Durk wrote:2.Brutal occupier (militia units) Basically, these units pillage the areas with and enemy control
4.Unforgiving leader is very similar to brutal occupier. Likelihood of pillage is certain.
Durk wrote:
2.Brutal occupier (militia units) Basically, these units pillage the areas with and enemy control
4.Unforgiving leader is very similar to brutal occupier. Likelihood of pillage is certain.
Durk wrote:Because the officer associate with this ability is also a good ground commander, the trade-off is to usually keep him with ground unit.
Durk wrote:5.Double-faced this is literally what the rule says. Janin, if left in control too long, undermines Kolchak. Have to see to believe, but this happens. Kolchak is personally weakened.
Lusatian wrote:Does that mean these abilites only go into effect when entering enemy areas? Because my initial worry was that if I left them in my cities they would lower loyalty levels in friendly areas.
The abilities only go into effect when entering enemy areas. However, enemy areas are not areas previously held by enemy forces, they are ares with over 51% enemy control. So safe in your areas, totally.
That's exactly what I thought, in that case the ability is a bit pointless no?
I do not think it is pointless. When the Soviets do not need ever ground commander available, placing him in charge of an air unit increases the dog-fighting ability of the air unit. It also increases the success of other missions. Harder to quantify than dog-fights.
In Kolchak's campaign (1.02b) I noticed that Janin can't be made into an army commander despite his high rank, however there is an option to disband him, would this be a good idea in order to avoid the undermine Kolchak event?
It may be you are trying to put Janin in charge of an army when he is not active. If a leader has a brown envelop indicating no offensive actions, they cannot take a leadership change. Janin is a good leader, so use him. I keep Kolchak back of the Urals, so not conflict.
One last question, on the character abilites I often see level 1 next to the ability, does this mean the abilities improve with time/experience?
For the most part, leader abilities do not change.
However, level one offensive and defensive levels for some leaders improves if they win battles. As do other levels.
Mostly, leaders gain rank, not levels.
Really, for a game this complex the manual is inadequate.
Lusatian wrote:I think an indication of how poor the manual and tutorial are is visible in these forums. Most people are just trying to figure out how parts of the game actually work instead of matters of tactics. The amount of bugs is appalling and what angers me the most is that RUS has touched a great subject and is beautifully made, however every time I try a game it's as though I'm playing something that was left unfinished. All i can do is try posting some of the bugs but have not had any real reply yet from the designers as to whether they will look into them.
ie raise partisans or conscript ability - has anyone actually seen any effect from this ability?
Lusatian wrote:I think an indication of how poor the manual and tutorial are is visible in these forums. Most people are just trying to figure out how parts of the game actually work instead of matters of tactics. The amount of bugs is appalling and what angers me the most is that RUS has touched a great subject and is beautifully made, however every time I try a game it's as though I'm playing something that was left unfinished. All i can do is try posting some of the bugs but have not had any real reply yet from the designers as to whether they will look into them.
ie raise partisans or conscript ability - has anyone actually seen any effect from this ability?
Hohenlohe wrote:Most of the abilities seems to be connected with some event-triggers thus you cannot always state it would functioning the old way as I assume...
Hohenlohe wrote:even Lenins' Propagandist ability seems to function somehow. Just try to use in the Special operations map some possible operational modus which uses loyality and then take in the subsequent turns a look on the loyality in the Moscow area if there are any positive changes...
Durk wrote:For its subject, it is the best game on the market
Lusatian wrote:In that case it is misleading to have it as an ability and should be removed, I spent a lot of time keeping the 'Patriot' general in areas to raise partisans and nothing happened,
Lusatian wrote:PS By the way does anyone have an opinion on what the fatal years mod is like?
Lusatian wrote:
PS By the way does anyone have an opinion on what the fatal years mod is like?
Baris wrote:I wasnt sure as some depots built on empty terrain can receive supply but not the ones built on some captured cities.
Athens wrote:New version in a few days...![]()
Lusatian wrote:
That's good to hear. I've tried being patient in waiting for the new official patch but it seems never ending (patch release dates are delayed month to month to month). I've read up a bit about Fatal Years mod and I like the way you have added more political options as well as the fact that you are efficient in correcting errors. What official patch would the new Fatal Years mod be compatable with?
Narwhal wrote:Any way not too artificial to be able to play until Polish intervention, and then have a FOURTH player hop in ?
Lusatian wrote:Thanks for the reply Athens. I think once you get the patch done I'll start playing your mod exclusively. I'm surprised that a game with such a great subject, artwork and historical research can be handicapped by lack of real effort in post sale service, most patches replace one problem with another, or do not address a problem at all! Also there is barely any communication with the developers, my questions rarely get a proper response from the RuS team and I have to basically try to figure things out from member opinions. I now understand what your location status means: walking through a dying forum...
Baris wrote:I should post another save about depot built in cities not getting/ forwarding supply,just to make sure. Interesting part is it isnt a problem mostly. Only in some regions.
Athens wrote:By looking further, i'm under impression it's tied to the depot size: Kazan, Tzaritsyn, Ekaterinodar are level 1 depots....So they should request less... I'm going by any way to raise the depot level size in these cities.
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