Chilperic
Posts: 964
Joined: 3/21/2010 Status: offline
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This new version has been released sooner than I expected, but the last official patch adopts 2 modifications that endangers gameplay in the official version ( I don’t care) and in FY ( my concern). So I haven’t built all I was planning for the 1.08 version. Missing stuff will come later, even if a part is yet present. First, the new manual is here, under a draft version, but it’s one hundred times better than the last one, thanks to Mike who has done an terrifc job. I ‘m proud to offer you HIS work on this and I plan to achieve the work soon. 1.08 version has adapted a few features to enhance cavalry. In short, seasoned cavalry ( not conscripts), armored cars and trains will protect more stacks during retreats and on the contrary, will cause more losses for opponent units when they retreat. Red guerilla will now be represented by the SVF guerilla system described here: http://moddercorner.com/2012/09/24/new-guerilla-model-in-svf-2-0/ Last, the ugly: the 2 new features of the official RUS I’ve removed from FY - To fix AJE combat system, has been introduced a new rule skipping assault in the first round of battles. If in AJE ranged units have limited power, with a very low range, Rate of Fire, and stats, RUS packs artillery and firearms, with long ranges and firepower. Since 2007, AGE engine has been working with assaults in the first round without troubles. the new rules in RUS will lessen efficiency of cavalry units, as they will have to pass a first round unarmed before having the possible chance to assault in the second round…if they survive to the new ranged fire phases…A bit extreme…Another port of AJE, that is based on the illusion new signifies better, and of course alack of understanding of differences between Ancient times and modern combat - Loyalty shift: the new rules have created problems described in this funny thread: http://www.ageod-forum.com/showthread.php?26488-Greens-Own-Petrograd The solution, maybe based on a full misunderstanding of my own post on the "another website" referenced by someone, has been to replace Green by Anarchists. This modification is absurd historically: the current rule could give anarchist preponderance in Warsaw, Helsinki, Omsk, Ekaterinodar, Kiev, ie any objective city,. of course, it’s just fantasy outcome even a reading of Wikipedia could prevent. Moreover, in gameplay, the results are funny: Reds can ally with anarchists in the game, preventing any side effects for them. On the contrary, Whites will have to face hostile anarchist crowd born for discontent caused by Red use of conscription and requisition…Absurd gameplay… My solution: a new faction has been created: the Protesters. This faction is just a placeholder. Each turns, events will transfer Protesters loyalty to other factions, based on area, ownership of cities and chance. Ukrainian will be favored in Ukraine, Southern Whites, Reds and Anarchists in Central Russia, etc…All in all, this new system should deliver more fine tuned results by geographical area. Last, a certain number of concern about Red pool size, survival of Makhno have surfaced recently in the official forum, points solved since 2 years in FY and as such irrelevant for my mod. FY 1.08 is available from my blog ( see my sig) . Compatible with ongoing games.
< Message edited by Chliperic -- 10/21/2012 4:51:02 PM >
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