bato287
Civilian
Posts: 3
Joined: Wed Sep 25, 2013 6:20 pm

Some bug reports and suggestions

Wed Sep 25, 2013 6:49 pm

I've found some bugs:
1. If you train your militia/volunteers/conscripts - the unit picture in the brigade view (on left side if you pick a brigade) are not changed.
2. If you play with the Siberians (Great Campain) you get some russian Units (Moscow uprising, ...). After you train this militia/volunteers - you can't produce reinforments (only Militia).

some historical and logic foults:
1. after the KOMUCH join the Siberian-Whites, the nevertheless are not part of a single fraction.
2. The Moscow uprising has nothing in common with the Siberian-Whites. Why they are playable for me?
3. The Turkmen forces of Buchara and Khiva was enemies of the Whites and first allied with the communists. Later they fought the Communists too - and lost.
4. Why are the Czechs and foreign (British, French) forces partly playable? Never would a UK od FRA General accept Koltshaks order.
5. Communist and anarchists play together - this is not historical.
Solution: Only one fraction is to be playable - the others can be allied or hostile.

and at last som important suggestions:
1. All allied cities/provinces should be able to provide a friendly army (only white fractions).
2. If the Siberians or Southern Whites connect their territories - the should play as one fraction.
3. In the great campain all Fractions have to be active and all indenpendece movements (polish, baltic, cucasian, turkmen, ...) have to be hostile to the whites and the communists until they indenpendence is accepted (diplomacy).
4. At last ban this stupid round limitation in the big campains. they are totally dump. A fraction has won the game when the enemy is destroyed - all other endings are terrible.

I think that this corrections are not very difficult.

Thank you for your patience.

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andatiep
Posts: 1429
Joined: Thu May 01, 2008 10:56 am
Location: Grenoble, France.

Thu Sep 26, 2013 1:06 am

Thanks for your proposals to improve RUS. Many of them are already reported and we hope to realize most of it in a next Gold version of the game.

bato287 wrote:I've found some bugs:
1. If you train your militia/volunteers/conscripts - the unit picture in the brigade view (on left side if you pick a brigade) are not changed.

True.

bato287 wrote:If you play with the Siberians (Great Campain) you get some russian Units (Moscow uprising, ...). After you train this militia/volunteers - you can't produce reinforments (only Militia).

The Moscow uprising has nothing in common with the Siberian-Whites. Why they are playable for me?

Why are the Czechs and foreign (British, French) forces partly playable? Never would a UK od FRA General accept Koltshaks order.

If the Siberians or Southern Whites connect their territories - the should play as one fraction.

In the great campain all Fractions have to be active and all indenpendece movements (polish, baltic, cucasian, turkmen, ...) have to be hostile to the whites and the communists until they indenpendence is accepted (diplomacy).

This points will get big changes in the next RUS version. Hope it will please you.

bato287 wrote:some historical and logic foults:
1. after the KOMUCH join the Siberian-Whites, the nevertheless are not part of a single fraction.

4. At last ban this stupid round limitation in the big campains. they are totally dump. A fraction has won the game when the enemy is destroyed - all other endings are terrible.


I'm not sure i understood this points.

bato287 wrote:The Turkmen forces of Buchara and Khiva was enemies of the Whites and first allied with the communists. Later they fought the Communists too - and lost.

Enemies of my enemies are sometimes friends, and in such games, they are sometimes even played by a same player.
As far as i know, the Russian Whites didn't fought the forces of Buchara and Khiva monarchies, which was never allied to the Bolsheviks. Local forces opposed to the khanates and allied with Russian Bolsheviks are on the map.

bato287 wrote:Communist and anarchists play together - this is not historical.
Solution: Only one fraction is to be playable - the others can be allied or hostile.

Communists and anarchists play together as long as they fought together. This is historical. When allied, Ukrainian Anarchists followed the orders of the Red Army in Ukraine. In the game : If not (anymore) allied, ...they don't and you can't play them (anymore).
More features will also come about this point in the future version.



bato287 wrote:I think that this corrections are not very difficult.

Well... :blink: i advise you to start MODing some AGE games to evaluate what is difficult or not in your list. Any help of volunteers with or without difficulties is welcomed. You can find all the ressources needed in this thread : http://www.ageod-forum.com/forumdisplay.php?132-Modding-AGE-engine-games

bato287 wrote:Thank you for your patience.


You're welcomed :thumbsup:
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bato287
Civilian
Posts: 3
Joined: Wed Sep 25, 2013 6:20 pm

Thu Sep 26, 2013 11:48 am

andatiep wrote:some historical and logic foults:
1. after the KOMUCH join the Siberian-Whites, the nevertheless are not part of a single fraction.

4. At last ban this stupid round limitation in the big campains. they are totally dump. A fraction has won the game when the enemy is destroyed - all other endings are terrible. :thumbsup:


1. The KOMUCH and Siberians are both playable but not a single army. Different colour, flag, reinforcements and generals (new). They should fusion.

4. Allegedly the whites won against the communists although they (I) haven't get some significant gains in Cental Russia. The winning condition should be the destruction of the enemy - independent from any round limitations.

Hope that you understand me.

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ERISS
AGEod Guard of Honor
Posts: 2206
Joined: Mon Aug 23, 2010 10:25 am
Location: France

Thu Sep 26, 2013 3:29 pm

bato287 wrote:4. At last ban this stupid round limitation in the big campains. they are totally dump. A fraction has won the game when the enemy is destroyed - all other endings are terrible.

bato287 wrote:4. Allegedly the whites won against the communists although they (I) haven't get some significant gains in Cental Russia. The winning condition should be the destruction of the enemy - independent from any round limitations.

If the Whites destroy the Bolsheviks, there are still many other factions and people to be beatten and mastered.
Some could join the Whites to beat the Reds, but once Reds are gone then could fight against the Whites.
I don't really know the RUS endings, but time could be here to verify that Whites (here) will not be destroyed after the Reds: winning would then be in the end who was the least badly destroyed... (winning with Points)
Too, destruction is often not needed: If one side agree feeling lost, then ok they are out. Morale is important, most victories are won without a fight nor destructions, but are not very interesting in a wargame lol.

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andatiep
Posts: 1429
Joined: Thu May 01, 2008 10:56 am
Location: Grenoble, France.

Thu Sep 26, 2013 8:29 pm

bato287 wrote:1. The KOMUCH and Siberians are both playable but not a single army. Different colour, flag, reinforcements and generals (new). They should fusion.


Komuch need a specific faction because its troops are made up with Volga peasants and middle class citizens that where mostly Socialists and liberals which wanted the restauration of the Republican parlamentary regim of february 1917. That's means that they won't follow supporters of an absolute monarchy or a military dictatorship. So we need it to be a different game faction to allow various events, options and features related to this fact, and by the way there will be also some improvements about it in the next version.


bato287 wrote:
4. Allegedly the whites won against the communists although they (I) haven't get some significant gains in Cental Russia. The winning condition should be the destruction of the enemy - independent from any round limitations.


The game is not limited in turns. You always can continue the game till the last stand if you wish. But in the case of your NM is too low when the one of your enemies are too high, it is "useless". You will just lose each battles till the last stand.
But again, there will be changes about this too in the next version. Since we noticed that big campaign scenarios were hardly reaching the 1920 year because of NMs which falled down too much (especially for the Whites). When Poland enter the war, the Reds and Whites NMs will be re-balanced around 100 NM, wherever it is, lower or higher. This way the long games can have a kind of "second start", and the Russian Whites factions can still fight with an average moral when the Polish attack open new opportunities for them.
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