SEPRUS wrote:Hi guys,
plus introduce a new anti-abuse rule, on railways destructions. To destroy a railway now, you must roll a percentage dice under your combat strength, with +25 bonus if you have the pillager attribute in one of the unit of your stack, or a +50 if you have the Full Pillager attribute (this one is very rare).
Pocus intends to use this rule in others games it seems.
To destroy a railway now, you must roll a percentage dice under your combat strength
OneArmedMexican wrote:Thank you!
I like the idea. It may not be historical after all it doesn't take a lot of men to tear up some railroad tracks. But it seems a good way to balance things in game.
TheDoctorKing wrote:Truly substantial destruction would take time.
jack54 wrote:Hi SEPRUS,
I swapped the rus exe files (102a original for FEB ) and noticed I had no enemy AI. Game turn goes staight to loading master file and then I watch my units move with no AI responce except for defensive battles.
when I swapped back to the 102a exe AI is back.
Sorry I deleted saves when I swapped back to the 102a exe but it shouldn't be hard to replicate.
Thanks!
lycortas wrote:This is my modded version but if i put the 1.02a .exe file in i do not receive these errors, battles run fine.
OneArmedMexican wrote:2) Siberian White has Southern White armoured trains. These should be changed to the existing Siberian White light armoured train unit (uni_WH3_Amt1). Otherwise there are some ugly command penalties.
TheDoctorKing wrote:There are actually quite a few Southern White units in the Siberian White buildable units mix:
The mountain infantry regiments
The supply wagons in both the Komuch and Siberian White factions
Gunboats in the Siberian White faction
The various "volunteer" or "rebel" units that appear in the early going around Yaroslavl, Viatka, Kotlas, etc.
You can get some sense of how many there are by opening the Siberian White replacement screen and looking at the number of units listed under the Southern White tab.
It seemed a little wierd to me but I figured it was WAD, to show the chaotic nature of the White organization.
TheDoctorKing wrote:I put the Siberian White leader V. Molchanov, who has the "recruiting officer" tag, into Saratov, a level-5 city. I put him inside the structure, and he is the only officer in his stack (though there is a White army outside that has a higher-ranking general). Saratov doesn't seem to be giving me any more recruits. Is the "recruiting officer" working? Does he have to be the top-ranking officer in the region in order for it to work? (It doesn't seem to work like that in AACW; there so long as the officer is inside the structure he produces 5-7 extra conscripts each turn).
andatiep wrote:I checked the Abi & models files, but i found nothing wrong or strange. Maybe, did you resolve a turn to see if the extra conscript appear and disappear when you move the officer in and out of the town ?
lycortas wrote:So i have continued to hunt down the error in my games turn processing.
I added the 1.02a .exe file in and the turn processed fine.
Using the newest .exe i had my game options set at 'moderate delay' or whatever it is called on battle resolutions. (I like the tension of watching the battles) Under the new .exe, with this setting a battle would start running, with the battle screen running and the game would continue turn processing sometimes starting other battles while my first battle was still running.
As soon as i lowered the battle delay to instant or masked or whatever i stopped the errors.
Even though this should be obvious to anyone with a brain, I am starting to test with a unmodded setup and am already receiving errors when i use use battle delay. Screen will sometimes turn black during turn resolution etc.
This is not me it is this .exe.
Mike
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