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RE: WitE 2 - 12/11/2019 10:09:37 PM   
Georgy Zhukov

 

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do not specify well,there are many different models of aircraft models and the battle tanks,i am sure that among which panzer III and IV are missing, I speak of their variants of letters, of assault cannons and armored vehicles, recognition and transport of mechanized troops,hundreds of those variants that are missing from the game were built.
also talk about the theme of the historical emblems of the units and the photographs that each weapon or vehicle will bring in their description if they will be illustrations or photography where the armament in question would be better appreciated.

< Message edited by Georgy Zhukov -- 12/11/2019 10:10:52 PM >

(in reply to joelmar)
Post #: 1801
RE: WitE 2 - 12/11/2019 10:20:48 PM   
uw06670


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In my opinion:
The game has more than enough representation of the models and sub models of tanks and aircraft, I've been impressed with this actually. Of more importance than having 20 different Pz IV models instead of 10 (random numbers) is making sure the number of total Pz IV production is equal to real life. Having a few more with a slightly wider applique armor won't make any difference at the scale of the game. It might be "cool" but beyond that, I don't think they should waste their time on this. Too much other work to be done on the game. Likewise, emblems and stuff are a nice to have, and easy to add later (perhaps by user mods) if they provision a spot for them. But won't change who wins the war.

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Post #: 1802
RE: WitE 2 - 12/12/2019 12:11:08 AM   
Zemke


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quote:

ORIGINAL: uw06670

In my opinion:
The game has more than enough representation of the models and sub models of tanks and aircraft, I've been impressed with this actually. Of more importance than having 20 different Pz IV models instead of 10 (random numbers) is making sure the number of total Pz IV production is equal to real life. Having a few more with a slightly wider applique armor won't make any difference at the scale of the game. It might be "cool" but beyond that, I don't think they should waste their time on this. Too much other work to be done on the game. Likewise, emblems and stuff are a nice to have, and easy to add later (perhaps by user mods) if they provision a spot for them. But won't change who wins the war.



I agree 100%. It is an operational level game, not a tactical game, but I will admit neat little things like obscure variants do add a lot of cool factor.

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Post #: 1803
RE: WitE 2 - 12/13/2019 2:01:26 PM   
joelmar


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quote:


@Georgy Zhukov

do not specify well,there are many different models of aircraft models and the battle tanks,i am sure that among which panzer III and IV are missing, I speak of their variants of letters


Ok, so variants are missing. As the last 2 posters said, those are decisions about where to stop the complexities of the game. Every time a new AFV model is introduced, it implies many things, including how it is produced, where, the upgrade path, dates of replacement. So where they stop adding details is somewhere along the line of code and data management coupled with playability. Of course, such high level of details is fun for the players more on the geek side and micromanagement... but doesn't bring much to those who like to push counters and don't care too much about the details.

I guess it's all a question of balance between the 2.

For the armaments images and representations, have you tried "Jison's map mods"? It has some really nice improvements on the original WitE maps and unit display graphics.

http://mapmod.se/wite/download.htm

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Post #: 1804
RE: WitE 2 - 12/16/2019 2:45:20 PM   
Georgy Zhukov

 

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yes,i have it installed, but it is only the map, there are no photos of the weapon systems.

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Post #: 1805
RE: WitE 2 - 12/16/2019 3:04:36 PM   
joelmar


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@Georgy Zhukov

ho, you are right, sorry. I was mistaken, it seemed to me the actual weapon pictures had been replaced. I guess that seals it. There is always Google then!

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Post #: 1806
RE: WitE 2 - 1/5/2020 7:31:58 AM   
guctony


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will it be possible to create an alternative history scenario where British sued for piece or America never entered the war so more resource and divisions can be switched to east. I think it can be done easily by playing with off theater box force requirements. will there be any scenario modding tools to play with those values. Also will such a change would break AI routines for soviets more so would it break German AI routines if we try to play soviets with such an arrangement.



