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RE: 1.12.0 Problems/Bugs

 
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RE: 1.12.0 Problems/Bugs - 10/1/2019 11:40:45 AM   
chuckfourth

 

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Just lucky I guess Chaos45
Well the rate of fire might be slow but have you looked at Gustav's record? everything it shot at was hit and completely destroyed. It destroyed an ammunition magazine under 30m of water and 10m of concrete. It is exactly the same thing as a magic wand
Wave tap aaaaaaaaaaaaaaaaand disappeared.

(in reply to chaos45)
Post #: 61
RE: 1.12.0 Problems/Bugs - 10/1/2019 3:42:37 PM   
ADB_Iceman

 

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quote:

Would being able to attach artillery to combat units like to fort units help to solve that issue?


I think attaching artillery like say a MG unit or Panzer bn directly to a unit is a balanced play. The cost is 1 AP to detach, the art unit will only effect that units battle for the advantage of ensuring the SU will be engaged. The alternative of assigning a SU to an HQ is that it can participate in multiple battles as long as criteria is met. So the player has decisions with trade-offs.

Also the smallest unit for SU direct attachment is the division, and thus scaling problems is not a consideration. Abstractly, this is as if the Corp commander directly supports one of the divisions, even though the game shows a direct attachment. This direct attachment has to be thought of as an abstraction as I can see the "purest" arguing that a 600mm siege gun would never be attached to a division.

(in reply to morvael)
Post #: 62
RE: 1.12.0 Problems/Bugs - 10/4/2019 5:58:27 PM   
thedoctorking


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I can't reassign a corps to an army. In this save game, the 21st Mech Corps is assigned to NW Front. I'm trying to reassign him to 8th Army, and although the link is present for reassignment on his unit detail panel, clicking on it does not open the choose new headquarters window.

I think what's going on is that if you don't have enough AP to reassign the unit to a different HQ, it won't let you get in even if you are going to reassign within the chain of command where it would cost 0.

< Message edited by thedoctorking -- 10/4/2019 6:12:49 PM >

(in reply to xhoel)
Post #: 63
RE: 1.12.0 Problems/Bugs - 10/5/2019 4:18:13 AM   
thedoctorking


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What happened to the Northern Front/Leningrad Front Armies (Neva Operational Group and Coastal Operational Group)? Turn 3 and the Germans are attacking Pskov and every Northern Front unit is directly attached to Front HQ except for the (still frozen) armies along the Finnish frontier. With effectively no rail capacity we can't even bring in STAVKA armies from the Moscow region in a timely fashion.

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Post #: 64
RE: 1.12.0 Problems/Bugs - 10/5/2019 8:50:10 AM   
56ajax


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What else is there apart from the 23rd and 7th independent Army? Has the 1st mech Corps shattered?

< Message edited by 56ajax -- 10/5/2019 8:57:29 AM >


_____________________________

Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne

(in reply to thedoctorking)
Post #: 65
RE: 1.12.0 Problems/Bugs - 10/5/2019 6:36:19 PM   
thedoctorking


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quote:

ORIGINAL: 56ajax

What else is there apart from the 23rd and 7th independent Army? Has the 1st mech Corps shattered?

Yes, I lost 1st Mech, but it seems like at some point the Neva and Luga and Coastal armies were around. Maybe contamination from the 42GC?

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Post #: 66
RE: 1.12.0 Problems/Bugs - 10/5/2019 6:38:17 PM   
thedoctorking


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The big issue is not having any rail capacity. Honestly, I think this patch is broken, at this point. Lot of good ideas here, worth pursuing, but not fully playable yet. They never claimed it was, I guess.

(in reply to thedoctorking)
Post #: 67
RE: 1.12.0 Problems/Bugs - 10/5/2019 9:12:07 PM   
Dreamslayer

 

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quote:

ORIGINAL: thedoctorking
but it seems like at some point the Neva and Luga and Coastal armies were around. Maybe contamination from the 42GC?

There are no Soviet HQs like Operational Groups in the GC41.
Historically in Leningrad area in July was formed Luga Op.Group that was later divided to 3 sectors. Then Neva Op.Group near Neva river and Ladoga lake, then Coastal Op.Group in the area of Oranienbaum - coastal forts.
Something can be found here (in Russian) - http://www.teatrskazka.com/Raznoe/Perechni_voisk/Perechen_03_01.html#2
Coastal Army it's the Army HQ in Odessa area that arrives in the GC41 in July.

_____________________________


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Post #: 68
RE: 1.12.0 Problems/Bugs - 10/5/2019 11:04:10 PM   
thedoctorking


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Yes, I'm thinking that since I'm in a game of the 1942 campaign, where all three Operational Group HQ's appear, I was thinking those headquarters were going to appear in the 1941 campaign too.

