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New! v01.01.15 Public Beta Available - 10/15/2021 4:25:49 PM   
JosephStephenson

 

Posts: 11
Joined: 7/4/2019
Status: offline
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.

v01.01.15 – Changelog

New Features and Rule Changes
• For a unit on the map to disband or be sent to a theater box, it must now be more than 8 hexes from enemy units. To be able to send a unit to a TB, it must also be on a connected rail hex. Other limitations/restrictions re disbanding and transferring to a theater box remain unchanged.
• Multiple changes to Assault HQ rules:
o The command point multipliers for HQs in Assault HQs are now:
Date Axis Army Axis Corps // Soviet Front Soviet Army&Corps
1941 1.34 1.17 // no bonus no bonus
1942 1.34 1.17 // 1.10 1.10
1943 1.34 1.17 // 1.34 1.25
1944 1.34 1.17 // 1.67 1.34
1945 1.34 1.17 // 1.67 1.34
o Limits on maximum number of Assault HQs are now:
Date Axis Soviet
1941 4 2
1942 3 2
1943 3 3
1944 2 4
1945 2 4
• Changes made to ground combat. Increased the range at which the opening direct fire shots are fired, while increasing the amount of fire at these longer ranges. Increased the number of rounds of combat between opening range and 50 yard combat. Opening ranges will be longer for clear and less dense terrain. Net effect of combat changes increases overall losses slightly.
• When captured, airbases will have their ground element experience seeded at the level of the owning sides air national morale.
• Now when a corps is created using 2 or 3 guards units, if an appropriate guards OB is not available, the newly formed corps will not be a guards unit. A data change in this version delays the first available Guards Tank Corps to December 1942, and the first available Guards Mechanized Corps to November 1942. So merging guards brigades before these dates will not result in a guards corps.
Bug Fixes and AI Improvements
• Escorts not flying in ground support (usually when enemy has ground support turned off). Fixed.
• Cavalry units are being allowed to temporarily motorize. Fixed.
• Movement FOW turned on is preventing movement over a ferry hex into an enemy controlled hex with no enemy units. Fixed.
• Some units have their transfer flag set during a scripted withdrawal, and it is never turned off. This causes them to show incorrectly in the CR screen as still being in transfer. Fixed.
• Very weak units being displaced while isolated could shatter or rout out of a pocket instead of surrendering. Fixed.
• AFVs could sometimes return fire at a range greater than their weapon’s range. Fixed.
• Units lose lots of ammo and in some cases their ammo on hand goes negative. Fixed.
• Rollover text over Command Efficiency button is wrong. Fixed.
• Stacks with X for CV value have attacker CV value showing instead of MPs. Fixed.
• When creating new Soviet units in the reserve, they could get a name already used by an active unit. Fixed.
• AI controlled city forts are participating in attacks. Fixed.
• Soviet AI puts NKPS units in Rostov city fort. Fixed.
• Axis Ai attaches 2 German infantry regiments to Soviet 6th Army. Fixed.
• Axis AI changes human Batumi to export port. Fixed.
Data and Scenario Changes
• Ob.dat changes:
o Corrected issue with some tank corps OB tank numbers.
o Delayed 42 Guards Mechanized Corps OB to 11/42.
o Removed 42a Guards Tank Corps OB.
o Renamed 42b Guards Tank Corps OB to 42 Guards Tank Corps and delayed it to 12/42.
o Corrected issue with Soviet Motorized Brigades by creating their own OB chain number 935 (as it existed in v1.00.00).
• Device.dat - Added the 152mm M1909 L/14 howitzer (0513) and 122mm M1910 L/13 howitzer (0514)
