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum28|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;28

Actions

ChangeMoneyPool = 280

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum29|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;=;29

Actions

ChangeMoneyPool = 290

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_final_sum30|999|1|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_sum;>=;30

Actions

ChangeMoneyPool = 300

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_reset|999|0|NULL|NULL|NULL|NULL

Conditions

MinDate = 1918/06/01

EvalEvent = evt_nam_RED_More_Money_tracker;=;1

Actions

SetEvtOccurs = evt_nam_RED_More_Money_tracker;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_tracker;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_sum;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_sum;MaxOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill1;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill2;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill3;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill4;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill5;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill6;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill7;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill8;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill9;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill10;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill11;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill12;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill13;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill14;CuOccurs;0
SetEvtOccurs = evt_nam_RED_More_Money_bill15;CuOccurs;0
SetEvtOccurs = evt_nam_RED_less_Money_bill1;CuOccurs;0
SetEvtOccurs = evt_nam_RED_less_Money_bill2;CuOccurs;0
SetEvtOccurs = evt_nam_RED_less_Money_bill3;CuOccurs;0
SetEvtOccurs = evt_nam_RED_less_Money_bill4;CuOccurs;0
SetEvtOccurs = evt_nam_RED_less_Money_bill5;CuOccurs;0
SetEvtOccurs = evt_nam_RED_less_Money_bill6;CuOccurs;0
SetEvtOccurs = evt_nam_RED_less_Money_bill7;CuOccurs;0
SetEvtOccurs = evt_nam_RED_more_Money_high_morale;CuOccurs;0
SetEvtOccurs = evt_nam_RED_less_Money_low_morale;CuOccurs;0

EndEvent

SelectFaction = $RED
StartEvent = evt_nam_RED_More_Money_Regen|999|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1918/06/01
ActorDisabled = $gmaOptionVar;RED_More_Money
Probability = 40

Actions
GenTextMsg = opt_notify_RED_More_Money_Regen;1;NULL;NULL;NULL
ChangeActorPool =

$gmaOptionVar;MaxUse;1;ResetFreq;0;ImageID;Opt_RED_Money1.png;Title;opt_title_RED_More_Money;MsgString;opt_desc_RED_More_Money;ToolString;opt_hint_RED_More_Money;SubType;RED_More_Money;SPar

am1;RED
SetEvtOccurs = evt_nam_RED_More_Money_AIActivate;CuOccurs;0

EndEvent


< Message edited by Chliperic -- 12/21/2011 11:15:51 PM >


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Post #: 3
FY first try - 12/24/2011 12:50:53 AM   
berto


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I played through my first game of RUS, The Ice March scenario, just to get my feet ..., um, frozen?

The RCW is surprisingly fascinating. RUS is quite appealing. It would be a shame if this game were to die for lack of support and final polish.

About to launch my first game of FY (as Southern Whites). This should be fun!

< Message edited by berto -- 12/24/2011 1:12:15 AM >


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Post #: 4
RE: FY first try - 12/25/2011 9:22:04 PM   
Chilperic


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New version of Fatal Years released…


This one was needed asap as I believe I’ve found a bug in the exe affecting an AI command. As I can’t fix the exe, I’ve modified the events to help them to fire as designed. Fortunately, this command, to be crucial, is used only in a few events. To my knowledge, this command isn’t used in any official AGEOD version.



For the rest, I have not updated the manual, but the list is short, because of RL, but when you’re not ashamed by wrok, even the painstackfully one, anything is possible ;-) :



- balanced a bit Poland faction. That’s a first step, to be refined in the next versions.

- raised slighty both cost and power of cavalry units. Cavalry was in RCW a crucial force.



This version is of course compatible with ongoing games

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Post #: 5
RE: FY first try - 12/26/2011 10:47:14 PM   
berto


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The more I play FY, the more I like it. Lots of surprises. So many challenges and choices. Great game & mod!

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Post #: 6
RE: Fatal Years 1.06 available - 12/31/2011 1:47:20 AM   
berto


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RUS FY 1.06RC, Early Feb 1919:



Playing as Southern Whites.

112 NM, 140 VP, 13 EP, 223 $, 108 CS, 64 WS, 145 RP

Communists 106 NM, Siberian Whites 104 NM, Poland 79 NM, Anarchist 97 NM, 100 < Ukrainians NM < 120

Southern Whites losses 16404, Communists 75713, Siberian Whites 41243, Anarchist 2525

Don't know where this is heading, but so far so good, terribly fascinated, having a blast.

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Post #: 7
Sevastopol case in FY - 1/3/2012 9:21:44 PM   
Chilperic


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When historical detail matters for gameplay:

A bit of explanation first: in FY, the French and Greek troops in Ukraine are an independant faction. If the Allied Intervention Level (another FY feature) is beyond 7, they land at Odessa and Sevastopol. If so, Sevastopol is controlled by the French faction, not the Southern Whites.