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(in reply to Georgy Zhukov)
Post #: 1807
RE: WitE 2 - 1/6/2020 5:27:18 PM   
king171717


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Hey, I am excited you guys are making the war in the east 2!! Definitely going to get it when it comes out!!

I have a question about logistics for the Germans. In the first game it seems the German logistics are better then historical. Are you guys looking to limit the German supplies more? Not as much throughput on the rail and trucks and horse wagons?



< Message edited by king171717 -- 1/6/2020 5:28:41 PM >

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Post #: 1808
RE: WitE 2 - 1/7/2020 6:35:58 PM   
RedLancer


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quote:

ORIGINAL: guctony

will it be possible to create an alternative history scenario where British sued for piece or America never entered the war so more resource and divisions can be switched to east. I think it can be done easily by playing with off theater box force requirements. will there be any scenario modding tools to play with those values. Also will such a change would break AI routines for soviets more so would it break German AI routines if we try to play soviets with such an arrangement.




WitE2 has much less that is hardcoded, has Theatre Boxes representing the other European areas, the new Events system and Gary has completely redesigned the AI system. The scope for modding is much greater than WitE. The greatest challenge is IMO not the game itself but the time and effort required to learn how to use the Editor. My day job has kept me busy for the last few months and I feel daunted by what I have to relearn to be able to use the editor given all the new features.

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Post #: 1809
RE: WitE 2 - 1/7/2020 6:57:37 PM   
RedLancer


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quote:

ORIGINAL: king171717

Hey, I am excited you guys are making the war in the east 2!! Definitely going to get it when it comes out!!

I have a question about logistics for the Germans. In the first game it seems the German logistics are better then historical. Are you guys looking to limit the German supplies more? Not as much throughput on the rail and trucks and horse wagons?




The WitE2 system is different and more nuanced. In both games we have sought / are seeking to balance to as near to history as is possible within the limitations of the code. In WitE any working railhead has almost unlimited supply. In WitE2 we have further developed the WitW logistics system. This includes penalties on the capacity of railways to move units and supply. It also adds depots which have finite supply: the WitE Panzerball is no longer feasible.

Although I wasn't involved before WitE was released, Joel once told me that the WitE logistics system was setup to be more complex but it overmatched the processing power available to most players which is why it is the way it is.

There is another aspect. Not everyone likes logistics and you need a game appeals to a broad church. As a logistician myself, I share this....




Attachment (1)

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WitE & WitW Dev

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Post #: 1810
RE: WitE 2 - 1/7/2020 8:18:32 PM   
king171717


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quote:

ORIGINAL: Red Lancer


quote:

ORIGINAL: king171717

Hey, I am excited you guys are making the war in the east 2!! Definitely going to get it when it comes out!!

I have a question about logistics for the Germans. In the first game it seems the German logistics are better then historical. Are you guys looking to limit the German supplies more? Not as much throughput on the rail and trucks and horse wagons?




The WitE2 system is different and more nuanced. In both games we have sought / are seeking to balance to as near to history as is possible within the limitations of the code. In WitE any working railhead has almost unlimited supply. In WitE2 we have further developed the WitW logistics system. This includes penalties on the capacity of railways to move units and supply. It also adds depots which have finite supply: the WitE Panzerball is no longer feasible.

Although I wasn't involved before WitE was released, Joel once told me that the WitE logistics system was setup to be more complex but it overmatched the processing power available to most players which is why it is the way it is.

There is another aspect. Not everyone likes logistics and you need a game appeals to a broad church. As a logistician myself, I share this....





Thats great to hear! That would be really nice to limit the amount of supply coming from the railhead. As the train loads where so low compared to the needs of the Army Groups in Operation Barbarossa.(some armys would send trucks all the way back to germany)
Good to reduce to the panzerball as historically, once they got to around Smolensk, they were so wore down and had very few spare parts to fix tanks. Panzer Korp commanders in that area recommended using Panzer Korps where Panzer divisions would have been used before. They were so run down in operational capacity due to hard defending of the Smolenskarea, the terrible roads (dust increasing oil consumption and breaking engines downs) and overstretched logistics.