• Ground.dat - Added/changed the following ground elements:
o (0111) 122mm leFH388(r) howitzer renamed to 122mm sFH396(r) howitzer, imports (captured) of this howitzer reduced from 500 to 100.
o (0160) 122mm H/38 howitzer imports (captured) reduced from 217 to 41.
o (0264) 122mm M-30 howitzer renamed to 122mm M1910 howitzer, device changed to 122mm M1910 howitzer.
o (0305) 122mm M-30 howitzer renamed to 122mm M1910 howitzer, device changed to 122mm M1910 howitzer.
o (0538) New 122mm leFH388(r) howitzer added (NEED PICTURE), uses device (0514) with 400 imports (captures).
o (0539) New 122mm H/10-40 howitzer added (NEED PICTURE), uses device (0514) with 176 pieces in 41 campaign pools.
o (0833) New 122mm M1910 howitzer added (NEED PICTURE)
o (0834) New 152mm M1909 howitzer added (NEED PICTURE)
Production changes in ground.dat file:
o (0729) 107mm M38 mortar production increase from 10 to 15 per week
o (0786) 122mm M-30 howitzer production increased from 60 per week to 75
o (0787) 37mm 61-K AA gun production decreased from 85 to 75 per week
o (0809) 152mm M-10 howitzer production period extended to 8/41 and increased from 25 to 55 per week
• Factory.dat changes:
o 0217 Coburg - Go 244 airframe factory added (Hartwig Sonneberg)
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)
o 3657 Bayonne (67,237) - size-1 port added
• Ac.dat changes:
o double production of Me 323 to include the heavily used Me 321 glider (100% production accounted for)
o quintuple production of Go 244 to include the heavily used DFS 230 and Go 242 gliders (50% production accounted for)
o He 111 recon versions camera change
o He 111H transports now import from older H-3 bombers
o Ju 86C transport remodeled after Ju 86E bomber
o LeO 451 T (2x variant) - maxload reduced to 1500kg
o Added new Fw 200C - Stalingrad special transport version
o Added new He 111H-6 T - transport version of older H-6 bombers, available 1943
• 4 new aircraft symbol art files, and the following new photos:
o Ground Elem:
511 37mm vz.37 AT Gun
538 122mm leFH388(r) Howitzer
539 122mm H/10-40 Howitzer
773 Reconnaissance Squad 41
833 122mm M1910 Howitzer
834 152mm M1909 Howitzer
o Aircraft:
068 Ju 86C -> Ju 86E-based transport
429 He 111H-6 T (transport version)
430 Fw 200C (transport version)
438 C.202CB (DE)
439 CR.42 (DE)
495 Do 17P (BU)
496 Do 17K-M (BU)
497 PZL.43 (BU)
498 Fi 156 (BU)
499 Bk-534 Dogan (BU)
500 Ju 87D-5 (BU)
504 B-534 Dogan (BU)
509 Fw 189A (BU)
510 KB-11 Fazan
• Changes made to generic files control/mapregion/city/maptext/hex:
o CLIMATE (scenarios need to have separate adjustments):
282,281 set to Arid Steppes
363,208-209 set to Arid Desert
334,261 and 332,259 set to Temperate Dry
300-309:237, 300-310:238, 311:239, 311-312:240 set to Humid Warm
360-361:268 set to Arid Steppes
21,265 set to Temperate Humid
242,198;242,196;243,202;236,202 set to Temperate Humid
o REGI0N NAME:
0153 Chlakov - renamed to proper Chkalov
o NATION:
140,54 set to Norway
Narvik (144,53) set to Norway
166,61 set to Finland
185,44 set to Soviet Union
62,199 set to France
113,172 set to Germany
63,301 set to Algeria
1,338 through 1,333 set to Morocco
316,233 set to Iran
225,196 set to Soviet Union
184,113 set to Soviet Union
Kronstadt(192,102) set to Soviet Union
39,249 set to Spain
68,77 set to Britain
219,126 set to Soviet Union
216,217/218 set to Romania
o REGION:
328,154 attached to Kazakstan region
299,183 and 304,183 attached to Daghestan region
352,143 attached to Uzbekistan region
267,152 attached to Stalingrad region
131,162 added to Mecklenburg region
52,1/2/4 attached to Greenland region
