
Fatal Years for 1.03
RE: Fatal Years for 1.03
Comrades, Communism in a peril! Looks like Whites wet dreams comes true. [:D] Another nice feature which makes FY so interesting to play.


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- 1303644517.._sil_191.jpg (1.03 MiB) Viewed 870 times
RE: Fatal Years for 1.03
I am about to do the same in my game, I just need to crack the Tambov nut. That's a hard one ( 100 000 Reds versus 95 000 SibW), the good thing is that I can wait, Reds cannot. They have msot of there army in front of me so the other fronts are wide open[:D]. I believe I just need to be patient and an opportunity will rise by itself.
Edit: Well I just lost 18 000 men and 9 000 for the Reds. It was a costly battle that I lost but that should bring victory in the end. They had to last one more turn defending a position that will surely fall while the rest of there enemies advance on there respective fronts. Still, I aim at Stal...Tzarytsin before the end of the year. I hate how I can't print my screens, stupid button just refuse to work I think.
Edit: Well I just lost 18 000 men and 9 000 for the Reds. It was a costly battle that I lost but that should bring victory in the end. They had to last one more turn defending a position that will surely fall while the rest of there enemies advance on there respective fronts. Still, I aim at Stal...Tzarytsin before the end of the year. I hate how I can't print my screens, stupid button just refuse to work I think.
- JJKettunen
- Posts: 2289
- Joined: Tue Mar 12, 2002 6:00 pm
- Location: Finland
RE: Fatal Years for 1.03
Haven't been able to really continue yet, but I did a bit of reorganizing of the Southern Ws. A few observations about them:
- Several units are locked for no apparent reason
- No unit can go into a structure (clarification: when an unit is in the same region already, it cannot be put into the structure)
- No fleet can go into a harbour (clarification: a move order to a harbour is not accepted)
- AI had stacked partisans with regular units, slowing the formations down significantly (I separated them).
I hope these are just "first turn" glitches. Anyway, a save-file is worth more than thousand words...
- Several units are locked for no apparent reason
- No unit can go into a structure (clarification: when an unit is in the same region already, it cannot be put into the structure)
- No fleet can go into a harbour (clarification: a move order to a harbour is not accepted)
- AI had stacked partisans with regular units, slowing the formations down significantly (I separated them).
I hope these are just "first turn" glitches. Anyway, a save-file is worth more than thousand words...
- Attachments
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- Sib2.zip
- (3.23 MiB) Downloaded 7 times
Jyri Kettunen
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
RE: Fatal Years for 1.03
ORIGINAL: Keke
Haven't been able to really continue yet, but I did a bit of reorganizing of the Southern Ws. A few observations about them:
- Several units are locked for no apparent reason
- No unit can go into a structure (clarification: when an unit is in the same region already, it cannot be put into the structure)
- No fleet can go into a harbour (clarification: a move order to a harbour is not accepted)
- AI had stacked partisans with regular units, slowing the formations down significantly (I separated them).
I hope these are just "first turn" glitches. Anyway, a save-file is worth more than thousand words...
Going to test. The absorbfaction command is used in PON and I'm not sure it has been heavily tested [;)]. 2 and 3, if bugs, are beyond my control. 1 will be investigated. 4) is mine and should get a solution, but you have to know AI is unable to split units by taking into account their move speed. I know, it's a very good AI as regularly stated in the manuals...
RE: Fatal Years for 1.03
Good news and one question.
Good news: naval units are yet Southern Whites. I've forgotten something in the command I guess.
There's another bug aboutArmy formation, but I know how to fix it.
IMHO there are no problem with land unit fixing: those for one turn are fixed by events about mutineries, those with 999 are garrison put outside the cities by the Structure bug.
The question is for the Structure bug. Going to check the commands more closely.
Good news: naval units are yet Southern Whites. I've forgotten something in the command I guess.
There's another bug aboutArmy formation, but I know how to fix it.
IMHO there are no problem with land unit fixing: those for one turn are fixed by events about mutineries, those with 999 are garrison put outside the cities by the Structure bug.
The question is for the Structure bug. Going to check the commands more closely.
RE: Fatal Years for 1.03
Structure bug: some regions are under Poland control....This bug is resurfacing. Going to solve it, I hope.Absorbfaction is working perfectly, and that is good news. Other troubles are tied to other causes.
RE: Fatal Years for 1.03
ORIGINAL: Chliperic
Structure bug: some regions are under Poland control....This bug is resurfacing. Going to solve it, I hope.Absorbfaction is working perfectly, and that is good news. Other troubles are tied to other causes.
I think I've found the cause. Next patch.[:)]
- JJKettunen
- Posts: 2289
- Joined: Tue Mar 12, 2002 6:00 pm
- Location: Finland
RE: Fatal Years for 1.03
Thanks for the info!
I may not be able to continue the game today, so take your time. [;)] [:D]
I may not be able to continue the game today, so take your time. [;)] [:D]
Jyri Kettunen
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
RE: Fatal Years for 1.03
No don't take your time!!!! I am about to absorb the SW[8D].
