Notice that the popup says "Severe Winter" not "Winter" so it is rather a harsh winter with unpreparedness for, winter is still there in November and December but sometimes it is more friendly and sometimes more harsh. The event is supposed to simulate the peak of the Winter hence the large effectiveness drop.
For the patch, the Winter will be fixed so that is it active in peace time also which means if you invade USSR in February you will still get the movement drops and mud.
What is the rules about when the Russian Winter should start
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firepowerjohan
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Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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Peter Stauffenberg
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Is the variable active yet so we can add it to the general.txt file and have it working? Or will this value only affect Winter after the next patch of CeaW?firepowerjohan wrote:It is in the script for next patch, the
WINTER_DURATION 5
so the length is same so that you cannto be lucky and get faster winter.
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firepowerjohan
- Brigadier-General - 8.8 cm Pak 43/41

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You can edit itStauffenberg wrote:Is the variable active yet so we can add it to the general.txt file and have it working? Or will this value only affect Winter after the next patch of CeaW?firepowerjohan wrote:It is in the script for next patch, the
WINTER_DURATION 5
so the length is same so that you cannto be lucky and get faster winter.
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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Peter Stauffenberg
- General - Carrier

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Great indeed.firepowerjohan wrote:You can edit itStauffenberg wrote:Is the variable active yet so we can add it to the general.txt file and have it working? Or will this value only affect Winter after the next patch of CeaW?firepowerjohan wrote:It is in the script for next patch, the
WINTER_DURATION 5
so the length is same so that you cannto be lucky and get faster winter.
I therefore wonder if you have other variable "goodies" in general.txt not used at the moment that we can play with.
I also tried to figure out a way to let a scenario having units starting with a leader, but haven't found a way to figure this out. Is it possible at all? Or do I have to maybe let the major power start with some extra starting PP's so he can purchase the leader the first turn and add him the second turn?
It's similar to the problem that we can't add research labs at the game start and must give the major powers lots of at start PP's so they can purchase the labs. But the one with the labs is not a real problem because they will start producing immediately and it gives each player a chance to decide for himself where to build the labs or maybe not buy labs at all and instead spend the starting PP's on units.
But if you have to purchase a leader at start you won't be able to use him before turn 3. It's not a big issue for the 1939 scenario although I would have liked to give the Germans general Guderian added to an armor in Silesia to teach the Poles some blitzkrieg lessons. But the Germans can build him a little later and use him for Case Yellow (invasion of France). But the later scenarios had many generals and they can't be added at the start of the scenario.
If there is no smart way to add them now then I hope a future version of the map editor will have such an opportunity.