324,273 attached to Mesopotamia region
143,35+36 attached to Troms region
233,94 added to Region Yaroslavl
161,279-280 added to Ionian Sea region
176,25 and 178,24 added to Barents Sea region
321,150 through 326,152 added to Caspian Sea region
219,126 set to Smolensk region
216,217/218 set to Dobrugea region
127,84 through 128,81 added to Atlantic Ocean region
fixing a bunch of water hexes with wrong or missing sea region
o SEA ZONES changes need to be replicated for scenarios (scenarios need to have separate adjustments):
176,25 and 178,24 added to Barents Sea zone
321,150 through 326,152 added to Caspian Sea zone
Bayonne (67,237) added to Atlantic sea zone
Gabes (125,321) added to Med sea zone (was linked to Med but not shaded in green?)
Chatham (83,177) added to North Sea sea zone (was linked to North Sea but not shaded in green?)
Bristol (71,175) added to Atlantic sea zone (was linked to Atlantic but not shaded in green?)
Kenmare (43,163) added to Atlantic sea zone (was linked to Atlantic but not shaded in green?)
Copenhagen (134,147) added to Skakerrag-Kattegatt sea zone (was linked but not shaded in green?)
127,84 through 128,81 added to Atlantic Ocean zone
fixing a bunch of water hexes with wrong or missing sea zone
o CONTROL (scenarios need to have separate adjustments):
Damietta (257,317) set to Allied ctrl
348,278 through 350,278 set to allied ctrl
Pantelleria + Lampedusa set to Axis ctrl
147-149,122 set to neutral
39,249 set to Neutral
o MAP TEXT:
Malmo (136,147) fixed overlapping map text by slight relocation
Zuider Zee renamed IJsselmeer
o LOCATION (some airbase units may end up with names different from their location):
1649 Msinskaja (194,109) -> Mshinskaya
1804 Soroka (197,61) -> Belomorsk
1849 Spass-Demensk (218,138) -> Spas-Demensk
1904 Sossnizy (192,107) -> Sosnitsy
2123 Novo-annenskaya (262,151) -> Novoanninskaya
2180 Kamennomostenaya (269,201) -> Kamennomostsky
2185 Goergievsk (285,194) -> Georgievsk
2187 Srednaya Achtuba (276,159) -> Srednyaya Akhtuba
2190 Mikoyan-Shakhtar (279,200) -> Mikoyan-Shahar
2523 Novojelnya (187,156)-> Novoyelnya
2532 Volochinsk (197,186)-> Volochysk
2582 Dybaltsevo (251,176) -> Debaltsevo
2600 Sosnogersk (252,37) -> Sosnogorsk
2660 Snigerevka (229,195) -> Snigirevka
2692 Tarabunary (217,209) -> Tatarbunary
2719 Korolevets (222,161) -> Krolevets
2769 Novgorod Seversky (220,157) -> Novgorod-Seversky
2793 Krasnokelesny (246,147) -> Krasnolesny
2796 Zolutkhino (233,152) -> Zolotukhino
2801 Rokitno (197,171) -> Rokitnoe
2834 Plessezk (219,68) -> Plesetsk
2844 Kandalakscha (185,43) -> Kandalaksha
2862 Ladozskaya (265,194) -> Ladozhskaya
2872 Dneprodsershinsk (235,181) -> Dniprodzerzhinsk
2879 Shpkov (207,189) -> Shpikov
2883 Akadyr (367,76) -> Agadyr
• 41 Campaign scenario files:
o 122mm M1910 howitzer replaces 122mm M-30 howitzer in most non-motorized units with pool of 122mm M-30 howitzers reduced to 251 from 2300 and new pool of 2041 122mm M1910 howitzers;
o 152mm M1909 howitzer replaces 152mm M-10 howitzer in all non-artillery units and a few artillery units as well with resultant pool of 108 152mm M-10 howitzers;
o 76mm M27 infantry gun pool reduced from 4300 guns to 300;
o 120mm M38 mortar pool reduced from 3140 to 1250;
o 45mm M37 AT gun pool reduced from 5000 to 4200;
o 50mm M40/41 mortar pool of 17000 eliminated;
o 85mm KS-12 AA gun pool increased from 0 to 1250
o Control:
30,274;39,249; set to Neutral ctrl
348,278 through 350,278; 260.287 set to Allied ctrl
143,35-36 set to Axis ctrl
o Sea zone:
added to Lake Ladoga zone
Osinovets,Kobona,Syasstroy
o added to Baltic Sea zone
o Oranienbaum;Heiligenbeil;170,119;172,120;166+168,145;