During the RCW, French troops forbade Southern Whites to control Sevastopol during winter 19. This politic was bound to the desire to manage Ukrainian nationalists, France being first interested by salvaging his pre-war investments in Ukraine; Let’s add French Generals had very dry feeling for Whites…

Hoistorical article here:

http://www.persee.fr/web/revues/home/prescript/article/cmr_0008-0160_1981_num_22_1_1903

So, Southern Whites can’t capture Sevastopol until the French leave ( which is ruled too in FY). Sevastopol is an objective city, Whites can’t attack as they aren’t in war with French…

However, in my current test game, AIL is at 5. French troops will not come until level 7 is reached. So I may invade Sevastopol region, capture the objective…

Nothing is simple in FY. they are always trade offs or at least opportunities in bad situations.

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The Red AI move of the day - 1/5/2012 9:53:53 PM   
Chilperic


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Fatal Years AI is filled with defaults, poor moves, bad choices. But, more often than the average, it may be just…surprising and dangerous. In this game, I’m sieging Tzaritsyn, and the last battle hasn’t been here to my advantage. The next turn, the Bolshevik AI has done this:

http://www.youtube.com/watch?feature=player_embedded&v=6HzkQJUFeZk

Some will maybe find this selfish. To get such a result, I’ve spent some hundred hours working about AI. I don’t regret one minute of this work. It’s so much rewarding to play against a real opponent.



I’m happy. As a modder. As a player, I’m in trouble.



One may guess it would have been better if the AI has surrounded Denikin around Tzaritsyn. Maybe, but one of the rule of war isn’t hitting hard on the key points the enemy is defending weakly rather than systematically tackle with main enemy forces? In any case, Red has left a very sizable force at tzaritsyn to cover the city. The AI use of numerical superiority is sufficently smart to create problems for the player. Not that bad :-)

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Post #: 9
RE: The Red AI move of the day - 1/5/2012 10:20:48 PM   
berto


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In my current FY 1.06rc game, my AI opponent is competitive, and sneaky, too.

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Post #: 10
RE: The Red AI move of the day - 1/5/2012 10:31:58 PM   
Chilperic


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In this game, the REd AI hasn't declared war to Balts, is leaving only token forces against Siberian Whites and have concentrated the main part of his forces against me and in Ukraine. It isn't the historical strategy, but it is acting with the same constraint than the Reds faced: they can't be strong in mid 19 on every Fronts: they must do choices.

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RE: The Red AI move of the day - 1/7/2012 1:11:15 PM   
Chilperic


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As explained lately this mod is upping the cohesion losses in battles to reduce risk of losing whole divisions:



http://moddercorner.com/2012/01/06/a-few-explanations-about-future-changes-for-cohesion-damages/

To install the mod, just run the exe once downloaded.

BEWARE: this mod is a test, with potential side effects. That’s why it isn’t included in FY itself. to revert back to the original cohesion losses values, just reinstall the FY 1.06 RC.

This mod must be used on new game. In pbem each player must use this mod.

Reports welcome.

PS: thanks for Berto for having offered his help. I’ve automated the whole replace process with TextCrawler, a free program.

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Post #: 12
RE: The Red AI move of the day - 1/7/2012 5:35:06 PM   
Chilperic


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The cohesion mod seems to give rather valuable results. To be confirmed. By you!

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RE: The Red AI move of the day - 1/8/2012 8:45:09 PM   
Chilperic


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This version is available on my blog ( see my sig). 2 versions may be chosen:

-one without the cohesion mod, named Fatal Years 1.06

-the other, with the cohesion mod, named Fatal Years 1.06 Cohesion mod.



Both versions are compatible with ongoing games.



This version adds just a few fixes.



Next version is scheduled for next Sunday, unless a major bug surfaces.



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RE: The Red AI move of the day (2) - 1/8/2012 10:35:08 PM   
Chilperic


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Nothing spectacular, but a new example of a multipronged advance, with a move on the rear…Not that bad for an AI.



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RE: The Red AI move of the day (2) - 1/8/2012 10:36:11 PM   
Chilperic


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This large battle has been rather bloody, but the number of units destroyed remains low.

One effect of the mod is to transform battles against garrison in cities in several days fight. That’s unavoidable, because garrisons being fixed they can’ t retreat, and after each side has recovered sufficient cohesion, they resume the fight a few days later. It may sometimes seem strange when the odds are very unequal, but most often, it adds in my opinion a flavour of urban combat, which is always longer ans sporadic than in open field. Even a very small garrison may put a prolonged urban guerilla fight against a very large force, which can’t use its numerical superiority to its best. Think Stalingrad...



