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New Public Beta Available for WitE v1.05.18 - 9/8/2011 10:29:15 PM   
Andrew Loveridge


Posts: 606
Joined: 7/20/2009
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Hello,

Following quickly on the heels of the official update is a new Beta to check over. It has a large number of New Features and Rule Changes, in addition to some bug fixes and data changes. There also more in the works, but we would like to give you a chance to try these out and get your impressions. It is available in the Members Club, if your game is registered.

Change List
V1.05.18 – September 6, 2011

    New Features and Rule Changes


      1) Default Change – Changed some of the air doctrine default values.
      2) New Rule - Air groups in the national reserve may now be disbanded.
      3) New Rule - Unit counters no longer show SS/Elite/LW/Guards status (coloring) if their detection level is lower than 5.
      4) New Rule - Air recon will not increase an enemy air base’s detection level above 5.
      5) New Rule - Static units no longer lose their static status when they are retreated or routed.
      6) New Rule - Units may not enter static mode in 1941.
      7) New Rule – Ports are now unusable for naval transport on the turn they are captured.
      8) New Rule – Admin and Initiative checks are twice as hard to make for isolated units.
      9) New Rule –Soviet aircraft reliability decreases in 1942-1943 (the reliability rating is treated as higher than shown due to the quality drop resulting from factory evacuations).
      10) New Rule – The reliability of old (out of production) aircraft decreased (reliability rating is treated as higher than shown).
      11) New Rule – NKVD Border Regiments never get replacements.
      12) New Rule – NKVD Border Regiments check for disbanding each friendly logistics phase starting in July 1941. The chance the unit will be disbanded is as follows:

        July 1941 – 100% - %TOE of the unit
        August 1941 – 80%
        September 1941 and later – 95%

      13) New Rule – Airhead supply. Isolated air units may be changed to beach/air supply status (same as old beachhead status) under certain conditions. If a player flies in supplies to an air base in a pocket, the supplies will immediately be distributed amongst all of the isolated units that can trace to the air base. If the amount received during the turn at some point equals 5% or more of the total needs of the unit, then the unit will be immediately set to beach/air supply status (it will display in orange instead of red when toggle unsupplied units is toggled on). The total needs are the supply+fuel+ammo needs listed for the unit. So a division with total needs of 1100 tons of s/f/a have at least 55 tons flown in and delivered to the unit, it will have its supply status changed from isolated to beach/air supply status. This will last until the next friendly logistics phase. Units with beach/air supply will always pay penalties for being short of ammo, so there is a disadvantage in combat to be in beach/air supply (but it's better than being isolated where there are additional penalties). The air base must be in a clear or light woods hex. When in Beach/Air supply, the unit detail screen will show the information: Air Head Supply 400 / 20 (5%) which indicates the total amount of supplies+fuel+ammo the unit needs, the amount it has received via air resupply, and the total percentage of needs that has been met. When in Air Transport mode, the player can left click on an air base and then bring up that unit’s detail screen to see a full list of all isolated unit that can trace to the air base, the total need of each unit, and the amount of supplies that have been sent to the unit. On the right side of that screen is a line that reads Air Supply Range: 10. By clicking on this line, the player may enter a different number from 1 to 10. Only units within the state range in hexes of the air base will be sent supplies that are airlifted to this air base. Air base units may be moved before supplies are delivered to it, but once it receives supplies for isolated units, it will not be able to move and then receive additional supplies for isolated units. Units that are merged or divided track the amount of air head supplies received, so they can lose their supplied status if no longer over the 5% threshold. The Soviet player may not fly airhead supply on the first turn of any scenario starting in June 1941.
      14) New Rule – Hiwis (Hilfswilliger - "auxiliary volunteers") – Rules have been added to account for the soldiers and civilians that served as support personnel for German units during WWII (known as Hiwis).