o Onega added to White Sea zone
o added to Barents Sea zone: 176,25;178,24
o added to Atlantic zone: several in Norway,Kenmare,Bristol;33,284;
o added to North Sea zone: several in Norway;118,38-39;Chatham
o added to Black Sea zone: Sulina,Kherson,Nikolaev,Yalta,Gelendzhik;236,202;254,202
o added to Azov Sea zone: Temryuk, + some hexes around; 242,198;243,202;254,197+199; 252,201
o added to Caspian Sea: Krasnovodsk,Guriev;321,150 through 326,152
o Climate:
282,281;301,160;360-361:268 set to Arid Steppes
363,208-209 set to Arid Desert
334,261 and 332,259 set to Temperate Dry
300-309:237;300-310:238;311:239;311-312:240; set to Humid Warm
242,198;242,196;243,202;236,202;254,202;254,199;220,209 set to Temperate Humid
o airbases renamed to match new location name: 14036 Debaltsevo
o Corrected unit slot 394 (337th VG Division) so it will rename slot 2734 instead of slot 2735.
o Corrected unit slot 1546 (Army Group A rename) so it has an HQ type of 2 instead of 3.
• All 1941 short scenarios - The unit by unit changes made to the artillery in the 1941 campaign scenarios were carried over into the 41 short scenarios and pools adjusted where appropriate.
• Destruction of SW Front:
o Added to Black Sea zone: Sulina,Kherson,Nikolaev,Yalta,Gelendzhik;236,202;254,202
o added to Azov Sea zone: Temryuk + some hexes around; 242,198;243,202;254,197+199; 252,201
o Climate set to Temperate Humid: 242,198;242,196;243,202;236,202;254,199;254,202;220,209
o airbases renamed to match new location name: 13919 Debaltsevo
• RtL:
o added to Lake Ladoga zone: Osinovets,Kobona,Syasstroy
o added to Baltic Sea zone: Oranienbaum;Heiligenbeil;170,119;172,120;166+168,145;
• Typhoon:
o Axis -> Soviet ctrl 238,126
• RAR:
o added to Black Sea zone: Sulina,Kherson,Nikolaev,Yalta,Gelendzhik;236,202;254,202
o added to Azov Sea zone: Temryuk + some hexes around; 242,198;243,202;254,197+199; 252,201
o added to Caspian Sea: Guriev;321,150 through 326,152
o 242,198;242,196;243,202;236,202;254,202;254,199;220,209 set to Temperate Humid
o airbases renamed to match new location name: 13783 Debaltsevo, 13935 Novoanninskaya
• Stalingrad to Berlin:
o 943rd Rifle Division removed from the Campaign
o 948th Rifle Division Removed from the Campaign
o 1st Gds Tank Bde and 49th Tank Bde attached to 3rd Mech Corps
o 40th and 229th Tank Battalions changed to Tank Regiments
o 81st Guards Mortar Rgt reduced to 100% of TO&E
o 68th Gds, 69th Gds, 87th Gds, 98th Gds, and 99th Gds reduced to 100% of TO&E
o Removed the 25th, 31st, 93rd, and 145th Tank Bds from the Campaign and left the 8th Tank Corps in the Campaign
o 78th Rifle Division moved from 49th Army to 5th Army
o 5th Army Mortar/Rocket Rgts reduced to 100% of TO&E
o Velikie Luki made a Fort 5, 1/83rd Infantry Division increased to 100% of TO&E and the 505th Pioneer Bn of LIX Korps was added as an attachment.
o All three of the Regiments of the 3rd Mountain Division set to Reserve Status in the Velikie Luki area
o 468th, 501st, and 1189th AT Regiments removed from the game
o 5th Mech Corps TO&E changed to 42 LL Mech Corps
o 16th Tank Corps reduced to 120 AFVs with two tank regiments attached
o 4th Mech Corps and 13th Mech Corps reduced to 146 AFVs
o 3rd Mech Corps converts to 8th Gds Mech Corps (LL)
o 7tth Tank Corps converts to 3rd Gds Tank Corps (LL)
o Four Italian RSI divisions and five Italian ANR air units will arrive in late 43/45 fighting for the Axis (after Italian surrender). These units are Axis-Generic units.
o Changes made to fix map issues similar to changes in Campaign 1941.
• Vistula to Berlin – Changes made to fix map issues similar to changes in Campaign 1941.


