Mehring wrote:Playing the campaign as Bolshevik, there is nothing to tell a player how much money, recruits etc they should be getting each turn. This is what I find playing a handful of campaigns into 1919, and I cannot explain any of it.
Requisitioning does not necessarily deliver any money as the rules state.
Requisitioning MAY deliver war materials in vast quantities, hundreds of points. (one game I accumulated 500 plus war materials fof no apparent reason.
You can buy recruits, Cossack Cavalry, partial mobilisations etc, but don't expect them to arrive, you MAY just be throwing your money away. Why they sometimes arrive and sometimes don't, I don't know.
You can only print money twice in 1918-9.
Income fluctuates for no apparent reason and with no explanation.
The cost of replacements fluctuates (perhaps units too, I haven't checked.)
My money increased in two game turns DURING a turn. One second I had less than or next to nothing, the next I had 60+
I don't get this, I think it's broken.
Mehring wrote:You treat me with respect and it will be returned. But I don't need to ask anyone about the way you (collectively) tell me I haven't found bugs in the game when I know I have, or just ignore what I say.
Mehring wrote:"On the whole: one bug, one undetermined assertion, 3 WAD
Thanks for the input"
In other words, "what are you complaining about?" Just one example.
You treat me with respect and it will be returned. But I don't need to ask anyone about the way you (collectively) tell me I haven't found bugs in the game when I know I have, or just ignore what I say.
Here are two files. One is the last turn of requisition in 6 provinces, all but one 70+ loyal. The other is the following turn. You will see from the production record and money pool that I have not received anything from the requisition. A turn later, which I haven't uploaded, still nothing.
Further, the tooltip over money indicates a change of 28 and 25 per turn respectively. I'm not getting 25 roubles a turn, more like 5 or 6. Where is the money?
To add to the confusion, I notice that sums paid for forming divisions and various ledger payments are not immediately deducted from the money total.
Exactly, but the questions are, is it because the resources are too low by design or because the designed resources are not arriving?TheDoctorKing wrote:I've noticed the same things you have - the Reds don't have real good chances in the Grand Campaign because of their inability to raise money. I'm sort of waiting for the 1.01 patch to come out.
Flop wrote:Ah, alright. Nothing to be done about that, I guess.
Cat Lord wrote:I would have loved an economic summary page in the ledger. I asked for it during the design, but we had a limited budget, and that was one of the harshest choice we had to make.
Cat
Chief Rudiger wrote:If you need a budget page to play a boardgame does it not mean the game is too elaborate? I want to Cure Bolshevism with Bullets not count beans!
Clovis wrote:war without money?Not sure it have worked in the past...
And in computer game field, the most commercially successful games are those blending war, economy and sometimes social stuff. And curiously, whereas regularly some are advocating for simpler game, most of the simplest designs sell poorly.
Kev_uk wrote:For gods sake, dont dumb down![]()
Chief Rudiger wrote:If AGEODs products were aimed at Grognards only there'd be no need for a big graphical budget. Tells me that its not just Grogs that buy these games. I bet you loose a significant number of potential customers when they realise the complexity and micromanagement in these games - look at the number of posts these forums saying "how do you form divisions... wait, forget it". Similarly, for every poster that demands a 20 year grand campaign there's one lurker waiting for a host of smaller scenarios to be released - ones that you can complete in an evening.
There's already plenty of difficulty options in the game so why not add some more to streamline further elements, on an optional basis? My suggestion in the other thread was for a generic infantry replacement chit in addition to the specific (faction/class) replacement elements, not 1 replacement for all. Such an option would allow those players who don't want to micromanage to play the game at faster pace.
Look at Naval Box Handling - what a nightmare that was in AACW! If that the blockade boxes could have been entirely handled by a "Implement Anaconda Plan. Cost: 100 WS per turn" ledger option that'd probably please a lot of people who just want to fight the land battles (and only those in the East).
You can't ignore the fact that many of your (loyal) customers aren't Grognards.
Chief Rudiger wrote:<snip>
Similarly, for every poster that demands a 20 year grand campaign there's one lurker waiting for a host of smaller scenarios to be released - ones that you can complete in an evening.
<snip>
...
There's already plenty of difficulty options in the game so why not add some more to streamline further elements, on an optional basis? My suggestion in the other thread was for a generic infantry replacement chit in addition to the specific (faction/class) replacement elements, not 1 replacement for all. Such an option would allow those players who don't want to micromanage to play the game at faster pace.
Look at Naval Box Handling - what a nightmare that was in AACW! If that the blockade boxes could have been entirely handled by a "Implement Anaconda Plan. Cost: 100 WS per turn" ledger option that'd probably please a lot of people who just want to fight the land battles (and only those in the East).
You can't ignore the fact that many of your (loyal) customers aren't Grognards.
Gray_Lensman wrote:If you think you can complete a scenario in an evening, Have at it. Last ones I did took about 3 months and those were alterations of pre-existing campaign scenarios (re: the AACW w/KY add-on scenarios).
There are plenty of BOA/WIA scenarios playable in an evening. Some of the smaller campaigns in AACW are too. RUS has the mini campaigns!
I've had at it and want more!
Of course they're not all grognards. However, AGEod has based an ENTIRE set of games around a single game engine design to save redesigning the entire program each and every time they come out with a new game. This allows them to save money in the design process, which if they didn't save the money, they wouldn't exist. As they upgrade the game engine to accomodate new features they are slowly backfitted into the earlier games, something no other software publisher even bothers with.
Thanks, i know there is an entire series - i own all of them bar ROP!
I get extremely amused at those that think everything is a simple change of a line here or quick insertion of a line there, or graphics screens that just grow out of nowhere instantly at no cost. Only in a programmer wannabee mind does it work like that.
And I am amused at this line! You must misunderstand my comments of this product/series - it is constructive critiscism - is this not obvious? Having followed every release of the series i obviously understand the pressures AGEOD are under but also that without such excellent feedback fom the community many of the features in the engine would never have worked properly.![]()
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