        a) Hiwis are generated from captured men. 8% of captured manpower will go into a Hiwi pool. Also, captured manpower centers in the Soviet Union produce 10 men for each captured point (theater production limits and damage to manpower centers apply).
        b) Hiwis can be added to German unit’s Support and Labor Squads starting from 1942.
        c) Hiwis can't be added to High Command HQs.
        d) Hiwis can't be more than 70% of current labor ground element TOE, 30% of current support element TOE, or 10% of current support element TOE of an SS Elite unit TOE.
        e) If the parent element is targeted and is destroyed there is a maximum 60% chance that a Hiwis squad will be destroyed instead (the less percentage of the element made up with Hiwis, the smaller the chance that a Hiwi squad will be destroyed).
        f) Hiwis elements provide the same amount of support and engineer values as a normal support squad.
        g) Upon loading a save from an earlier version of the game, when the first German logistics phase executes with the new version, the game will generate Hiwis based on the existing captured men and manpower centers (a onetime adjustment).
        h) Interface changes - The number of Hiwis in a unit is show on the unit’s detailed information display. The number of Hiwi elements is shown in parenthesis next to the ground element type. So the entry Support (Hiwi 2) indicates that 2 of the support squads in the unit are Hiwi squads). The production screen has an entry for Hiwis, showing how many men are in the Hiwi pool. Hiwis are included in the total German manpower shown on the Order of Battle screen.
        i) Hiwi’s can be set in the editor by using the editor functions on the CR screen. It allows the scenario designer to substitute Hiwi’s for normal support and labor elements. The Hiwi pool can also be set on the production screen.

      15) New Rule – Added a chance that some fighters will be allocated to fly fighter sweeps along with any airstrikes that are ordered. They will fly as part of the original airstrike and combat with this fighter sweep will be resolved with the original airstrike (i.e. it will seem like one mission is being flown, but in reality there are two distinct actions taking place, the bombing raid and the fighter sweep). The higher the escort setting, the greater the chance that a fighter sweep will be flown.
      16) New Rule – Added a chance that aircraft can be damaged or destroyed when an air group is transferred from one base to another, or whenever an air base moves (aircraft routinely flew to their new air base location, and could suffer operational losses during the flights).
      17) New Rule - Damaged aircraft which were not repaired during the logistics phase can be written off (destroyed). Older aircraft with low durability and low reliability have a greater chance of being written off.
      18) Changes to Production Rules

        a. Changed Soviet Manpower multiplier in 1942 to 40 (from 45).
        b. Changed Soviet Armaments multipliers in 1942-1945 to 130 (from 200).
        c. Items produced in Poland and Czech cities now added to the "built" German stats.

      19) Changes to Morale Rules

        a. The following units receive bonuses to their National Morale: All Cavalry, Mountain Airborne and Air Landing units, and Axis Allied motorized units +5, German Motorized Units +10, Soviet Motorized Units (from Sept 1942-August 1943) +5, Soviet Motorized Units (Sept 1943-end of war) +10.
        b. Soviet National Morale has been changed to 50 in June 1941. One point is subtracted each month after this in 1941 (so it is 44 in Dec 41). In 1942 it is set to 40, with one point being added each month starting in September 1942 (so 44 in Dec 42). This continues in 1943 and 1944 until the Soviet National Morale reaches its maximum of 60 in April 1944.
        c. Build morale now equals national morale in all cases (there is no separate build morale table anymore.
        d. Changed rule so that the morale gain from refit when under 50 morale is only gained when the unit in refit is at least 10 hexes from a supplied enemy unit (similar to the current gain if less than morale 50 and 10 or more hexes from enemy unit).
        e. If an element’s experience is less than half of the unit’s morale, then the automatic +1 gain in experience each turn becomes +3.
        f. Shock Armies provide their +5 bonus for non-guards units which don’t already have a specialty bonus. Guards Armies provide their +5 bonus for Guards units which don’t already have a specialty bonus.

      20) Changes to Fortification Rules

        a. Requirement to build up to Fort Level 5 - Only will be built in port hexes that have a fort unit. Once built, the fort unit is not needed to keep the level 5 fort. Not possible in a swamp hex.
        b. Requirement to build up to Fort Level 4 - Must have a fort unit in the hex. Once built, the fort unit is not needed to keep the level 4 fort. Not possible in swamp hex.
        c. Requirement to build up to Fort Level 3 - Must be adjacent to an enemy hex, be an urban or city hex, or be in or adjacent to a fort unit. Once the level 3 is reached, the condition does not have to continue to be met to keep the level 3 fort.
        d. Fort levels that have reached their maximum fort level for the hex may continue to build up to 10% towards the next fort level.
        e. Building forts in mud now uses a .25 modifier (instead of .33).
        f. Level 4 and 5 forts do not decay.
        g. There is no fort decay on turn 1 of any scenario.
        h. Doubled the rate of fort decay.
        i. Increased decay rate of low level forts, based on the weather.

