Archive for December 11, 2011

Time to go to sleep :-)

Posted: December 11, 2011 in Rus Mod

From my test run tonight with the 1.06 version of FY, this version is very stable. There are a very few and minor bugs. Of course, As I’m only at the end of October 18, the new features remain for the most part untested. We’ll see tomorrow.

 

BTW, the Siberian AI has done one of its most spectacular game. The Red AI has been very cautious in this game, leaving free run for Siberians.

Of course, I could curb the AI to face mostly the faction led by a human player. I won’t because it would make AI too much predictable. If the current system creates sometimes the conditions of an easy victory for a player ( but beware, AI is able to strike back often !), I’m addicted to the replayability of Fatal Years, which is increasing each new version. In the end, replayability is one of the 3 main ingredient for fun.

 

Good night or good play :-)

Posted: December 11, 2011 in ROP mod

http://www.ageod-forum.com/showpost.php?p=223872&postcount

 

Yes it got unnoticed ;-) , but since 2008, as I’ve fixed that for AACW which was suffering the same trouble. In a nutshell, cohesion values are too high in AGEOD games.

 

To fix this, you need to change in each model chesion, health and cohesion losses when a hit is scored. It’s an important work, to be completed by the tweaking of the chance for retreat in the Gamelogic setting option. In any case, this latter change only will not work well.

 

For RUS, I did nothing about…And I don’t think I will. First because I’ve lowered many cohesion values, then the results are suiting rather well the loss rate in RCW, even if realism is distorted. Battles were less bloody but attrition very much higher. Now, having each turn 90 %of units affected by attrition wouldn’t be a very fun gameplay feature and the AI, using more moves than a human player, would suffer a penalty here.

 

 

Late July 18

Posted: December 11, 2011 in Uncategorized

Clever Red AI moves against me and North Caucasus Green revolt…

Fatal Years version 1.06 available

Posted: December 11, 2011 in Rus Mod

Yes, with one drawback:I haven’t fully tested it. So consider it as a release candidate, and avoid installing it if you’re doing some pBEM or achieve a single player game.

Howewer, I wanted to upload it ASAP to get feedback as this version introduces many changes:

 

- 300 bugs fixed thanks to Lafrite help

- Bashkir events

- some balance work on Siberian side

- new faction: France for French and Greek units in Ukraine. This faction may join later the Southern Whites if AIl climbs to 13. more details on this blog and in the manual.

 

The last version, 1.05, will be available until I’m sure this new versionto be playable.

Yes, French and Greek forces in Ukraine will be an independent faction in the next FY version, ruled by AI, unless Southern White player can meet the conditions to take control over these units.

Current system, which is for the essential a left-over of the official RUS is clearly lacking on both historical and gameplay sides.

 

Historically because French came to Ukraine less to help Whites than in an attempt to secure Ukraine, where France had made heavy investments before the WW1. Relations between French offciers and local Whites were bad, and several times embittered by the French agreements with Ukrainian Nationalists. Then These troops entered combat with Grigoriev force both at Kherson and Odessa.

Currently in FY these units are locked and Red player  has more interest to ignore them as any attack would release these units for the White player. Giving French and Greek a penalty beyond the coastal province doesn’t address 2 points: first AI can’t cope with such a feature, then in case of very high AIL, we have to suppose these units to be more motivated and less prone to desertion than in reality.

 

So the gameplay is by nature unhistorical, biased and without nuance: Whites hope to reach a high AIL, Reds hope the corps to withdraw by the pure logic of events.

In the next version, These forces will be a new faction, acting independently under AI control. AI will replicate historical behaviour by remaining close to the coast with cautious attempts to expand this territory.Red will have to get victories or at least some strong military presence in this area to force withdrawal. The new faction will be at peace with both Whites and Ukrainian.

If the AIL climbs to 13, Southern Whites will take control of the faction, ie these troops will be under his direct control.

So in the end, FY will portray mora accurately the situation in South Ukraine and adds in gameplay a new element of chaos in Ukraine, with evolving situation.