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RE: Fatal Years 1.04

 
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RE: Fatal Years 1.04 - 9/23/2011 6:39:48 PM   
Chilperic


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Playing Red side in FY may seem easier than siding with Whites at first glance.



After all, you have at your disposal a central position and sheer mass of men and weapons: 6 requisitions and 6 conscriptions delivering more than the White Regional policies:





Here the results of a full use of 6 requisitions and 6 conscriptions. A whole lot of new divisions to hammer Whites.



Let’s add several options to your disposal , like propaganda to rise NM,and the game seems easy indeed.



FY has tried to reflect the flaws who hampered the Red war effort. beyond mediocre leaders in general, like in the official version, your units will begin at very low cohesion levels, forcing you to get a large numerical superiority, especially against Southern Whites and Polish seasoned armies.



Let’s add you will have to win before the end of 1920, as Whites will receive from this years VPs each turn. You will be under menace of Allied full scale intervention, Finland involvement, and Green rising revolts as you will use the Regional policies to get your massive armies.



So one of your goal will be , as in reality, to create a core of experienced troops , to be used on crucial points. They will come from XP earned into battles and of course use of the Trotsky military reform, even if at first, this option will have negative consequences on your NM.
During the first year,you will have both to be cautious and aggressive. main choices must be done: Siberians or Southern Whites? Southern Whites are tougher but their territorial tenure is so small at start they may seem a valuable objective, when Siberians are so prone to decay by their internal dissensions. However, as long Siberians are controlling Samara and Kolchak isn’t in power, Green loyalty may rise in your areas, increasing revolt risk after.



The second great choice is the strategy in Baltic area. More later :-)

< Message edited by Chliperic -- 9/23/2011 6:40:17 PM >


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RE: Fatal Years 1.04 - 9/23/2011 7:25:20 PM   
berto


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quote:

ORIGINAL: Keke

... but I do know that ATG is much, much more flexible than TOAW: basically everything is editable ...

To the best of your knowledge, has anybody done any quality ATG mods for WW2 Pacific Theater? (Showing my ATG ignorance here. I know next to nothing about the game.)

WW2 Pacific Theater scens are just about all I ever played with TOAW.

After ~15 years and having purchased every TOAW version ever sold, I gave up on TOAW with the release of TOAW v3.4 several months ago. TOAW 3.4 -- what an underwhelming disappointment. TOAW is nearly at a dead-end, and has little future. I'm outta there...

< Message edited by berto -- 9/23/2011 7:26:41 PM >


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RE: Fatal Years 1.04 - 9/24/2011 9:42:06 PM   
Chilperic


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November 18: my NM is 88. White AI has chosen to use the option to recruit among my deserting troops:



The system is abstract as there are no command for switch sides for a unit. Some of my units have suffered attrition and one of the White factions has got conscripts. But that’s another reason in FY to keep NM high :-)

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RE: Fatal Years 1.04 - 9/24/2011 10:59:14 PM   
Chilperic


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quote:

ORIGINAL: berto

quote:

ORIGINAL: Keke

... but I do know that ATG is much, much more flexible than TOAW: basically everything is editable ...

To the best of your knowledge, has anybody done any quality ATG mods for WW2 Pacific Theater? (Showing my ATG ignorance here. I know next to nothing about the game.)

WW2 Pacific Theater scens are just about all I ever played with TOAW.

After ~15 years and having purchased every TOAW version ever sold, I gave up on TOAW with the release of TOAW v3.4 several months ago. TOAW 3.4 -- what an underwhelming disappointment. TOAW is nearly at a dead-end, and has little future. I'm outta there...



TOAW worked best for 10 to 20 Km/hexes scenarios depicting one operation to the Soviet doctrinal definition of this term ( see Glantz for longer explanations). TOAW has always been clumsy because this operational game emphasized tactical features, with divisions built from squad and vehicles database) and oversimplified key operational features like supply. But when it wa sreleased, circa 1999 (?), the computer wargaming market was dying and so it was the very rare one allowing to build scenarios. This creativity has given a few gems and many curious ones.

