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Old! v01.01.10 Public Beta Available

 
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Old! v01.01.10 Public Beta Available - 10/4/2021 3:05:36 PM   
JosephStephenson

 

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Hi Everyone!

We have a new installer version for the Public Beta, which you can find on the Store page or 'My Page' if you're logged in and have the game registered.

v01.01.10 – Changelog

New Features and Rule Changes
• Top bar now responds to display scaling setting.
• Blocked FBD/NKPS units from being able to be temporarily motorized.
• Adjusted the way limited freight national supply sources are used in non-campaign scenarios. The net effect will be the NSS’s in non-campaign scenarios will be more easily accessed for freight shipments to depots.
• Isolated forts with ‘Partisan’ in the name will not automatically become depleted when not stacked with a combat unit.
• Rule Clarification – Air Superiority and Naval Patrol missions always fly first, irrespective of priority settings.
• Rule Clarification – The intensity level setting in the AD creation right panel, actually represents the current air doctrine setting. Changing this for an AD, actually changes the air doctrine setting to match for the current air command, and changes all similar ADs. If the player wishes to change one AD only, they should change the strike num setting.
Bug Fixes and AI Improvements
• Non-isolated support units in HQs are destroyed if they are in a hex where combat takes place and they lose the combat. Fixed.
• In some cases, units in isolated hexes that were able to trace to isolated Kronstadt were displacing out of the pocket, instead of surrendering. Fixed.
• There were cases where Assault HQs, or HQs under Assault HQs could be overloaded or outside of their command range, and the units would still receive bonuses of being under an Assault HQ. Fixed.
• Incorrect/phantom ground losses are reported during air transport of a units. Fixed.
• Temp motorized unit that rallies from rout has 32470 MPs. Fixed.
• Using x from city detail to send unit back to HQ causes it to be effectively destroyed. Fixed
• Clicking on airbase in AOG right panel list causes air unit detail display to be hidden under window. Fixed.
Data and Scenario Changes
• 1941 Campaign and 1941 Campaign – No Early End event changes:
o Events 140 and 142 now each yield 150 APs
o Events 141 and 143-146 now each yield 100 APs
• Stalingrad to Berlin Campaign – Event 145 now yields 100 APs.
• OB.dat update:
o 42a Guards and non-Guards Tank Corps OBs have been revised for three tank brigades instead of two.
o Added 44 upgrade path for the Soviet Heavy Anti-Tank Regiment.
• Factory.dat update:
o 1834 Staritsa (217,122) - not on rail so Railyard removed
o 2002 Konstantinovsky n (229,105)- added 1x railyard + 10 fuel from Konstantinovsky (263,175)
o 2055 Konstantinovsky (263,175) - fuel factory moved to Konstantinovsky n (229,105)
o 2577 Makeevka (250,179) - Armament factory now relocates to proper Sverdlovsk in Urals
o 2851 Krasnovodsk (341,193) - oil factory removed, was already replaced by larger factory in Nebit-Dag (350,192)
• Ac.dat update:
o Bf 109E-7/F-2: drop tank option ends in June 1941
o Data overhaul for French aircraft
o fuel-related data changes for D.520
o some changes to Slovakian aircraft like slightly increased Bf 109 imports
o added several Bulgarian aircraft types
o data updates for Soviet I-15/-16 series
o 0511 Seaford - moved to 0530
o 0512 Hertfordshire - moved to 0537
• Added icons for Bulgarian aircraft. Moved photos for Seaford & Hertfordshire aircraft.
• Ground/device/gtype updates:
o New ground element 442 - StuG L6 47/32 630(i)
o Added non-mechanized Soviet Reconnaissance Squad (0773) with no upgrade.
o Changed the Bicycle ground type to Light Infantry because of file limitations
o Mechanized reconnaissance squad renamed to Reconnaissance Squad 43 (0776).
o Made some minor changes to American-made tanks and upgraded the reliability of the Panzer Ib.
• Added 33 ground element photos for ground elements 442, 505-536,1500.
• Leader.dat additions with photos for Bulgarian leaders:
o 2501 Ayryanov Dimitr V.
o 2502 Boydev Vasil T.
o 2503 Hadzhipetkov Nikola N.
o 2504 Krstev Asen I.
o 2505 Lukash Konstantin L
o 2506 Manchev Gancho I.
o 2507 Markov Ivan H.
o 2508 Mihov Nikola M.
o 2509 Nakov Nikola K.
o 2510 Nikolov Asen D.
o 2511 Sirakov Asen N.
o 2512 Stanchev Kiril N.
o 2513 Stefanov Atanas A.
o 2514 Stoyanov Kostantin B.
o 2515 Stoychev Nikola G.
o 2516 Popdimitrov Aleksandr
o 2517 Trifonov Trifon Y.
o 2518 Urumov Boyan G.
o 2519 Yanchulev Kiril D.
o 2520 Stoychev Vladimir D.


Happy Gaming!