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Post #: 69
RE: 1.12.0 Problems/Bugs - 10/6/2019 6:40:39 AM   
56ajax


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quote:

ORIGINAL: thedoctorking

The big issue is not having any rail capacity. Honestly, I think this patch is broken, at this point. Lot of good ideas here, worth pursuing, but not fully playable yet. They never claimed it was, I guess.


Totally agree, unfair to pass judgement as it is work in progress, but the Soviet players shouldn't bother getting out of bed....

_____________________________

Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne

(in reply to thedoctorking)
Post #: 70
RE: 1.12.0 Problems/Bugs - 10/6/2019 9:33:58 AM   
morvael


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I want to wrap up the next hotfix, and it's possible to raise rail totals. Is the problem connected only to factory evac? This will be solved by a separate evac rail total equal to 3/4 of rail total available for resupply. IMHO previously rail totals were too high and too many troops could be moved at once (since resupply didn't use any rail total). A 10%-25% increase could be made, so that more could be reserved for unit movement without affecting resupply efficiency.

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Post #: 71
RE: 1.12.0 Problems/Bugs - 10/6/2019 2:30:04 PM   
thedoctorking


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@Moravel, I hope that the issue of not being able to transfer HQ's is on your bug fix list as well. I also noticed that if you have all your AP spent, you can't even transfer normal units. What's going on is that if you don't have enough AP's to transfer the unit/HQ at full price, it won't open the transfer window even if you have some 0 AP cost options. This is new in this version (don't know if it came in with 1.12.0 or 1.12.01).

(in reply to morvael)
Post #: 72
RE: 1.12.0 Problems/Bugs - 10/6/2019 5:03:24 PM   
morvael


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It was reported previously and I think it was fixed for 1.12.

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Post #: 73
RE: 1.12.0 Problems/Bugs - 10/7/2019 5:46:14 AM   
thedoctorking


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It was not a problem before 1.12 but is present in 1.12.01.

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Post #: 74
RE: 1.12.0 Problems/Bugs - 10/7/2019 6:00:39 AM   
morvael


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I think it may be unrelated to AP remaining, this check is disabled. But you can't change HHQ of units that are frozen or have 0 MP left.

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Post #: 75
RE: 1.12.0 Problems/Bugs - 10/7/2019 6:05:46 AM   
morvael


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Ok, I think I have it. There was another check, GUI would show as change was possible, but window would not come up.

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Post #: 76
RE: 1.12.0 Problems/Bugs - 10/7/2019 8:51:42 AM   
56ajax


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I haven't got that far in my game but rail for the Sov = 15k on T2/3 and more units are shattering and now appear on the Eastern edge - HQs and airbases

_____________________________

Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne

(in reply to morvael)
Post #: 77
RE: 1.12.0 Problems/Bugs - 10/8/2019 3:21:18 AM   
thedoctorking


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I've gotten two German units to surrender even though they weren't isolated (surrounded on this turn and then attacked). This seems unusual. It will certainly be a deterrent to aggressive German tank tactics.

Tried to attach a file but the system is not liking a 600mb .jpeg. I can send a save file if anybody is interested.

These were guys who had supply path reported as -1 even though they were within 50 of their railhead.




< Message edited by thedoctorking -- 10/8/2019 3:53:29 AM >

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Post #: 78
RE: 1.12.0 Problems/Bugs - 10/8/2019 7:15:26 PM   
Ridgeway

 

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I am running 1.12.01, and have noticed the following:

1) Multi-hex retreats are happening when there is no valid retreat path. I see these in particular when reducing pockets after T1 -- I even saw an NKVD Regiment retreat over 5 fully-stacked hexes, coming to rest next to one of my unguarded HQs, which promptly displaced.

2) HQ displacement seems wrong. The HQ retains all its MP and support units after being force-displaced. Is that WAD?

3) Retreat mechanics still seem off. I saw an enemy unit retreat adjacent to one of my units, even though there were other available hexes (toward its own lines).

4) HQs are now "shattering" rather than simply displacing.

5) Isolated units are now routing out of pockets where they used to surrender (I know this has been brought up in another thread).

(in reply to thedoctorking)
Post #: 79
RE: 1.12.0 Problems/Bugs - 10/8/2019 10:07:13 PM   
thedoctorking


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quote:

ORIGINAL: 56ajax

I haven't got that far in my game but rail for the Sov = 15k on T2/3 and more units are shattering and now appear on the Eastern edge - HQs and airbases

Annoying to not be able to move my reinforcements up but maybe more realistic. The real annoyance is to not be able to evacuate my factories.