          Extra decay percentage:
          Fort Weather
          Level clear snow mud/blizzard
          0 20 40 80
          1 12 14 48
          2 4 8 16

        j. Added supply cost for fort construction as follows:

          fort 0->1 1 tons per fort point (no cost for isolated units, construction rate is halved)
          fort 1->2 2 tons per fort point (no cost for isolated units, construction rate is halved)
          fort 2->3 20 tons per fort points
          fort 3->4 200 tons per fort points
          fort 4->5 2000 tons per fort points
          *note each fort point represents 2% toward the next fort level

      21) Changes to Naval Movement Rules

        a. Amphibious landings are not allowed west of x coordinate 76 (Rumania) until 1944.
        b. Added Naval/Amphibious movement capacity limits as follows:

          Axis
          Lake Ladoga – 3000
          Baltic Sea – 10000
          Black Sea – 4000
          Sea of Azov – 1000
          Soviet
          Lake Ladoga – 4000
          Baltic Sea – 8000 (decreases by 1000 each year)
          Black Sea – 10000 (decreases by 1500 each year)
          Sea of Azov – 4000 (decreases by 500 each year)
          Caspian Sea – 5000
          Black Sea Amphibious Movement – 2500 (decreases by 100 each year)
          Sea of Azov Amphibious Movement – 1000 (decreases by 100 each year)

        c. Amphibious movement cost per hex is x4 before 1943 and x3 from 1943-45 (reduces the range of an amphibious assault).
        d. Set shading for valid naval destinations during naval movement. This doesn’t mean the current unit can reach the hex, just that it is a valid hex for the appropriate type of naval movement. Yellow shading indicates an enemy hex; green shading indicates a friendly hex.
        e. Decreased “retreat losses” caused by the transport sunk event during interdiction attacks on naval/amphibiously moving units.

      22) Rule Change – Ice levels no longer go up by 4 during a blizzard in all areas. The amount of increase is dependent on the weather zone as follows:

        Europe Zone +1
        South Soviet Zone +2
        Central Soviet Zone +3
        North Soviet Zone +4

      23) Rule Change – Major rivers are not considered frozen until the ice level is at least 8 (used to be 5). At ice levels 5-7, the extra cost due to icing is 8 when moving into an EZOC, and 4 when not moving into an EZOC.
      24) Rule Change – Lowered the disabled return rate for the Soviets to ½ percent (from 1%).
      25) Rule Change – Entrained units may not move via naval or amphibious movement.
      26) Rule Change – Changed the formula that determines when a unit is unready. Now, Morale+TOE must be less than 90 for a unit to be unready (used to be less than 100).
      27) Rule Change - Removed extra training flights if the aircraft in play was reaching a high value.
      28) Rule Change - Made modifications to the routine which frees the slots for new aircraft to be built. Now it will first disband old airframes (inactive) in reserve and then active aircraft. If an air group reaches 0 aircraft, it will disband the air group.
      29) Rule Change – The Soviet attack doctrine discussed in section 15.8 of the manual now only applies from June 1941 to February 1942 (inclusive).
      30) Rule change – Creating a Soviet Fortified Regions now costs 8 APs between July 1941 and October 1941 (inclusive). It is still 16 APs in June 1941.
      31) Rule Change – Further decreased the amount of Soviet CAP that flies on June 22, 1941.
      32) Rule Change – Germany will export 1000 armaments points in a turn to each Axis nation instead of 10000 points.
      33) Interface Change – The production filter ON now shows active elements that are built by the “on demand” production system (so not just AFVs and aircraft).
      34) New Feature – Added a disband function on the CR air group tab.
      35) New Interface – Added additional data to the battle sites report. When a battle site is clicked on, the play may click on Show Details to see additional information about the battle. Also added the names of the HQ commanding any aircraft in a battle.
      36) New Message – Added logistics event messages for the automatic disbanding of Soviet Corps HQ’s and NKVD Regiments.
      37) Formula Change – Units in beachhead/Air head supply will not suffer more than a 33% reduction in CV due to supply shortages (used to be it could be up to a 75% reduction in CV).
      38) Formula Change – Adjusted strike creation formulas so that human created airstrikes in which specific air groups are chosen for the mission will not as a rule fly less aircraft than computer created airstrikes.
      39) Formula Change - Increased effectiveness of flak, especially when defending airbases and cities/ports.
      40) Formula Change – Made it less likely that air strikes will be formed with over 100 fighters or over 100 bombers.
      41) Formula change – Increased the amount of CAP that flies in defense of Airfield or City attacks. Also, greatly increased the chance that air groups not in the target hex will fly CAP (in the past the chance was very low).
      42) Formula change – Increased the impact of pilot fatigue.
      43) Formula Change – The altitude that airstrikes are assumed to be flying at has been changed to better reflect likely altitudes for different types of airstrikes. There is also more variety at which the airstrikes will fly.
      44) Formula Change - Modified the replacement of the air groups. Replacements first go to the newest airframes. Once the aircraft count exceeds 15000, the replacements for air groups with old airframes decreases as the total plane count rises.
      45) Formula Change – When calculating supply/fuel/ammo needs, all units will have a minimum need of 1 for each of these items.
      46) Editor Change – The set fort level function in the editor will create forts with 10% construction towards the next fort level.