< Message edited by JosephStephenson -- 10/15/2021 4:32:09 PM >
Post #: 1
RE: New! v01.01.10 Public Beta Available - 10/4/2021 4:19:48 PM   
AlbertN

 

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Why the increased Bf109 imports for Slovaks when their Air Units will get disbanded pretty much by the time they can barely equip 1 squadron with the Bf109?
Slovakia should not get -any- air import OR they should get (or do not disband) the Air Units that can use the planes they receive.

It's just silly and indicative of not understanding what happens, that "Let's deny Germany Bf109s to give them to Slovakia" and in TurnX "Slovak Airforce Disbands entirely".

(in reply to JosephStephenson)
Post #: 2
RE: New! v01.01.10 Public Beta Available - 10/4/2021 4:33:46 PM   
Teo41_ITA

 

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quote:


• Blocked FBD/NKPS units from being able to be temporarily motorized.


Thank you for fixing this!

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Post #: 3
RE: New! v01.01.10 Public Beta Available - 10/4/2021 5:13:49 PM   
Gunnulf


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Finally! Its about time the PzIb got better reliability.

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Post #: 4
RE: New! v01.01.10 Public Beta Available - 10/4/2021 5:36:24 PM   
Denniss

 

Posts: 7902
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From: Germany, Hannover (region)
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Slovakian Bf 109 import increase is relatively minor.
The issue with Slovakian air unit disbands is on the list for the scenario designer and will hopefully be fixed on the next major overhaul. I believe there's one slovakian unit which errornously disbands instead of following the rename option it has been set for

(in reply to Gunnulf)
Post #: 5
RE: New! v01.01.10 Public Beta Available - 10/4/2021 9:04:59 PM   
Zemke


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From: Oklahoma
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Did the allowed number of Ast HQ for the Soviets in 41 get changed? I did not see that in the list, (I may have missed it) or is that for the next update?

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Post #: 6
RE: New! v01.01.10 Public Beta Available - 10/4/2021 9:11:59 PM   
AlbertN

 

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@Zemke: Next one I think but for what I saw it won't be the Soviet number of Assault HQ to get changed but their command Capacity. German Assault HQ will be shrunk in proportion anyhow so the math does not really change.

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Post #: 7
RE: New! v01.01.10 Public Beta Available - 10/5/2021 1:02:12 AM   
Aurelian

 

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https://www.matrixgames.com/forums/tm.asp?m=5078571

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Post #: 8
RE: New! v01.01.10 Public Beta Available - 10/5/2021 9:47:21 AM   
erikbengtsson


Posts: 126
Joined: 3/29/2020
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quote:

ORIGINAL: AlbertN

@Zemke: Next one I think but for what I saw it won't be the Soviet number of Assault HQ to get changed but their command Capacity. German Assault HQ will be shrunk in proportion anyhow so the math does not really change.

I find this a very strange conclusion to come to. Clearly, in the proposed changes for the next beta patch the Soviet side loses considerable more assault HQ command capacity than the German side, especially early game where there has been a balance issue.

Will it be enough? That remains to be seen. This is a beta patch and is meant to test out incremental balance changes.

< Message edited by erikbengtsson -- 10/5/2021 12:06:39 PM >

(in reply to AlbertN)
Post #: 9
RE: New! v01.01.10 Public Beta Available - 10/5/2021 12:34:56 PM   
AlbertN

 

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Clearly how?
Someone else in that thread did the math for us, not I.
And math is not an opinion.

If the command capacity post patch in '41 is the same on both sides...


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Post #: 10
RE: New! v01.01.10 Public Beta Available - 10/5/2021 12:52:50 PM   
loki100


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From: Utlima Thule
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quote:

ORIGINAL: AlbertN

Clearly how?
Someone else in that thread did the math for us, not I.
And math is not an opinion.

If the command capacity post patch in '41 is the same on both sides...




well its not, so this assumption is wrong - prob best to wait till the relevant patch is released till you opine that it has a fundamental flaw?

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Post #: 11
RE: New! v01.01.10 Public Beta Available - 10/5/2021 1:16:59 PM   
AlbertN

 

Posts: 3693
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From: Italy
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Going by the post Aurelian linked above - which informed of the Assault changes coming, and just doing math.
People can draw their own opinions.

1941:

Germany Army has 27 CC.

27 * 1.34 = 36 CC under Assault mode.
36 CC * 4 Assault Armies allowed = 144

Soviets Fronts are 72 CC. With no CC change if in Assault mode.
72 CC * 2 Assault Fronts allowed = 144

(in reply to loki100)
Post #: 12
RE: New! v01.01.10 Public Beta Available - 10/5/2021 1:28:17 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
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quote:

ORIGINAL: AlbertN

Going by the post Aurelian linked above - which informed of the Assault changes coming, and just doing math.
People can draw their own opinions.

1941:

Germany Army has 27 CC.

27 * 1.34 = 36 CC under Assault mode.
36 CC * 4 Assault Armies allowed = 144

Soviets Fronts are 72 CC. With no CC change if in Assault mode.
72 CC * 2 Assault Fronts allowed = 144



which is why - really - its probably better to wait to see what is going to be done rather than over-interpret an early statement of intent. There is a substantive shift in the % of each army that can be hooked to an assualt command in 1941.

