Icarus Mod, Version 6 in Preliminary Release

Morsey
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Morsey »

So I guess that means you would have to restart any games you are playing in multiplayer format, then?
mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Morsey wrote: Sat Aug 09, 2025 11:02 am So I guess that means you would have to restart any games you are playing in multiplayer format, then?
Yes - I apologize for that.

If you want to keep playing an existing game of Version 6.8 which you began before yesterday's update here is what to look out for. After Serbia surrenders, the offset scripts in this version of the mod will continue to deduct the equivalent number of NM points from Austria-Hungary for the captured Serbian resources, without gaining NM points every turn for those resources. (It turns out that the game engine does not award NM points for captured resources after a major power surrenders). This means that AH will be losing an extra 212 NM points a turn until Serbia is liberated. Also, due to a different glitch, once Serbia surrenders, Russia no longer pays an offset for any Ottoman resources it has captured and it gets the NM value of those resources every turn. You could avoid both of these effects as the CP side by reducing Serbia to its last capital, but not pushing it into surrender. Hope this helps!

Michael
Morsey
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Morsey »

No worries, Michael. I just wanted to make sure if we had to start over.
mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

I have justed updated in my Dropbox the files for both 1914 and 1916 campaigns of version 6.8 to correct some small bugs discovered in a current play-test with Beriand. (If you have a game in progress, DM me and I can explain what needed to be corrected). The latest version of both campaigns have .cgn files dated August 15, 2025.

Michael
Stephan4921
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Stephan4921 »

In my recent MP game, italy capped though right after it capped it seems to be about to join again. Is this intended? Or a bug?
mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Stephan4921 wrote: Thu Aug 21, 2025 2:48 pm In my recent MP game, italy capped though right after it capped it seems to be about to join again. Is this intended? Or a bug?
Sorry, I don't understand what you mean by "Italy capped". Are you referring to Italy swinging towards the Entente in early 1915? If you explain a bit more about what happened I can figure out why it happened.

Cheers,

Michael
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OldCrowBalthazor
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by OldCrowBalthazor »

mdsmall wrote: Thu Aug 21, 2025 6:05 pm
Stephan4921 wrote: Thu Aug 21, 2025 2:48 pm In my recent MP game, italy capped though right after it capped it seems to be about to join again. Is this intended? Or a bug?
Sorry, I don't understand what you mean by "Italy capped". Are you referring to Italy swinging towards the Entente in early 1915? If you explain a bit more about what happened I can figure out why it happened.

Cheers,

Michael
Does he mean 'capitulate' ? Makes no sense otherwise. :roll:
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Stephan4921
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by Stephan4921 »

Italy capitulated in 1916, but then had an event chain and rejoined the war, but its not on the diplomacy screen and you cant build units out of it or anything. Capped is just a term people use in strategy games when a nation gets annexed, capitulates, etc, Im pretty sure this is a bug?
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mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Stephan4921 wrote: Fri Aug 22, 2025 11:18 am Italy capitulated in 1916, but then had an event chain and rejoined the war, but its not on the diplomacy screen and you cant build units out of it or anything. Capped is just a term people use in strategy games when a nation gets annexed, capitulates, etc, Im pretty sure this is a bug?
Hi Stephan - thanks for explaining that. It is definitely a bug. Looking at your screen-shot, I infer that Austria-Hungary proposed an armistice to Italy (which is a feature in the mod) which Italy automatically accepted, leading to the transfer of Italian territory to Austria-Hungary and Italian mobilization going to 0% for the Entente. Is that correct?

However, I can not see what would have subsequently caused Italy to rejoin the war. Can you describe further the event chain which led to that? The only scripted event that might do that is when Serbia attempts to retreat into neutral Italy but that requires Italy to be mobilized at 50% or above. If you give me a fuller description of what was going on the game when Italy accepted the armistice and then rejoined the way, it might help me find the source of the problem.

Cheers,

Michael
mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi Stephan - I figured out what caused the bug you reported above. If a power withdraws from the war through an armistice, it can start to mobilize again if the conditions are met for Mobilization #2 or Mobilization #3 scripts. In the case you reported above, Italy withdrew from the war after Austria-Hungary offered an armistice through a Decision Event. But then the recurring scripts (Type 2) which led Italy to mobilize in the first place in 1915 started to fire again and Italy eventually reached 100%.

In game terms this is a rare occurrence and not consequential: as you say, a power that has signed an armistice no longer appears in the diplomacy menu, so it can not be attacked, nor can it attack. But still, it looks weird. Fortunately, it is easy to fix by setting a minimum mobilization of 10% for any Mobilization #2 or #3 scripts that might fire after an armistice. That will prevent what you saw from happening.

I have now made this correction to both 1914 and 1916 Icarus V 6.8 and have updated the files in my dropbox. Thanks for brining it to my attention!

For Bill and Hubert: I think this could also happen in the regular game. You might wish to make similar corrections to the scripts in a future update.
mdsmall
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Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi - some small corrections made tonight both campaigns:

a) to ensure that the Treaty of Bucharest fires correctly to enable Romania to withdraw from the war;
b) to reduce the German NM penalty for "turnip winter" if the UK says NO to D125 to tighten the blockade in April 1916.

Latest versions of both campaign files are in my Dropbox in the Icarus Version 6.8 folder. The .cgn files are dated September 2, 2025.
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