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Russian Teleportation Technology - 4/25/2012 9:26:19 PM   
Zubnik

 

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Joined: 7/2/2004
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Please advise if the following scenario is an expected AI result for a "normal" compleity setting game!
It is turn 7 (7/24/1941) and Army Group North has driven the Russians from the Plyussa, Narva and Luga river lines, captured Narva, Kotly, Veymarn, Kingissepp, Ust-Luga, Slancy, Gdov,, seredka and Pskov. and converted hex ownership to German behind their front lines.
After the turn processed, the following Russian units "appeared", without any possible movement scenario, forming three new defense lines behind AGN totally isolating the XXXXXI & LVI Panzer Corps:
1 x Security
2 x HQ
17 x Rifle divisions
2 x Cavalry
6 x Air Base

What gives????

Post #: 1
RE: Russian Teleportation Technology - 4/25/2012 9:52:19 PM   
elmo3

 

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Joined: 1/22/2002
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No way to tell without a save file at the end of the German turn just prior to this happening. We fixed one bug in the AGN area where Soviet units were teleporting so this may already be fixed but not available yet. Please zip it and attach it here if you have a save so I can check. Thanks.

_____________________________

We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

(in reply to Zubnik)
Post #: 2
RE: Russian Teleportation Technology - 4/25/2012 10:10:41 PM   
Zubnik

 

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Joined: 7/2/2004
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I was not expecting this to happen, so no save game!
Is there a setting that allows player to view each AI move?

Also, while I have your time, can you explain the rationale behind allowing Russian units to "rout" when killed while completely surrounded and why an airbase just pops to a new location when overrun by a ground unit.

Both of those concepts do not make for a sound simulation!

< Message edited by MrGrooves -- 4/25/2012 10:14:25 PM >

(in reply to elmo3)
Post #: 3
RE: Russian Teleportation Technology - 4/25/2012 11:40:56 PM   
elmo3

 

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Joined: 1/22/2002
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You can turn off Fog of War but that won't show you AI units warping around. You can set the game to automatically save after each half of the turn in the Preferences menu so you can help us catch bugs.

An isolated unit does not rout. It takes until the next turn for a cut off unit to become isolated due to the fact that the game is IGO-UGO. Think of it as a pocket being formed in your turn but enemy units are reacting and parts of a unit can slip out of the pocket as it is being formed. So if you attack a unit the same turn you surround it, the unit can rout and reform some distance away. If you attack that same unit on the next turn while it is still in the pocket then it is now considered isolated and will shatter rather than rout.

Undamaged aircraft are assumed to fly out of a hex prior to an overrun. Damaged aircraft are destroyed and ground elements that are part of the air unit will suffer retreat attrition when it displaces. It's an abstraction to some degree.

There was a debate here a while ago about whether WitE is primarily a game or a simulation. I'm not going there again.



_____________________________

We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

(in reply to Zubnik)
Post #: 4
RE: Russian Teleportation Technology - 4/25/2012 11:48:11 PM   
entwood

 

Posts: 93
Joined: 7/22/2010
Status: offline
both!

2.2. The Game
Gary Grigsby’s War in the East is a turn based simulation of the Eastern Front in World War Two from June 1941 to September 1945.

(in reply to elmo3)
Post #: 5
RE: Russian Teleportation Technology - 4/26/2012 8:11:14 AM   
karonagames


Posts: 4712
Joined: 7/10/2006
From: The Duchy of Cornwall, nr England
Status: offline
Had you converted all the hexes on the islands off the Baltic coast? There is a port on one of them (kurrasare sp?). I have seen this before against the AI, but it looks like the AI is ignoring the shipping tonnage rules, if 17+ divisions are being transported in a single turn.

(in reply to entwood)
Post #: 6
RE: Russian Teleportation Technology - 4/26/2012 9:48:58 PM   
Zubnik

 

Posts: 22
Joined: 7/2/2004
Status: offline
I am fine with the concepts, just not the results!
Surrounded forces would have opportunity to escape the noose on occasion, but not warp to better defensive positions such as river lines and urban areas - my opinion is that all routed unit would appear adjacent to owning HQ and follow the current recovery process - might want to randomize loss of manpower and equipment based on distance to HQ and how complex the path of escape was.

I agree that Russian fighter aircraft could escape to just about anywhere, but not the bombers! They would require established airfields or at least more than a week to relocate and be combat ready - this is a real game bummer!

New question - what gives with the 0-0 units that pop-up during the AI turn? I thought that all new units required a major urban area to create, is this a special AI capability?

Also love it when a zero(0) combat value unit retreats for three consecutive attacks before routing, NOT!

Z


(in reply to elmo3)
Post #: 7
RE: Russian Teleportation Technology - 4/26/2012 10:33:23 PM   
elmo3

 

Posts: 5820
Joined: 1/22/2002
Status: offline
You are certainly entitled to your opinion.

Not sure about 0-0 units popping up. Can you post a save that shows the problem? And a save showing a 0 CV unit being attacked and retreating three times in a row? Not sure either of those are bugs but I'll take a look. Thanks.

_____________________________

We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

(in reply to Zubnik)
Post #: 8
RE: Russian Teleportation Technology - 4/26/2012 10:45:30 PM   
randallw

 

Posts: 2057
Joined: 9/2/2010
Status: offline
MrGrooves, the game process where airbases flee when 'bumped' applies to both sides.

The teleportation is not supposed to happen; it is not a feature, but instead a programming bug. The developers fix them provided people can send them the data ( saved games ).

(in reply to elmo3)
Post #: 9
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