Icarus Mod, Version 6 in Preliminary Release

mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

GeneralBalderdash wrote: Sat Jul 05, 2025 5:16 am After doing some more reading and sleeping on it -

Yudenich is back to lvl 6
Samsonov back to lvl 3
Evert reduced to lvl 3 from lvl 4
An alternative - which I considered - is changing Russia's command and control tech settings. After playing around with it, I left Russia with the same settings as the regular game i.e. they start at Level 1 in Command and Control. But in Icarus (unlike the regular game) they can't invest any chits to achieve a higher level.

You could start Russia at level 0 in C&C which would reduce the command bonus and command range of all of their HQs by 1. Or you could split the difference by adjusting the benefits to Russia only of C&C, so that their HQs get the extra command range but not the command bonus, or vice-versa. I found that weakened Russia too much and made them not sufficiently a threat to the CP in 1914 when Germany is concentrating on the West and AH is attacking Serbia. But you might want to check that out yourself.

Certainly Russia's generalship - especially in 1914 - was appalling. The only reason to start them at level 1 in C&C is for game balance reasons.
GeneralBalderdash
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by GeneralBalderdash »

Yeah i thought about the C&C tech setting but decided to adjust the ratings instead - poor Samsonov - wasn't all his fault.

Though i've just read the section on Battle of Masurian Lakes and Von Rennenkampf didn't lose his whole army but has a lower command rating than Samsonov

Done some more reading and reinstated II Turkestan corps in Caucasus which makes 2 Turkestan corps (historically accurate) with one in the Caucasus where they did serve.

Am gonna start first game with an experienced player and see how it goes - he feels Russia starts too strong esp in hands of someone who knows what they're doing
GeneralBalderdash
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by GeneralBalderdash »

though you've got me thinking now #facepalm - maybe could start with Russia having one chit invested in C&C (but not at lvl 1) - see how this firs game goes...
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Beriand
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Beriand »

Anyone would like to test 6.8? :) I could play any side, one or two games. Intermediate level, preferably; expert starting-hyper-aggression will probably smash me, but could try anyway, I guess.
GeneralBalderdash
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by GeneralBalderdash »

yep - i'll give u a game - see myself as an intermediate player - not played Icarus 6.8 b4 but looked at it - prefer to play CP if thats OK
GeneralBalderdash
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by GeneralBalderdash »

Hi Michael,

am currently playing the 6.8 mod PBEM and getting the following errors

Start of every turn i get error msg

'could not find the following marker within the text/EN/map.txt file
#1150 - Klausenberg

Also at the end of replaying my opponents turn i can see the turn end screen which has all the countries MPP listed (he's Entente)

Also i moved a German unit to Novi Sad and the AH 2nd Army units then deployed in a very strange way - the HQ ended up in the mtns and one inf Corps that before deployed one hex SE now deployed 2 hexes NE

Pls advise
mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

GeneralBalderdash wrote: Mon Jul 14, 2025 5:31 am Hi Michael,

am currently playing the 6.8 mod PBEM and getting the following errors

Start of every turn i get error msg

'could not find the following marker within the text/EN/map.txt file
#1150 - Klausenberg

Also at the end of replaying my opponents turn i can see the turn end screen which has all the countries MPP listed (he's Entente)

Also i moved a German unit to Novi Sad and the AH 2nd Army units then deployed in a very strange way - the HQ ended up in the mtns and one inf Corps that before deployed one hex SE now deployed 2 hexes NE

Pls advise
That's strange. It sounds like there is some error in the way the mod files on your computer (and possibly your opponent's) are interacting with the PBEM server. I do not see most of these issues (except the last one) when I start the mod in Hotseat mode. Perhaps Bill or Hubert can advise on where the trouble may lie.

I have set up a private challenge for you and I to see if the issues repeats. I will email you separately about starting that.

On the deployment of the AH 2nd Army, I made a very small change (for cosmetic purposes relating to the photos) and had the second AH HQ unit arrive on Temeschburg rather than Novi Sad. If you had a unit on Temeschburg at the end of the turn, then the engine would have sent the HQ into the mountains. The last of the three units belonging to the 2nd Army deploys as in the regular game on Arad which is two hexes north of Temeschburg. In a separate test, send the AH 2nd Army to Serbia again but make sure that Temeschburg is empty at the end of the first move.
GeneralBalderdash
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Location: london

Re: Icarus Mod, Version 6 in Preliminary Release

Post by GeneralBalderdash »

Morning/afternoon/evening depending on where you are,

this issue with the error msgs seems resolved and was prob due to files being corrupted in some way during download. Deleting and reinstalling seemed to do the trick.

Thanks Michael for your help
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