The recent versions has always seemed me a good alternative, if and only if it was yet the only one engine. That's not the case, and even editable databases don't convince me I should go back to the point to decide if the 3rd Panzerjager battalion should have 10 or 25 Kubelwagen, considering 25 increase speed of the battalion by 1

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RE: Fatal Years 1.04 - 9/24/2011 11:01:43 PM   
Chilperic


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BTW, to which category this PON player is belonging?

I really appreciate the new F11 listing of economic structures, especially the calculation of "margin". I've been keeping track of all this until now using an Excel spreadsheet, at a cost of at least 15 minutes per turn. Now I can concentrate on making war, and spend less time making my citizens and capitalists happy!

Excel is definitively the AGE tool.

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RE: Fatal Years 1.04 - 9/25/2011 9:06:05 AM   
Chilperic


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New FY version tonight. No new features, but some fixes to events and fix for the Northern Caucasus supply situation at start. Reds have too much supplies in this area at start, when the scarce resources were coming from Tzaritsyn and Astrakhan. However, as supply depots are creating supply in AGE engine, the presence of supply depots at Ekaterinodar and Grozny were allowing gamey tactics, like concentration of all Red forces at Ekaterinodar, checking southern White AI and even I guess Southern White player.

Now, the only Red depot will be loceated at Grozny and it will be only at level 1 rather than 4. Ekaeterinodar supply depot is removed and Reds get 2 more supply wagons at Ekaerinodar at start. Moreover, if Reds are building in the first months a supply depot at Ekaterinodar, some Reds units will desert ( balance feature, but stockpiling supply when your troops are lacking anything isn't that good for morale, no ? ).


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RE: Fatal Years 1.04 - 9/25/2011 10:28:25 AM   
gamer78

 

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quote:

ORIGINAL: Chliperic

BTW, to which category this PON player is belonging?




A happy player,citizen that likes to manage margin with all "strategic means" with all the tools available with less concerns in other parts.

< Message edited by Baris -- 9/25/2011 10:30:04 AM >

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RE: Fatal Years 1.04 - 9/25/2011 11:01:47 AM   
gamer78

 

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quote:

ORIGINAL: Chliperic

New FY version tonight. No new features, but some fixes to events and fix for the Northern Caucasus supply situation at start. Reds have too much supplies in this area at start, when the scarce resources were coming from Tzaritsyn and Astrakhan. However, as supply depots are creating supply in AGE engine, the presence of supply depots at Ekaterinodar and Grozny were allowing gamey tactics, like concentration of all Red forces at Ekaterinodar, checking southern White AI and even I guess Southern White player.

Now, the only Red depot will be loceated at Grozny and it will be only at level 1 rather than 4. Ekaeterinodar supply depot is removed and Reds get 2 more supply wagons at Ekaerinodar at start. Moreover, if Reds are building in the first months a supply depot at Ekaterinodar, some Reds units will desert ( balance feature, but stockpiling supply when your troops are lacking anything isn't that good for morale, no ? ).



It is a good idea, AI is definetely better than stock game AI about not to get encircled or march deep and get out of supply in deeper Don. But as long as Red forces are combined and dig in, It is actually difficult for Southern whites to have succesfull offensive to Ekaerinodar. In my games they actually also manage to capture it. But after ammo bug be fixed I think it will have impact on most fronts for battles.

< Message edited by Baris -- 9/25/2011 11:02:33 AM >

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RE: Fatal Years 1.04 - 9/25/2011 2:23:54 PM   
Chilperic


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quote:

ORIGINAL: Baris

quote:

ORIGINAL: Chliperic

New FY version tonight. No new features, but some fixes to events and fix for the Northern Caucasus supply situation at start. Reds have too much supplies in this area at start, when the scarce resources were coming from Tzaritsyn and Astrakhan. However, as supply depots are creating supply in AGE engine, the presence of supply depots at Ekaterinodar and Grozny were allowing gamey tactics, like concentration of all Red forces at Ekaterinodar, checking southern White AI and even I guess Southern White player.