WITE 1 is by far the most realistic war game on the eastern front I have ever played. WW2 Eastern front has fasciated me most of my life. Thank you for the work u guys have put into the games!! Really Appreciate it!!!

< Message edited by king171717 -- 1/8/2020 3:04:04 AM >

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Post #: 1811
RE: WitE 2 - 1/9/2020 7:26:30 PM   
No idea

 

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quote:

ORIGINAL: Red Lancer


quote:

ORIGINAL: king171717

Hey, I am excited you guys are making the war in the east 2!! Definitely going to get it when it comes out!!

I have a question about logistics for the Germans. In the first game it seems the German logistics are better then historical. Are you guys looking to limit the German supplies more? Not as much throughput on the rail and trucks and horse wagons?




The WitE2 system is different and more nuanced. In both games we have sought / are seeking to balance to as near to history as is possible within the limitations of the code. In WitE any working railhead has almost unlimited supply. In WitE2 we have further developed the WitW logistics system. This includes penalties on the capacity of railways to move units and supply. It also adds depots which have finite supply: the WitE Panzerball is no longer feasible.

Although I wasn't involved before WitE was released, Joel once told me that the WitE logistics system was setup to be more complex but it overmatched the processing power available to most players which is why it is the way it is.

There is another aspect. Not everyone likes logistics and you need a game appeals to a broad church. As a logistician myself, I share this....





Hahahaha¡ That is a good one

(in reply to RedLancer)
Post #: 1812
RE: WitE 2 - 1/9/2020 8:37:34 PM   
morvael


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I now know why I like WitE:





Attachment (1)

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Post #: 1813
RE: WitE 2 - 1/9/2020 9:02:48 PM   
Telemecus


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Indeed quite a few WitE players have done Myerrs-Briggs type Indicators here and also have IST as there first three letters - it is a pattern!

Can we get MBTI types for leaders and have them sortable by that in the commanders report?

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Post #: 1814
RE: WitE 2 - 1/9/2020 10:07:06 PM   
uw06670


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I'm close, ISFJ

But as I've gotten older, sometimes I reject my type due to laziness or cynicism, anger, apathy, boredom.

< Message edited by uw06670 -- 1/9/2020 10:10:45 PM >


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Post #: 1815
RE: WitE 2 - 1/11/2020 12:25:36 AM   
Elessar2


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That excerpt sounds like Jim Dunnigan...

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Post #: 1816
RE: WitE 2 - 1/15/2020 6:47:11 PM   
thedoctorking


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Changing the night mission setting using the generic button at the top sets every selected aircraft to 100% of miles used, even if only a few were changing status. Sort of defeats the purpose of having a generic button.




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Post #: 1817
RE: WitE 2 - 1/16/2020 6:08:36 PM   
morvael


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But you can filter on night mode to show only those that have it set no N and change only those.

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Post #: 1818
RE: WitE 2 - 1/16/2020 6:33:44 PM   
juv95hrn

 

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If it hasnt been feature request before, being able to change colour of more units than one, at the same time, would be great. In regards to the commanders report functionality that is.

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Post #: 1819
RE: WitE 2 - 1/16/2020 6:40:43 PM   
Telemecus


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quote:

ORIGINAL: juv95hrn

If it hasnt been feature request before, being able to change colour of more units than one, at the same time, would be great. In regards to the commanders report functionality that is.


never used it myself but been told if you change the colour of an HQ all its reporting units change to the same colour


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Post #: 1820
RE: WitE 2 - 1/16/2020 6:42:46 PM   
uw06670


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quote:

an HQ all its reporting units change to the same colour


certainly on Map they do, I love this feature. Not sure about inside reports.

