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RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 4:39 pm
by Chilperic
ORIGINAL: Keke
ORIGINAL: kev_uk
Tried the ROP mod the other day, good to see it on high ground first. Could you redo RUS weather? I miss blizzards which I noticed with version 1.0 of RUS. They seem, in my opinion, to be less now.
Something could have changed since in my new game it's late Dec '18 and there's blizzard almost everywhere.
How the AI is acting during winter?
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 4:47 pm
by JJKettunen
ORIGINAL: Chliperic
How the AI is acting during winter?
I didn't expect an AI attack from Tsaritsyn during January. Now I have to deal with it...
I have noticed that there's a problem with supply depot building. The game doesn't allow them to be constructed in "legitimate" places like Tikhoretskaya or Perekop. Could be a New Hotfix problem...
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 4:49 pm
by Chilperic
I've improved a bit first turns behaviour of Southern Whites AI. Next version. Will be fully compatible with ongoing games.
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 4:49 pm
by Chilperic
ORIGINAL: Keke
ORIGINAL: Chliperic
How the AI is acting during winter?
I didn't expect an AI attack from Tsaritsyn during January. Now I have to deal with it...
I have noticed that there's a problem with supply depot building. The game doesn't allow them to be constructed in "legitimate" places like Tikhoretskaya or Perekop. Could be a New Hotfix problem...
save please.
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 5:05 pm
by JJKettunen
Here ya go.
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 5:17 pm
by JJKettunen
On next turn I'm able to build a depot to Perekop. I wonder if the depot in Tikhoretskaya can now be raised to level 2? What is the cause of these seemingly random restrictions?
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 5:30 pm
by Chilperic
ORIGINAL: Keke
On next turn I'm able to build a depot to Perekop. I wonder if the depot in Tikhoretskaya can now be raised to level 2? What is the cause of these seemingly random restrictions?
Something like this indeed. In fact, at Tikhorest, you have 2 supply wagons ( 8 SubElements), 1 infantry unit, ans supply depot level 1. You can't build Supply depot level 2, but you may build a fort, in spite you're lacking the artillery SubElements required to build a fort...Bug. And not tied to Fatal Years, as I've done no change in this sector.
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 6:03 pm
by Chilperic
There are really bugs for supply depot and fort building. You may click on both buttons even if the conditions aren't fulfilled, by example with stack having no artillery and only 4 supply SubElements. Neither fort or depot are built though [:)]. So, except the annoyance to verify by ourselves if a fort or a depot may be erected, the bug doesn'rt allow to transform the map into WWI gennerals dream [:D]
For depot extension to level 2, I would bet it's prohibited but this rule hasn't been announced....
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 6:42 pm
by Chilperic
Uploaded a new version on my blog ( see my sig).
Fully compatible with ongoing games. No need to restart. In fact, this new version modifies one setting I've forgotten to update after doing a fresh install of the 1.03 offical version. It would be better to update your version. And I've added the modified AI files for Southern Whites.
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 6:49 pm
by Chilperic
The most amazing point is this thread is the last to be active about RUS. Either the official version is just so much good players have no time to post commend on the official forum, either...[&:]
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 6:50 pm
by JJKettunen
I tried to recruit prisoners, but it didn't happen. With error logging on there was multitude of error messages. I think I go back a turn and try it with the new update. That'll be tomorrow.
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 6:58 pm
by Chilperic
I will check once again, but the events for prisoners in FY are the same than in the official version...
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 7:01 pm
by JJKettunen
I don't really think it is a mod problem either. AGEOD support sucks hairy balls.
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 7:10 pm
by Chilperic
ORIGINAL: Keke
I don't really think it is a mod problem either. AGEOD support sucks hairy balls.
BTW, I've for long placed the prisoner events at the end of the event files because they prohibit following events to fire when they bug. And I'm sure the bug is tied to the fact these events use the XXX tags for adding all prisoners whatever the faction thy belong in a general pool. So if necessary, I plan to modify the events, removing them as options to transform into events firing as soon the required prisoner numbers for one faction is reached: let's say 10 for Krainian prisoners, 15 for Poles, 25 for Greens ect. At least, they currently have any side effects on other events in FY [8D]
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 7:47 pm
by Chilperic
To replace these broken prisoners events, here what I could do:
- automatic events as I've described in the last post
- options allowing players to attempt to provoke desertions in a faction , and gaining by this way conscripts...[:)] Fun, historical, useful and bug free [8D]
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 8:05 pm
by kev_uk
ORIGINAL: Chliperic
The most amazing point is this thread is the last to be active about RUS. Either the official version is just so much good players have no time to post commend on the official forum, either...[&:]
Yes, no activity in official forum at all. No strategy, no tactics, no anything

This place seems the only place it is being discussed, and that is only from few folk. Oh well. guess they did well.
RE: Rules: The Allied Intervention Level
Posted: Tue Jul 26, 2011 8:12 pm
by kev_uk
Sad as well, because this game was really interesting. Really. So Clovis, have you burnt all your bridges and your boats? Tragic if so

RE: Rules: The Allied Intervention Level
Posted: Wed Jul 27, 2011 2:54 am
by Chilperic
ORIGINAL: kev_uk
Sad as well, because this game was really interesting. Really. So Clovis, have you burnt all your bridges and your boats? Tragic if so
Tragic ?
No. You get 2 versions of RUS, and soon a better AACW AI. If I am always connected to offical teams, I will be stuck in the PON adventure. At second sight, It's better to work on games I may improve with a few weeks of work. Anything in PON takes months.
That's better [:)]
RE: Rules: The Allied Intervention Level
Posted: Wed Jul 27, 2011 6:29 am
by JJKettunen
I guess because of broken "recruit prisoners" -event, I've had about five CTDs in the end of turn processing. Reloading the game allows to continue.
RE: Rules: The Allied Intervention Level
Posted: Wed Jul 27, 2011 6:47 am
by Chilperic
ORIGINAL: Keke
I guess because of broken "recruit prisoners" -event, I've had about five CTDs in the end of turn processing. Reloading the game allows to continue.
The new FY system should please you. Tonight. [:)]