Now, the only Red depot will be loceated at Grozny and it will be only at level 1 rather than 4. Ekaeterinodar supply depot is removed and Reds get 2 more supply wagons at Ekaerinodar at start. Moreover, if Reds are building in the first months a supply depot at Ekaterinodar, some Reds units will desert ( balance feature, but stockpiling supply when your troops are lacking anything isn't that good for morale, no ? ).



It is a good idea, AI is definetely better than stock game AI about not to get encircled or march deep and get out of supply in deeper Don. But as long as Red forces are combined and dig in, It is actually difficult for Southern whites to have succesfull offensive to Ekaerinodar. In my games they actually also manage to capture it. But after ammo bug be fixed I think it will have impact on most fronts for battles.



After a more test, I have scraped the 2 more supply wagons. At start, Reds have a stockpile at Ekaterinodar, so they will have to live with or keep supply coming from Tzaritsyn.

Reds will get too some divisions on the German front at start( Smolensk and Novgorod). They were part of the screen forces Bonch-Bruevich was creating aginst Germany. Part were used on Lenin order to reinforce Volga in July and August 18.

I will maybe adding adding a new Red economic option: Bagmen. Black market was flourishing in Sovpedia and Communists oscillated between repression and tolerance. Repression was in part due to the collapse menace bagmen were posing to the crumbling railway system, essential for Red military effort. So the option tolerate bagmen would lower railways capacity, NM and VP against a slight boost in loyalty, a few money and WSU. Not sure for this version.

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RE: Fatal Years 1.04 - 9/25/2011 11:34:28 PM   
Chilperic


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New version uploaded on my blog( see my sig).

Removes Ekaterinodar supply depot
Adds some Red divisions at Smolensk and Novgorod
minor fixes on 2 events


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RE: Fatal Years 1.04 - 9/26/2011 9:04:57 PM   
gamer78

 

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quote:

ORIGINAL: Chliperic

I will maybe adding adding a new Red economic option: Bagmen. Black market was flourishing in Sovpedia and Communists oscillated between repression and tolerance. Repression was in part due to the collapse menace bagmen were posing to the crumbling railway system, essential for Red military effort. So the option tolerate bagmen would lower railways capacity, NM and VP against a slight boost in loyalty, a few money and WSU. Not sure for this version.


This Bagmen you wrote about some kind of merchants corporate with military supply officials arranging their supply in train wagons to the fronts with high price? or with no capitalist activity that should be different form. But there should be some kind of black market indeed. Bad supply as rotten food with high price due to corruption in the next age engine rather than pancakes as a wishlist. Maybe lower supply transition to some fronts in practice.
I like the idea of railway lower capacity in the current age angine


< Message edited by Baris -- 9/26/2011 9:07:49 PM >

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RE: Fatal Years 1.04 - 9/26/2011 9:15:09 PM   
Chilperic


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quote:

ORIGINAL: Baris

quote:

ORIGINAL: Chliperic

I will maybe adding adding a new Red economic option: Bagmen. Black market was flourishing in Sovpedia and Communists oscillated between repression and tolerance. Repression was in part due to the collapse menace bagmen were posing to the crumbling railway system, essential for Red military effort. So the option tolerate bagmen would lower railways capacity, NM and VP against a slight boost in loyalty, a few money and WSU. Not sure for this version.


This Bagmen you wrote about some kind of merchants corporate with military supply officials arranging their supply in train wagons to the fronts with high price? or with no capitalist activity that should be different form. But there should be some kind of black market indeed. Bad supply as rotten food with high price due to corruption in the next age engine rather than pancakes as a wishlist. Maybe lower supply transition to some fronts in practice.
I like the idea of railway lower capacity in the current age angine



Yet under scrutiny, maybe this will never been implemented as I'm toying with the idea... I should read less about RCW

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RE: Fatal Years 1.04 - 9/26/2011 9:25:05 PM   
Nikel

 

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Clovis, Pat Cleburne is right in your blog, you have not uploaded the last version.

