ORIGINAL: Chliperic
Here, please. Nothing more is needed. Thanks [:)]
Files attached. Thanks.
ORIGINAL: Chliperic
Here, please. Nothing more is needed. Thanks [:)]
ORIGINAL: Sodei
In this savegame, I will discuss of the high value of my NM with SibW. AS much as I was scratching my head to find a solution without the battle bonus, now it's simply to hard for the Reds to cope my 60-70 NM points. I will end this game, trying to go for a VP win (like you recommended). Anyway, right now, the AI is loosing defensive battles with a 1:1 strengh/ equal leaders quality on a systematic basis and I believe the NM to be at fault. The problem is that with such a high NM, I can easily retreat from the front if the REds launch an attack, still be unscanthed and build up reinforcement trough RGD.
If I may develop an idea that I have already exposed. I would suggest simply putting harsher lock/unlock condition on the military leaders of the SibW. My idea is to lock SibW's leaders each turn ( maybe not Czechs/Komuch?) from the rise of Koltchak until he get official Allied reconnaissance or an AIL of 13. To have the possibility to move is units, the SibW would have to activate an event costing only NM that would balance gameplay and represent, yet again, the complicated nature of is position. I ignore if such a proposition is possible or even if it would work in the game. I am just throwing ideas because it's fun. Oh, and this would not affect the already present dissent and in-fighting events locking some leaders ( ohh they tricked me a couple of time). I do think that we need feedbacks from other players before making any change as I only played one game with such result.
ORIGINAL: Sodei
I see what you mean. I did not think of the situation in the AI point-of-view, that would obviously bring problems in the equation as the AI don't naturally get to such high NM as early as a human player would. For the proposition, I simply find the locking effect, in general, to be the most effective way to force adaptability to the player. Yet I would assume others may not find it as fun as I do.
Again, I concur with you that an idea may very well be bad or unwanted, it may bring to a discussion that would show an improvement. As such, I am not trying to hijack the mod trying to force my idea into it. If I really want to change something I would do so, I would just learn how to and that's that on my part. For now, I am just giving a view of things I appreciate in the mod and offering my gameplay savegames to permit balancing. I also understand that you have a limit to the number of changes you add without risking instability, and frequent CTD is worst then any benefit IMO.
Still, I am sure the Reds will have the proper answer in 1919. I will not rush Moscou, at least not without an official recognition of Koltchak as I would consider that this would not end, technicaly, the Civil War. I would gamble that without proper recognition, Denikin and the other groups would still fight for power. So no rushing victory is possible [:D], I need to properly advance my forces and try to play this mod the way it was intended to be played, as per your recommendation.
At least, I don't force you to eat my pancakes[:D]ORIGINAL: Sodei
It's funny since the only reason I participate here, with my reports and comments, is that I play alot and truly appreciate the mod. You often say you may be wrong but rather then implamting any idea right away or inputing a little gameplay balancing detail out of cheer recommendation, you actually think that point through. You care enough for your mod, to me, with that simple fact. Each decision, as simple as it may seem, is always explained to justify it. I would say that you are honest in your modding. You won't move on something simply because people don't like X or Y. After all you do build this mod for your own pleasure... Selfish man[8D]. We are simply poor test subject to a many-named mad scientist[:D]. Just joking, much love and respect!
ORIGINAL: Chliperic
Gnaeus,
The sudden fall of AIL is WAD, and I would say, excellent news. [:)]
The Southern White AI has chosen to play the option about German help, causing the loss of 4 points for AIl ( could have been 2 or 3).... So the AI may play this option and the consequences are working as intended.
ORIGINAL: Chliperic
Thanks for the file, one of my pleasure is inspecting FY game played by others and seeing situations not so unbelievable in historical sense. [8D]
ORIGINAL: Gnaeus
Thank you for creating this great mod. I'll let you know if I notice anything else.
ORIGINAL: Chliperic
I suppose you're on unhistorical path option, explaining why Czech are yet here [:)] Your NM must be beyond 120. Are you playing with the very last FY version or the same you used when you have begun this game?
ORIGINAL: Keke
"American tanks" -event doesn't seem to work, not in this nor in my previous game. No EPs are spent and no tanks appear. Attached is the latest save and backup1.
ORIGINAL: Keke
Clovis, for the next version you may want to add this fine-tuned weather mod attached here. Adjustments were made according to my testing experience, especially for spring and autumn weather.