    Bug Fixes

      1) Fixed a bug causing escorts for air transport missions to too often not fly during blizzard weather.
      2) Fixed a bug where partisan units could construct forts for the Axis.
      3) Fixed a bug where brigades landing amphibiously were improperly taking control of adjacent hexes.
      4) Fixed a bug where battle sites were active if hidden behind the battle report window.
      5) Fixed a bug where depleted units can be located next to an enemy unit at the completion of the logistics phase.
      6) Fixed a bug where Motorized units were being shown as available to move amphibiously.
      7) Fixed a bug with Guards promotion of Soviet Armies.
      8) Fixed a display bug that occurs when exiting the city information window.
      9) Fixed a bug where the production filter didn't correctly show active artillery equipment.
      10) Fixed a bug where ground elements and aircraft were being exported to Axis Allied nations that had surrendered.

    Data and Scenario Changes

      1) Fixed Unit ID 333 - Fin. Commando Battalion used Hungarian Support Squads
      2) Changed the ending date for the SS Motorized Brigade (OB 283) from 9/43 to 9/44 to correct typo.
      3) Corrected data for 40mm 41M L/51 Gun.
      4) Re-classified the SdKfz-221 Armored Car as a Light Armored Car.


_____________________________

Post #: 1
RE: New Public Beta Available for WitE v1.05.18 - 9/8/2011 10:47:37 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Next week we should have revised 1943 and 1944 scenarios to go with the new morale changes. If you're interested in those scenarios or testing the new rules in the late war, we suggest you hold off until we've released those revised scenarios.

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(in reply to Andrew Loveridge)
Post #: 2
RE: New Public Beta Available for WitE v1.05.18 - 9/8/2011 11:23:29 PM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
great work...thx

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Post #: 3
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 12:16:55 AM   
Captain


Posts: 78
Joined: 5/1/2006
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Do we need to instal 1.04.39 and/or 1.04.40 before 1.05.18? I noticed 1.05.18 is only slightly bigger than 1.04.40



p.s. - thanks for all the hard work.

< Message edited by Captain -- 9/9/2011 12:17:15 AM >


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Post #: 4
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 12:19:10 AM   
Peltonx


Posts: 7250
Joined: 4/9/2006
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Looks good.

Guess I will take it for a drive.

Thanks.

29) Rule Change – The Soviet attack doctrine discussed in section 15.8 of the manual now only applies from June 1941 to February 1942 (inclusive).

Pelton

< Message edited by Pelton -- 9/9/2011 2:43:40 AM >

(in reply to Andrew Loveridge)
Post #: 5
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 12:30:08 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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The v1.05.18 beta update is comprehensive, so you don't need to install other updates before you install 1.05.18.

Regards,

- Erik


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CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Peltonx)
Post #: 6
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 12:47:05 AM   
Farfarer61

 

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moved

< Message edited by Farfarer -- 9/9/2011 12:18:24 PM >

(in reply to Joel Billings)
Post #: 7
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 3:52:58 AM   
Wild


Posts: 364
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Looks Great. Thank You!!