So why not wait till its released, evaluate the actual impact and then decide?

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Post #: 13
RE: New! v01.01.10 Public Beta Available - 10/5/2021 1:31:16 PM   
Joel Billings


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From: Santa Rosa, CA
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Personally I don’t think the assault HQ rules are the key to the game one way or the other. However one could argue that the Soviets are losing 96CP‘s in there Assault HQs, While the Germans are losing 54 in their assault HQs. We didn’t give a lot of thought to allowing six German hqs and this was clearly overkill. Also the German leaders are better than the Soviet leaders.. So allowing a few assault HQs to overload with the few good leaders was probably more beneficial for the Soviets than the Germans who didn’t need it. So all in all I think this will benefit The Germans more than the Soviets, but not so much if the German player was using six assault HQs. I don’t think it’s right to claim that this is all math and that’s easy to calculate who gets the advantage. There is much more than just the raw percentage of CP gain or loss to consider. Anyway, I would bet that other changes to the game or more likely to have an impact than these so we really have to wait and see how it plays out.

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Post #: 14
RE: New! v01.01.10 Public Beta Available - 10/5/2021 1:42:22 PM   
AlbertN

 

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Joined: 10/5/2010
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I definitely do agree with Joel that the looming issues (that I perceive) are beyond Assault HQ - so will look forward to more changes as I am missing playing the game at conceptual level. (Well I am trying out Soviets in a HvH game)

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Post #: 15
RE: New! v01.01.10 Public Beta Available - 10/5/2021 7:44:35 PM   
Zemke


Posts: 642
Joined: 1/14/2003
From: Oklahoma
Status: offline
quote:

Personally I don’t think the assault HQ rules are the key to the game one way or the other. However one could argue that the Soviets are losing 96CP‘s in there Assault HQs, While the Germans are losing 54 in their assault HQs. We didn’t give a lot of thought to allowing six German hqs and this was clearly overkill. Also the German leaders are better than the Soviet leaders.. So allowing a few assault HQs to overload with the few good leaders was probably more beneficial for the Soviets than the Germans who didn’t need it. So all in all I think this will benefit The Germans more than the Soviets, but not so much if the German player was using six assault HQs. I don’t think it’s right to claim that this is all math and that’s easy to calculate who gets the advantage. There is much more than just the raw percentage of CP gain or loss to consider. Anyway, I would bet that other changes to the game or more likely to have an impact than these so we really have to wait and see how it plays out.


quote:

I definitely do agree with Joel that the looming issues (that I perceive) are beyond Assault HQ - so will look forward to more changes as I am missing playing the game at conceptual level. (Well I am trying out Soviets in a HvH game)


I think before everyone gets their panties in a wade, we should step back and ask what game changes do to the balance of each type of game played, HvAI and HvH and frankly to scenarios also.

For Example: Human vs the AI, I have not see too much of a balance problem. Experienced human players can get close or even exceed historical events. It is not easy and takes a player some time to master the game, (5-8 campaign games) but doable. The only real issue I have noticed is you cannot shift Pz Grps around and still have them be very effective due to high fatigue build up and slow or low fatigue shedding. So matching the Germans historical use of these Pz Groups often will not yield the same results.

But Human vs Human games are very different. So I think you have to separate the two game types. And until there are changes, settings may need to be adjusted for Human vs Human games to get some balance in 41, regardless of Ast HQ.

But I fear part of the issue is the Axis player has to learn to optimize game mechanics and that takes a pretty deep knowledge of game systems. This is not nearly the case for the Soviet player. Which is why we see very different results from player AARs, and lots of games ending early.

< Message edited by Zemke -- 10/6/2021 3:57:58 AM >


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Post #: 16
RE: New! v01.01.10 Public Beta Available - 10/6/2021 1:40:39 AM   
GibsonPete


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I believe Zemke has a valid point. I have learned more about the game mechanics every time I play. The Axis learning curve is higher than WITE 1. The level of frustration is high but when you get it right the feeling is great.

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RE: New! v01.01.10 Public Beta Available - 10/6/2021 4:55:42 AM   
erikbengtsson


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quote:

42a Guards and non-Guards Tank Corps OBs have been revised for three tank brigades instead of two.

Does this mean that a tank corp will be built with three tank brigades and one motorized brigade (like the event picture suggests)? Does it affect running games or already built tank corps?




Attachment (1)

< Message edited by erikbengtsson -- 10/6/2021 11:35:21 AM >

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Post #: 18
RE: New! v01.01.10 Public Beta Available - 10/7/2021 3:22:37 PM   
erikbengtsson


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Anyone?

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Post #: 19
RE: New! v01.01.10 Public Beta Available - 10/7/2021 3:29:04 PM   
Denniss

 

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Data changes never affect ongoing games
I believe there was no change to the rules for crating tank corps, just the composition (OB) of these tank corps were changed

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Post #: 20
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