The .scn file is dated 16/09

The last .sct are updated the 20/09 and you comment you have fixed 2 events


Also the graphic Whitesunited is still .jpg

< Message edited by Nikel -- 9/26/2011 9:27:48 PM >

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RE: Fatal Years 1.04 - 9/26/2011 9:34:37 PM   
Chilperic


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quote:

ORIGINAL: Nikel

Clovis, Pat Cleburne is right in your blog, you have not uploaded the last version.

The .scn file is dated 16/09

The last .sct are updated the 20/09 and you comment you have fixed 2 events


Also the graphic Whitesunited is still .jpg


That's really curious, because I've checked the boxnet content and the veriosn is the right one. Bah going to rejenuvate this. Mystery of box sharing

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RE: Fatal Years 1.04 - 9/26/2011 9:44:04 PM   
Chilperic


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Uploaded the new version again, and downloaded it wihout probelm. Hope it works for all.

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RE: Fatal Years 1.04 - 9/26/2011 9:58:12 PM   
Chilperic


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Siberian AI is pushing on Simbirsk, defended by Muraviev. The Chapaev division, sent here as relief, is entirely destroyed : -5 NM.



In the same time, Trotsky is advancing toward Samara…




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RE: Fatal Years 1.04 - 9/26/2011 10:20:52 PM   
Nikel

 

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quote:

ORIGINAL: Chliperic

Uploaded the new version again, and downloaded it wihout probelm. Hope it works for all.



Yes, I can see updated files now

.scn 25/09

6 events dated 25/09, 3 23/09

The .jpg is png now and there is a new graphic, redpropaganda

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RE: Fatal Years 1.04 - 9/26/2011 10:26:46 PM   
Chilperic


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quote:

ORIGINAL: Nikel


quote:

ORIGINAL: Chliperic

Uploaded the new version again, and downloaded it wihout probelm. Hope it works for all.



Yes, I can see updated files now

.scn 25/09

6 events dated 25/09, 3 23/09

The .jpg is png now and there is a new graphic, redpropaganda


It replaces the old one. A propaganda train with movies theater inside

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RE: Fatal Years 1.04 - 9/26/2011 11:15:24 PM   
Chilperic


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I'm currently working on the cohesion gains per XP level. Rules have certainly changed in RUS 1.03a, or before...



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RE: Fatal Years 1.04 - 9/26/2011 11:22:13 PM   
gamer78

 

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quote:

ORIGINAL: Chliperic



Yet under scrutiny, maybe this will never been implemented as I'm toying with the idea... I should read less about RCW


Under scrutiny reminded me what if AI incapability from previous posts if any rule change exceeding script commands available in age engine.
Well then we come across to a distinction of great designer(full of ideas) with full knowledge of RCW even AI could not cope with some parts. What can be the choice ? to implement or not to implement ?


< Message edited by Baris -- 9/26/2011 11:23:23 PM >

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RE: Fatal Years 1.04 - 9/27/2011 1:05:53 PM   
Chilperic


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quote:

ORIGINAL: Baris

quote:

ORIGINAL: Chliperic



Yet under scrutiny, maybe this will never been implemented as I'm toying with the idea... I should read less about RCW


Under scrutiny reminded me what if AI incapability from previous posts if any rule change exceeding script commands available in age engine.
Well then we come across to a distinction of great designer(full of ideas) with full knowledge of RCW even AI could not cope with some parts. What can be the choice ? to implement or not to implement ?



I'm concerned to pause new options, events before achieving to balance FY. Then I'm not yet fully convinced of the interest of such an option. When I don't feel it, I let it on the drawing desk, playing a bit more my mod being always the definitive way to assess if the idea is worthy or not. Playing his own game is the only real way to design.