RE: Fatal Years for 1.03
The good news: new version released on my blog ( see my sig)
The less good news: should solve the problems born from White unification, but I'm not sure. In any case, for the ones fulfilling the conditions, send me immediatly after the unification fired your current turn and the backup1 folder for study.
The less good news: should solve the problems born from White unification, but I'm not sure. In any case, for the ones fulfilling the conditions, send me immediatly after the unification fired your current turn and the backup1 folder for study.
RE: Fatal Years for 1.03
ORIGINAL: Krot
Comrades, Communism in a peril! Looks like Whites wet dreams comes true. [:D] Another nice feature which makes FY so interesting to play.
![]()
This image is nice and could serve in FY soon [:)]
RE: Fatal Years for 1.03
ORIGINAL: Chliperic
This image is nice and could serve in FY soon [:)]
..if only some theatres and struggles wouldn't be missing in the pic. or is it not ? [;)]
RE: Fatal Years for 1.03
After installing the new version I finally conquered Tzaritsyn. I now hold all the objective for unification but I don't get it (it's been 4 turns). Is there a probability or is it suppose to fire when you hold them after a certain amount of time? Anyway, there goes my savefile.
I won't have time to test it further today ( at least for a couple of hours) so have fun[:D].
I won't have time to test it further today ( at least for a couple of hours) so have fun[:D].
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- NoUnion.zip
- (3.44 MiB) Downloaded 5 times
RE: Fatal Years for 1.03
ORIGINAL: Sodei
After installing the new version I finally conquered Tzaritsyn. I now hold all the objective for unification but I don't get it (it's been 4 turns). Is there a probability or is it suppose to fire when you hold them after a certain amount of time? Anyway, there goes my savefile.
I won't have time to test it further today ( at least for a couple of hours) so have fun[:D].
a rare glitch. Fixed
RE: Fatal Years for 1.03
Quickfix uploaded on my blog, fixing this bug.
- JJKettunen
- Posts: 2289
- Joined: Tue Mar 12, 2002 6:00 pm
- Location: Finland
RE: Fatal Years for 1.03
Clovis, I continued my game with the latest fix, but there was no improvement. Then I went 2 turns back to initiate the unification event, but it didn't happen. Saves attached.
No wonder there are initial problems with this sort of a ground-breaking event. [:)]
No wonder there are initial problems with this sort of a ground-breaking event. [:)]
- Attachments
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- Sib2.zip
- (3.19 MiB) Downloaded 4 times
Jyri Kettunen
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
RE: Fatal Years for 1.03
ORIGINAL: Keke
Clovis, I continued my game with the latest fix, but there was no improvement. Then I went 2 turns back to initiate the unification event, but it didn't happen. Saves attached.
No wonder there are initial problems with this sort of a ground-breaking event. [:)]
I was a bit tired yesterday too [:)] Going to look and fix definitively. Now the Poland ownership can't be solved in an ongoing game, but only with a new one. I known it is tied to French and English units in Whites armies, so the right fix is either this one or another I will implement if the first fails. In nay case, any of your unit may fix the Poles Military control in a few turns.
RE: Fatal Years for 1.03
no bug for the event iself: it fired 2 turns later [:)]. Trying a new solution to fix the Poland MC trouble.
- JJKettunen
- Posts: 2289
- Joined: Tue Mar 12, 2002 6:00 pm
- Location: Finland
RE: Fatal Years for 1.03
Good to hear!
Jyri Kettunen
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
RE: Fatal Years for 1.03
Poland MC solved too.
Remain 2 troubles:
- Garrison units are placed outside the structures. being permanently fixed they can't come back inside. And structures remain Southern Whites, for an unknown reason ( as this script command has been introduced for PON, and structures are heavily modified for this game, I suspect the command doesn't work with RUS structures). As the Siberian player may enter Southern structures with land units, the trouble will cease after the first turn and I'm going to release the permanetly fxed units which are the AI garrison, a feature wasteful when the faction is under human control.
EDIT: the same problem in PON certainly. The CSA file has adopted the solution I foresaw for treating structures... It will be a bit long, as I need to enter command region by region...
- Fleets at sea are unable to come back to harbours. This one will remain for now. Searching a solution.
Remain 2 troubles:
- Garrison units are placed outside the structures. being permanently fixed they can't come back inside. And structures remain Southern Whites, for an unknown reason ( as this script command has been introduced for PON, and structures are heavily modified for this game, I suspect the command doesn't work with RUS structures). As the Siberian player may enter Southern structures with land units, the trouble will cease after the first turn and I'm going to release the permanetly fxed units which are the AI garrison, a feature wasteful when the faction is under human control.
EDIT: the same problem in PON certainly. The CSA file has adopted the solution I foresaw for treating structures... It will be a bit long, as I need to enter command region by region...
- Fleets at sea are unable to come back to harbours. This one will remain for now. Searching a solution.