(in reply to Andrew Loveridge)
Post #: 8
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 7:07:10 AM   
delatbabel


Posts: 1252
Joined: 7/30/2006
From: Sydney, Australia
Status: offline
Looks good so far. Is there any chance that the attritional debacle -- static units taking high attrition losses, unable to get replacements into static units, leading to a collapse in CVs -- is going to change in 1.05 or is that off the table until 1.06?

I'd like to see what 1.05 is like but I'm sticking with official releases for the time being.


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Del

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Post #: 9
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 7:17:46 AM   
LittleBen


Posts: 40
Joined: 1/17/2009
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Thanks a lot for this update ! I just downloaded it, and I'm surprised by one thing. 22 jun 41, german airfield attacks, done first by the AI. Before the mean soviet losses were around 3000 aircraft, now only 1500. I think something should have been changed...

(in reply to delatbabel)
Post #: 10
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 8:13:14 AM   
Hermann

 

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Ive a few questions relating to the unique tactics imposed by the game system:
1. when will the "Lvov Pocket" and the resulting game imbalance it creates be fixed ?
2. due to the difficulty in simulating the Leningrad defense and the poor modeling of terrain in the Northern sector the Russian player is frequently forced out of Leningrad.
Is there a plan to alter urban supply rules or create railroad construction units to construct rail lines into an area such as northern russia in the absence of the former rail lines ?
3. Why does every aircraft in the russian airforce fly on the attack unit mission at night thus allowing for only 1 attack during the entire turn on the entire front regardless of range or distance ?

(in reply to LittleBen)
Post #: 11
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 8:32:32 AM   
Helpless


Posts: 15793
Joined: 8/27/2004
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quote:

Looks good so far. Is there any chance that the attritional debacle -- static units taking high attrition losses, unable to get replacements into static units, leading to a collapse in CVs -- is going to change in 1.05 or is that off the table until 1.06?


The plan is to make changes to supply/buildup in 1.05. Could be that some related replacement/attrition changes also be addressed.
quote:


. Before the mean soviet losses were around 3000 aircraft, now only 1500. I think something should have been changed...


Airfield detection level and increased effectiveness of the CAP make AF attacks with default settings less effective. It is still possible to destroyed more than 4-6K Soviet planes by adjusting the doctrine and/or making manual attacks.

quote:

1. when will the "Lvov Pocket" and the resulting game imbalance it creates be fixed ?


This probably require some data work - MP reduction. At the same time 1st turn disruption and penalties should also be addressed. IOW, it is a great balancing challenge.

quote:

2. due to the difficulty in simulating the Leningrad defense and the poor modeling of terrain in the Northern sector the Russian player is frequently forced out of Leningrad.


Terrain won't get changed till next generation, probably.

quote:


Is there a plan to alter urban supply rules or create railroad construction units to construct rail lines into an area such as northern russia in the absence of the former rail lines ?


No

quote:


3. Why does every aircraft in the russian airforce fly on the attack unit mission at night thus allowing for only 1 attack during the entire turn on the entire front regardless of range or distance ?


Didn't quite understand this. Can you please post it on the tech forum in more details, preferably with save. Thanks.

_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to delatbabel)
Post #: 12
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 8:41:16 AM   
Templer_12


Posts: 1700
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From: Germany
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Fantastic!

Those in charge realy do something for their money - or for our money - however.

Such love and such commitment for a product, I've never seen before.

Gary Grigsby's War in the East was released as a game and is developing more and more to a subculture and a "serious issue".

So, I love it!

< Message edited by Templer -- 9/9/2011 10:55:36 PM >


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Post #: 13
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 11:24:41 AM   
Hermann

 

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dont even know where that is. basically if you use the attack unit function at night every single plane in the airforce set on night mission attacks at once including transports. then you arent allowed to attack any more units that night.

(in reply to Templer_12)
Post #: 14
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 12:37:31 PM   
Helpless


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Joined: 8/27/2004
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quote:

ORIGINAL: Hermann

dont even know where that is. basically if you use the attack unit function at night every single plane in the airforce set on night mission attacks at once including transports. then you arent allowed to attack any more units that night.


I played a little with night mode and don't see any anomalies. If you able to provide exact steps to reproduce it please post on the tech sub-forum:

http://www.matrixgames.com/forums/tt.asp?forumid=909

Thanks.


_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to Hermann)
Post #: 15
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 12:53:10 PM   
LittleBen


Posts: 40
Joined: 1/17/2009
Status: offline

quote:

ORIGINAL: Helpless

quote:


. Before the mean soviet losses were around 3000 aircraft, now only 1500. I think something should have been changed...


