Good and bad news

Posted: August 13, 2012 in Rus Mod

the good: in my last test game, the REd AI has launched a strong counter-offensive in late August around Kazan. The tweaks I’ve done are working rather well.

Yet good: the official game has now a feature destroying automatically sometimes a depot when it is captured.

The ugly: the AI rarely, if ever, builds depots. The AI has a routine for building depots, but I’ve yet to see AI build one ( excepted of course by events).

Of course, this lacking skill is hampering AI against human player, especially when offensive operations are launched.

 

So I’ve devised a workaround I will implement today, but the time needed will certainly postpone yet FY for one day.

Comments
  1. Baris says:

    Yes not building a depot was the main problem for Russia in ROP. They should build at some point.

    I have been reading there is a problem about loyalty values in game.

  2. Clovis says:

    for startegic cities, yes, as all factions, even remotest ones, gets a part of loyalty. Hard coded as much as I know.But IMHO it isn’t as terrible than at first look. I’m reading a book where a young girl living at saratov in 1918 wrote German rule would be better than any other Russian regime. And in the list of the Parties concurring for the Constituent Assembly in December 1918, you will find, among other, Old Believers (1,6%), Volga German, etc. So even a Minor German influence at saratov in game may depict these minorities šŸ˜‰

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