(in reply to 56ajax)
Post #: 80
RE: 1.12.0 Problems/Bugs - 10/9/2019 8:09:07 AM   
56ajax


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quote:

ORIGINAL: thedoctorking


quote:

ORIGINAL: 56ajax

I haven't got that far in my game but rail for the Sov = 15k on T2/3 and more units are shattering and now appear on the Eastern edge - HQs and airbases

Annoying to not be able to move my reinforcements up but maybe more realistic. The real annoyance is to not be able to evacuate my factories.

Totally realistic but in the context of the game ridiculous. If the Axis can beat you with 95k rail capacity.....

Why do new units appear on the Eastern edge? They ain't the Siberians. Should appear in a major city much closer to Moscow.



_____________________________

Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne

(in reply to thedoctorking)
Post #: 81
RE: 1.12.0 Problems/Bugs - 10/9/2019 5:29:11 PM   
thedoctorking


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I'm with you, actually. Doing the WitePedia entries for the WitE2 game, I'm seeing lots of Soviet units reformed for the 2nd, 3rd, etc. time. Many times the location where they were formed is a city that would be on these maps. I'd say maybe have some sort of a random placement weighted by population for cities that aren't isolated and reinforcement units appear there. Might be too much to ask for, though. Probably need a coding change that these guys don't have the time/resources to do. Maybe better for WitE2

(in reply to 56ajax)
Post #: 82
RE: 1.12.0 Problems/Bugs - 10/10/2019 4:47:15 PM   
Ridgeway

 

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quote:

ORIGINAL: Ridgeway

I am running 1.12.01, and have noticed the following:

1) Multi-hex retreats are happening when there is no valid retreat path. I see these in particular when reducing pockets after T1 -- I even saw an NKVD Regiment retreat over 5 fully-stacked hexes, coming to rest next to one of my unguarded HQs, which promptly displaced.

2) HQ displacement seems wrong. The HQ retains all its MP and support units after being force-displaced. Is that WAD?

3) Retreat mechanics still seem off. I saw an enemy unit retreat adjacent to one of my units, even though there were other available hexes (toward its own lines).

4) HQs are now "shattering" rather than simply displacing.

5) Isolated units are now routing out of pockets where they used to surrender (I know this has been brought up in another thread).


One other thing I am noticing is that moving a combat unit adjacent to an enemy unit no longer necessarily raises DL. In fact, I had one unit decrease is DL when I moved next to it.


(in reply to Ridgeway)
Post #: 83
RE: 1.12.0 Problems/Bugs - 10/13/2019 3:18:22 PM   
thedoctorking


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What's with SP 150? I thought the maximum possible supply path was 100. Also, there are lots of units showing SP -1 that are clearly within supply range, that is, their HQ's are fairly close to them and they are maybe 20 or 30 hexes from their railhead. The Hanko garrison brigade is isolated, for example, and they are sitting in a port with plenty of shipping capacity and Leningrad still in Soviet hands.

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Post #: 84
RE: 1.12.0 Problems/Bugs - 10/13/2019 3:50:19 PM   
morvael


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I guess Axis controls the seas around Hanko. Every port projects its size as strength of control, reduced by 1 for every hex.

Provide some screens or saves for other issues you see. I think everything works pretty well. Where HQ is doesn't count for the purposes of distance to railhead penalty.

SP 150 is beachhead supply.

(in reply to thedoctorking)
Post #: 85
RE: 1.12.0 Problems/Bugs - 10/13/2019 4:29:26 PM   
morvael


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Default sea control around Hanko looks like this. If the port becomes damaged (because of Finnish attacks) its strength will drop and Helsinki will win the crucial hexes over.




edit: if Finnish navy wasn't a factor, then perhaps Helsinki should be dropped to port size 5-6 in scenario data. That way LG would assert control.

Attachment (1)

< Message edited by morvael -- 10/13/2019 4:34:35 PM >

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Post #: 86
RE: 1.12.0 Problems/Bugs - 10/13/2019 5:54:36 PM   
chaos45

 

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Hanko really shouldn't be getting isolated until at least Tallinin falls. Keep in mind the soviet fleet at Leningrad is still fully intact at this early point in the war and realistically the Axis naval power cant contest it without Luftwaffe support and LW airbases are no-where near close enough early in the campaign. In a realistic since.

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Post #: 87
RE: 1.12.0 Problems/Bugs - 10/13/2019 6:14:24 PM   
morvael


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Something can be done in scenario files (or by coding special rule to make Finnish navy inefficient) but I think it's a minor issue - a doomed isolated outpost.

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Post #: 88
RE: 1.12.0 Problems/Bugs - 10/13/2019 7:47:19 PM   
chaos45

 

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as the soviets you can save some of the units....you can detach the attached units and bring them back to Leningrad. Least you used to be able to.

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Post #: 89
RE: 1.12.0 Problems/Bugs - 10/13/2019 8:02:48 PM   
morvael


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I'm not sure this can be done over sea now. It would be too easy to move units in out encircled Leningrad then.

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Post #: 90
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