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RE: Fatal Years 1.04 - 9/27/2011 9:01:24 PM   
Chilperic


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An important update will be available soon. I've tweaked the xp gain, which is the basis of Trotsky military reform option.

By the way, FY will use this:

http://forum.paradoxplaza.com/forum/showthread.php?562180-PoN-waiting-turns-possible-solution-to-%28significantly%29-decrease-time-between-turns&s=af483fc0682fc38c6f9c9012e55476b4

I've not seen myself on FY major changes but my laptop is rather top-end, with SSD, so it could be an improvement in FY for some.

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RE: Fatal Years 1.04 - 9/27/2011 9:17:47 PM   
Chilperic


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Here the new setting for xp bonus



expAutoGainXPChance = 2 // % chance per turn to gain 1 xp
expAutoGainXPMaxLevel = 1 // max level that can be reached with autogain (VGN = 4) Only 1 Xp level gain per game without battles or events
expGainPtsOffFire = 50 // gain in hundredth of points to a given stat. Rounding to 1 starts at 0.50 1 point for offensive fire each 2 xp levels ( 2 stars)
expGainPtsDefFire = 50 idem
expGainPtsInit = 25 1 point for offensive fire each 4 xp levels ( 4 stars)
expGainPtsRange = 0 // VGN is 0
expGainPtsROF = 10 //1 point for offensive fire each 10 xp levels ( 10 stars)
expGainPtsDisc = 35 1 point for offensive fire each 3 xp levels ( 3 stars)
expGainPtsAslt = 50 1 point for offensive fire each 2 xp levels ( 2 stars)
expGainPtsPolice = 35 1 point for offensive fire each 3 xp levels ( 3 stars)
expGainPtsPatrol = 35 1 point for offensive fire each 3 xp levels ( 3 stars)
expGainPtsEvade = 35
expGainPtsCoh = 400 //3 for VGN 4 cohesion points for each Xp level
expGainPtsDetect = 7
expGainPtsHide = 7
expGainPtsAirRec = 50
expGainPtsAirCbt = 100
expGainPtsAirBmb = 100


Yes, explaining new rules is good.

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RE: Fatal Years 1.04 - 9/27/2011 9:33:43 PM   
Chilperic


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New version available on my blog ( see my sig). Compatible with ongoing games.

BTW, I haven't implemented the batchlog trick, because the command line is the general settings file, where is located the serial number

< Message edited by Chliperic -- 9/27/2011 10:32:58 PM >


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RE: Fatal Years 1.04 - 9/30/2011 2:58:24 AM   
PaulWRoberts

 

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Quick question, since I haven't found it anywhere:  which patch should be applied to RUS before adding FY?

Thanks.

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Post #: 115
RE: Fatal Years 1.04 - 9/30/2011 6:40:02 AM   
Chilperic


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quote:

ORIGINAL: Paul Roberts

Quick question, since I haven't found it anywhere:  which patch should be applied to RUS before adding FY?

Thanks.



Hi,

1.03a

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RE: Fatal Years 1.04 - 10/3/2011 9:38:42 PM   
Chilperic


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New version of Fatal Years released on my blog ( see my sig)

Compatible with ongoing games.

What's new?

- WSU cost for Armored Trains lowered ( balance purpose)

+- fixed some minor bugs in events

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RE: Fatal Years 1.04 - 10/9/2011 7:40:10 PM   
berto


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*

< Message edited by berto -- 10/13/2011 2:02:50 PM >


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RE: Fatal Years 1.04 - 11/27/2011 4:53:07 PM   
Chilperic


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New version uploaded on my blog ( see my sig)

Compatible with official patch.



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RE: Fatal Years 1.04 - 11/28/2011 11:28:25 PM   
Chilperic


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Playing with Southern Whites, and suffering for large Red winter offensive, both Stalin and Trotsky menacing my gains in Kuban. Krasnov has been beaten, Denikin army blooded…







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