Airfield detection level and increased effectiveness of the CAP make AF attacks with default settings less effective. It is still possible to destroyed more than 4-6K Soviet planes by adjusting the doctrine and/or making manual attacks.

I'm not so stupid, and I tried on two computer, one with 1.04.36, and one with the latest 1.05 patch. On the one with 1.05, I did airfield detection, to "move" them to 5 (the max possible), and I even put some "light" attack, to rise them to 9 or 10 ! Then I put the SAME doctrine on both computers ! (I noticed that the default ones wasn't the same)...you may try...with 1.04.36 you have many, many more shots than with the latest patch !

After that I try to modify the doctrine in all possible ways...It may be better or worse, but really, really far from the results in 1.04.36 ! It's not a "problem" for me, it's the same for everyone, but as a matter of fact, there is a real difference between the two patches, and it's not due to DL, neither to doctrine.

Greetings, and many thanks for the job on this wonderful game !

(in reply to Helpless)
Post #: 16
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 1:05:29 PM   
Helpless


Posts: 15793
Joined: 8/27/2004
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quote:

ORIGINAL: LittleBen


quote:

ORIGINAL: Helpless

quote:


. Before the mean soviet losses were around 3000 aircraft, now only 1500. I think something should have been changed...


Airfield detection level and increased effectiveness of the CAP make AF attacks with default settings less effective. It is still possible to destroyed more than 4-6K Soviet planes by adjusting the doctrine and/or making manual attacks.


but as a matter of fact, there is a real difference between the two patches, and it's not due to DL, neither to doctrine.



Yes, doctrine has nothing to do with it, but you can set it to make better result.

1.05

The results are very close to those which were in 1.04

_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to LittleBen)
Post #: 17
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 2:11:09 PM   
gingerbread


Posts: 2994
Joined: 1/4/2007
From: Sweden
Status: offline
Thanks! Some comments and a question or two:

11) New Rule – NKVD Border Regiments never get replacements.
12) New Rule – NKVD Border Regiments check for disbanding each friendly logistics phase starting in July 1941.

Excellent!

21)
b. Added Naval/Amphibious movement capacity limits as follows:
Axis
Lake Ladoga – 3000

Q: Has there been a change in how movement capacity is generated, in particular that captured ports does not generate capacity? Because otherwise I cannot see how the Axis can have any capacity at all for Lake Ladoga.

32) Rule Change – Germany will export 1000 armaments points in a turn to each Axis nation instead of 10000 points.

Q: Is the threshold for when export are triggered lowered as well? If not, the Slovakian pool of idle Arm can reach almost 11k, which is better than the 19k it could/would reach before this change, but still on the high side.


(in reply to Helpless)
Post #: 18
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 2:17:08 PM   
Helpless


Posts: 15793
Joined: 8/27/2004
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quote:

Q: Has there been a change in how movement capacity is generated, in particular that captured ports does not generate capacity? Because otherwise I cannot see how the Axis can have any capacity at all for Lake Ladoga.


No. It is done in case for custom scenarios

quote:

Q: Is the threshold for when export are triggered lowered as well? If not, the Slovakian pool of idle Arm can reach almost 11k, which is better than the 19k it could/would reach before this change, but still on the high side.


No.

_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to gingerbread)
Post #: 19
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 8:58:41 PM   
BletchleyGeek


Posts: 4713
Joined: 11/26/2009
From: Living in the fair city of Melbourne, Australia
Status: offline
Hey,

thank you for the update. And you guys have some sense of humour... 1.04.40 was a HUGE anticlimax! :D

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Post #: 20
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 9:10:11 PM   
Farfarer61

 

Posts: 713
Joined: 7/21/2004
Status: offline
1.05

The results are very close to those which were in 1.04
[/quote]

Could you post your settings? :) I can't replicate your excellent results just by changing the doctrine and using the AI. Best test so far is Losses Ger 222 vs Sov 3586

(in reply to Helpless)
Post #: 21
RE: New Public Beta Available for WitE v1.05.18 - 9/9/2011 9:32:31 PM   
LittleBen


Posts: 40
Joined: 1/17/2009
Status: offline
It's quite amuzing ! I don't say that it's impossible to get 5 000 losses in 1.05, perhaps a better player than me could achieve this in a second! Not the problem. The fact is that I'm the same player, wether I play 1.04 or 1.05, I'm doing the same movement, the same "great" moves or the same "silly" ones ! And in one case I could easily achieve 5000 losses, in the other ones the best I could get is 3000 ! So there's a difference ! Perhaps this is for a good reason, and has a "ground", but don't tell me that the same, as I could easily see that's not the case !