< Message edited by Chliperic -- 1/9/2012 12:15:40 AM >


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RE: The Red AI move of the day (2) - 1/9/2012 12:18:43 AM   
oldspec4

 

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Thanks for all your RUS Fatal Years modding efforts...so many excellent gameplay improvements

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Post #: 17
RE: The Red AI move of the day (2) - 1/9/2012 10:02:06 PM   
Chilperic


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Freikorps faction has captured Riga, in order to install a Pro-German government. In FY, Freikorps, an independent AI driven faction is useful of course against Reds, but having his own agenda, German faction isn't always the Allied of the Whites.

No need to say you will not see German and british troops fighting under Russian command to take Petrograd, like in the official game.

Mastering the AI allows to get better historical settings.




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Post #: 18
RE: The Red AI move of the day - 1/9/2012 10:13:29 PM   
berto


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quote:

ORIGINAL: Chliperic

As explained lately this mod is upping the cohesion losses in battles to reduce risk of losing whole divisions:

How did you arrive at your cohesion value tweaks? Best guesses (based on years of modding experience)? Empirical testing? Both?

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RE: The Red AI move of the day (2) - 1/9/2012 10:13:59 PM   
Chilperic


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This battle fought at Belgorod in June 19 is showing the effects of the cohesion mod: the high quality White forces is losing without enduring unit destruction



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RE: The Red AI move of the day - 1/9/2012 10:21:38 PM   
Chilperic


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Years of modding experience, the experience of SVF 1.0 for AACW where I've introduced the same modifications. I remember I did several tests for SVF with different values before keeping what seemed the best.

For FY, I've taken again the same proportional changes, with difference for artillery, as SVF protrayed the limits of the first rifled guns.

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RE: The Red AI move of the day - 1/9/2012 10:48:24 PM   
Chilperic


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I love screens of Ukraine in FY: rarely a wargame will have displayed such a mess. Anarchists, Ukrainians, Green, Red and Whites are fighting each other. French are yet here, but withdrawal is close and I can't reach the AIL level necessary to control them and add these units to my Southern White army.

Anarchists are resisting well . Reds Army are very huge. I will point out once again how the Red AI is advancing methodically, keeping a LOS. A very tough opponent...




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Post #: 22
EPs in RUS FY - 1/15/2012 12:01:39 PM   
berto


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Without revealing any surprises, what can I do to up my EPs?

I seem to be chronically short of EPs (in the low teens). After expending for new generals, I have few left over for some of the more interesting, and EP-expensive production and political and diplomatic options. Are they perhaps a bit too EP expensive?

What am I missing?

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Post #: 23
RE: Fatal Years 1.06 available - 1/15/2012 8:59:31 PM   
Mac Linehan

 

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Chliperic -

Have just bought RUS Friday Nite. I have PON, ACW, WW1 Gold. Spent Saturday studying the rules; I feel that a good grasp of the RUS AGEOD system will be an excellent starting point for the other titles (that I have yet to play). I plan to buy more of the AGEOD games - I am hooked on the level of detail and realism that RUS represents.

Your Fatal Years Mod looks very interesting - I shall start small with the Finnish Civil War to learn and become comfortable with the system. Eventually I will tackle the Grand Campaign - and use your mod.

Thank You for your efforts on our behalf; my respect and appreciation to you, Sir.

Mac

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Post #: 24
Cohesion Mod battle results impacts - 1/19/2012 9:30:06 PM   
berto


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In my ongoing RUS/FY1.06RC game...

In Early April 1919, the Red AI moved a very sizeable force against General Mai-Maievski's Corps, Volunteer Army, defending Salsk.

In an attempt to relieve the pressure on Salsk, and with inadequate reconnaissance (in hindsight), I moved several of my stacks against Tzaritsyn. All or most of the stacks were in Offensive Posture/Sustained Attack -- big mistake.

Here are the Battle of Tzaritsyn battle results:





As you can see, the attacking Whites lost nearly 50% of their force, "9268 Men, 4294 Horses lost" vs. only "82 Men, 82 Horses lost" for the Reds.

Bummer!

In retrospect, I should have done a Conservative Attack at best.

In analyzing the battle results, I can see where my lack of artillery weakened the attack. More so, the Red artillery "opened a devastating fire on the enemy" -- to say the least.

There are other factors contributing to the White's overwhelming loss -- most notably the worse than 1:2 odds. (Doh!)

Ah well, live and learn: more artillery, better reconnaissance, Conservative or Feint/Probe Attack into uncertainty. My (weak) excuse: I can plead that I'm still just learning RUS/FY (this is my very first FY game).