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Post #: 1821
RE: WitE 2 - 1/16/2020 7:31:05 PM   
juv95hrn

 

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quote:

ORIGINAL: Telemecus


quote:

ORIGINAL: juv95hrn

If it hasnt been feature request before, being able to change colour of more units than one, at the same time, would be great. In regards to the commanders report functionality that is.


never used it myself but been told if you change the colour of an HQ all its reporting units change to the same colour



Yes, its true. But there is no easy way to mark/colour many units that arent all connected to the same HQ, at the same time.

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Post #: 1822
RE: WitE 2 - 1/22/2020 3:19:25 PM   
uw06670


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Has anyone asked for an optional "Turn 0" feature?

In my mind it would allow limited adjustments to be made, not a full free setup. Think of everything in place for Turn 1, but allow things like unit assignment changes and support unit shuffling, perhaps for little or no cost. It won't have a material change on things like how a leader change could. but would help make things more organized without having to jump through other hoops. Optional switch like soviet +1 and such.

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RE: WitE 2 - 1/22/2020 5:00:26 PM   
Laits


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I agree. It could be an option (like a gentleman agreement) which would allows different starts and more uncertainty for the other side.

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RE: WitE 2 - 1/22/2020 7:27:56 PM   
RedLancer


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quote:

ORIGINAL: uw06670

Has anyone asked for an optional "Turn 0" feature?

In my mind it would allow limited adjustments to be made, not a full free setup. Think of everything in place for Turn 1, but allow things like unit assignment changes and support unit shuffling, perhaps for little or no cost. It won't have a material change on things like how a leader change could. but would help make things more organized without having to jump through other hoops. Optional switch like soviet +1 and such.


It has been requested frequently. My understanding is that it is simply not possible with the current game engine. The solution is to use the editor.

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Post #: 1825
RE: WitE 2 - 1/22/2020 10:43:49 PM   
DorianGray

 

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nothing to see here

< Message edited by DorianGray -- 1/22/2020 10:44:48 PM >

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Post #: 1826
RE: WitE 2 - 1/23/2020 8:07:25 AM   
Cavalry Corp

 

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I also agree with this idea. It is quite tiresome to see some players post ways to get to certain points on the map on the first turn knowing where every Russian unit is. That is derogatory to the game.
In an ideal world it would be nice to have a set up turn where units are placed within say five hexes of their HQ which would be in an approximate historical position. You can of course have the historical setup if you like I for one would not choose that.

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Post #: 1827
RE: WitE 2 - 1/23/2020 3:53:18 PM   
thedoctorking


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Has anybody played a game using the editor for initial setup? If so, what house rules did you use?

Maybe this option should be explained in the manual.

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RE: WitE 2 - 1/23/2020 5:01:21 PM   
loki100


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Prob a request best in the tester forum?

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Post #: 1829
RE: WitE 2 - 1/23/2020 10:25:29 PM   
DorianGray

 

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quote:

ORIGINAL: cavalry

I also agree with this idea. It is quite tiresome to see some players post ways to get to certain points on the map on the first turn knowing where every Russian unit is. That is derogatory to the game.
In an ideal world it would be nice to have a set up turn where units are placed within say five hexes of their HQ which would be in an approximate historical position. You can of course have the historical setup if you like I for one would not choose that.


Actually, I am a bit surprised the locations are fixed and not a bit randomized.

I am thinking, at least for the Soviets, that there should be some core units that are fixed to make sure certain physical locations are garrisoned.

But then, as many as 50% of Soviets could have starting location randomized a bit, by as much as 1 or 2 hexes in any direction.

In the extreme, even if you took all Soviet counters and just physically dropped them on the map (next to the border), would it be any worse than current static deployment?

I highly doubt it would be and, at the least, it would stop some of the 1st turn gaminess on the part of Germany.

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Post #: 1830
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