If you prefer, let the AI play the first german turn with 1.04 and with 1.05, and you will see the same difference...quite 1 for 2...

My purpose is not to "claim" about the game or the patch. I love the game, and I'm enjoyed on your work for the future of it, but here, there's something I would just like to understand.

PS :
quote:

ORIGINAL: Helpless

Btw, one very important point - there was a scenario data corruption bug in 1.04.xx which was corrupting (increasing) air losses statistic. So in realilty losses could be much different.
I found it on another thread...that's should be my answer...

< Message edited by LittleBen -- 9/9/2011 10:05:41 PM >

(in reply to Farfarer61)
Post #: 22
RE: New Public Beta Available for WitE v1.05.18 - 9/10/2011 6:35:34 AM   
Uxbridge


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
Very nice with a new patch!

Before using it, will it be compatible with older games? We have come to far to start over.

And what will happen to older fortifications that have already reached higher levels than what would be permitted in 1.05.18?

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Post #: 23
RE: New Public Beta Available for WitE v1.05.18 - 9/10/2011 7:20:16 AM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
It is compatible, but you may want to continue your current games with 1.04. Forts should not decrease as long as a unit is in the hex.

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(in reply to Uxbridge)
Post #: 24
RE: New Public Beta Available for WitE v1.05.18 - 9/10/2011 7:45:47 AM   
Uxbridge


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
Thanks for the quick reply.

If we can go on with the game, we will surely patch. The changes are welcome!

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Post #: 25
RE: New Public Beta Available for WitE v1.05.18 - 9/10/2011 12:24:35 PM   
parusski


Posts: 4804
Joined: 5/8/2000
From: Jackson Tn
Status: offline
Yeah Templer, fantastic.

These larger updates are almost worth buying...wait, forget I said that Erik. But thanks a million anyway, it's greeeaat!!

_____________________________

"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman

(in reply to Templer_12)
Post #: 26
RE: New Public Beta Available for WitE v1.05.18 - 9/10/2011 12:40:52 PM   
Pawsy

 

Posts: 339
Joined: 12/27/2010
Status: offline
Thank you for update - they have all been major improvements. This is one awsome game and it plays really well.

(in reply to parusski)
Post #: 27
RE: New Public Beta Available for WitE v1.05.18 - 9/10/2011 3:08:11 PM   
cherryfunk

 

Posts: 97
Joined: 8/18/2011
Status: offline

quote:

ORIGINAL: parusski

These larger updates are almost worth buying...wait, forget I said that Erik. But thanks a million anyway, it's greeeaat!!

Hey now, we're on the Matrix forums, not the Paradox forums...


(in reply to parusski)
Post #: 28
RE: New Public Beta Available for WitE v1.05.18 - 9/10/2011 7:11:36 PM   
parusski


Posts: 4804
Joined: 5/8/2000
From: Jackson Tn
Status: offline
quote:

ORIGINAL: cherryfunk


quote:

ORIGINAL: parusski

These larger updates are almost worth buying...wait, forget I said that Erik. But thanks a million anyway, it's greeeaat!!

Hey now, we're on the Matrix forums, not the Paradox forums...




Oops. I must have gotten lost, thinking I was insulting Paradox--LOL.

Actually my comment was just meant to put value to the incredible support from Matrix. Since they take most of my gaming money I feel I should thank them every other day.

_____________________________

"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman

(in reply to cherryfunk)
Post #: 29
RE: New Public Beta Available for WitE v1.05.18 - 9/10/2011 7:35:59 PM   
Zemke


Posts: 642
Joined: 1/14/2003
From: Oklahoma
Status: offline
I have not played the game for many months, but this beta patch sounds like it has gone a long way working on many of the issues I had with the game, primarily game balance. I will download this and give it a shot and see what we got. It took a long time to get WiTP right....the release of WiTP:AE, so it is good to see the dedication to this game is at the same level.

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Post #: 30
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