I don't dispute the battle results. I am always somewhat surprised by lopsided results like these. I would expect such attacker carnage more from All Out Attack, maybe not so much from Sustained Attack. Even on Sustained Attack, I would think that Sidorin would have called it off sooner rather than later, seeing the hopelessness of the charge; else the Whites would have routed sooner. Many times the battle results seem excessively skewed, but I'm not so quick now to cry foul. There's often a reasonable explanation, if not quite an acceptable one. Oh well, chalk it all up to the Misfortunes of War, I guess.

More to the point:

  • What impact if any would your recent Cohesion Mod have on these results?
  • Would it tend to reduce the attacker casualties?
  • Up the attacker casualties?
  • Raise or lower the defender casualties?
  • Not enough info for you to say?

Thoughts?

< Message edited by berto -- 1/23/2012 7:19:06 AM >


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Post #: 25
RE: Cohesion Mod battle results impacts - 1/25/2012 7:00:33 PM   
berto


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From the book The White Generals, by Richard Luckett, p. 276 (my own emphasis added):

quote:

... Wrangel arrived before the trenches and barbed-wire of Tsaritsyn with what was almost exclusively a cavalry army ...

... When Wrangel's force arrived before Tsaritsyn their general was at once faced with a serious dilemma. He had none of the necessary equipment for an assault on the city, but his troops were already, after the rigour of the march from the Manych, anticipating their entry; delay threatened to undermine their morale. If Wrangel waited outside the fortifications, then it was a strong possibility that the Reds would come onto the offensive; he was realistic enough to see that, should this occur, the Whites had little hope of holding out on the barren steppe. Therefore he must attack. His senior commanders agreed.

On 13 June his cavalry broke through the Red picket line and did considerable damage. But the elaborate system of concentric defences with which the town was surrounded proved too much for them, as did the heavy and well-directed artillery fire. Wrangel continued his assault for two days until, knowing it to be hopeless, he withdrew to his old positions outside the Red trenches. He had lost nearly a quarter of his men, together with eight general officers and eleven regimental commanders.

The book makes no more detailed mention of Red losses during this engagement.

So Wrangel assaulted Tsaritsyn with "almost exclusively a cavalry army" and, from the account, a determined attack at presumably less than 1:1 odds. After two days and 1/4 casualties, he called off the offensive.

Interesting. Thoughts?

Of course, reinforced by then with tanks, armoured cars, and infantry, later that month Wrangel successfully assaulted and took Tsaritsyn.

I am impressed, BTW, by how well RUS/FY is portraying the Russian Civil War, at least from the perspective of the Southern Whites. It compares favourably with real history; it seems generally plausible.

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(in reply to berto)
Post #: 26
RE: Cohesion Mod battle results impacts - 1/29/2012 3:47:18 PM   
gamer78

 

Posts: 536
Joined: 8/17/2011
Status: offline





Mid 1919 against Siberian AI..
Siberians launched counterattack with another army, while I was  lay a siege in Ufa for 2 turns after capturing cities around volga. With 65k men but 40k committed. Siberians were exhausted but didn't lose single element. This was the highest casualties in battle report till now. Battle took 3 rounds to conclude.
I have to say AI is excellent. Very enjoyable game

Edit: In the same game I have launched assault to novorovski while there were sizable garrison there(300 men strong) I didn't lose much elements. With standart assault posture(Not all assault posture)Frunze retreated with 0 cohesion, exhausted and didn't take high casualties. Very good


< Message edited by Baris -- 1/29/2012 3:53:58 PM >

(in reply to berto)
Post #: 27
RE: Cohesion Mod battle results impacts - 1/29/2012 6:08:32 PM   
Chilperic


Posts: 964
Joined: 3/21/2010
Status: offline
Hi,

The flu is gone. I've lost 2 weeks, the first for being sick, the second to recover first RL stuff in hurry or disarray. Time to get back to the cohesion mod analysis.

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(in reply to gamer78)
Post #: 28
RE: Cohesion Mod battle results impacts - 1/29/2012 10:19:37 PM   
Chilperic


Posts: 964
Joined: 3/21/2010
Status: offline
The cohesion mod would have certainly reduced losses for Whites at Tzaritsyn, as the elements would have reached very low cohesion level sooner, and so broke out the battle. Most of the destroyed units would have survived. The REd losses should be the same. Artillery is the key in RUS/FY for both succesful attack or defense. In a perfect world, of course, Red losses would be greater, but that's something I fear I will never be able to reproduce. My only certitude : the cohesion modifications is reducing the lopsided effects of such a battle for the weakest side.



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(in reply to berto)
Post #: 29
RE: Cohesion Mod battle results impacts - 1/29/2012 11:29:37 PM   
gamer78

 

Posts: 536
Joined: 8/17/2011
Status: offline
Another  big battle after a few turns in the same region. I have lost 3 NM.



(in reply to Chilperic)
Post #: 30
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