Happy Gaming!

< Message edited by JosephStephenson -- 10/15/2021 4:32:41 PM >
Post #: 1
RE: New! v01.01.15 Public Beta Available - 10/15/2021 4:43:51 PM   
ErickRepie

 

Posts: 33
Joined: 11/6/2019
From: Indonesia
Status: offline
Right now its difficult to download in my page ... XML parsing error

(in reply to JosephStephenson)
Post #: 2
RE: New! v01.01.15 Public Beta Available - 10/15/2021 4:54:30 PM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
Thank you. I hope my download works.

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(於 11/13/21 台北,台灣,中國退休)

(in reply to ErickRepie)
Post #: 3
RE: New! v01.01.15 Public Beta Available - 10/15/2021 4:54:57 PM   
actrade

 

Posts: 283
Joined: 11/3/2006
Status: offline
Error on all mirrors.

(in reply to MarkShot)
Post #: 4
RE: New! v01.01.15 Public Beta Available - 10/15/2021 5:01:47 PM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
Well, given this has happened with each beta, I think we have a tradition!

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(於 11/13/21 台北,台灣,中國退休)

(in reply to actrade)
Post #: 5
RE: New! v01.01.15 Public Beta Available - 10/15/2021 5:04:57 PM   
Teo41_ITA

 

Posts: 151
Joined: 9/2/2021
Status: offline
Indeed, I cannot download the latest patch. All 3 mirrors are not working

(in reply to actrade)
Post #: 6
RE: New! v01.01.15 Public Beta Available - 10/15/2021 5:38:04 PM   
wkuh

 

Posts: 81
Joined: 5/16/2017
Status: offline
Same here... download not available(01.01.09 is, however.)

(in reply to Teo41_ITA)
Post #: 7
RE: New! v01.01.15 Public Beta Available - 10/15/2021 5:56:32 PM   
actrade

 

Posts: 283
Joined: 11/3/2006
Status: offline
working now.

(in reply to wkuh)
Post #: 8
RE: New! v01.01.15 Public Beta Available - 10/15/2021 6:30:12 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Is the download working for everyone at this point?

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

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(in reply to actrade)
Post #: 9
RE: New! v01.01.15 Public Beta Available - 10/15/2021 6:34:10 PM   
GibsonPete


Posts: 308
Joined: 11/5/2014
Status: offline
Downloaded new version without an issue.

(in reply to Erik Rutins)
Post #: 10
RE: New! v01.01.15 Public Beta Available - 10/15/2021 6:45:54 PM   
Fraggo5


Posts: 46
Joined: 3/24/2021
From: Peterborough U.K
Status: offline
Download working fine

(in reply to GibsonPete)
Post #: 11
RE: New! v01.01.15 Public Beta Available - 10/15/2021 8:48:24 PM   
actrade

 

Posts: 283
Joined: 11/3/2006
Status: offline
And thank you for such a quick patch!

(in reply to Fraggo5)
Post #: 12
RE: New! v01.01.15 Public Beta Available - 10/15/2021 11:19:59 PM   
Beethoven1

 

Posts: 754
Joined: 3/25/2021
Status: offline

quote:

ORIGINAL: JosephStephenson

• Now when a corps is created using 2 or 3 guards units, if an appropriate guards OB is not available, the newly formed corps will not be a guards unit. A data change in this version delays the first available Guards Tank Corps to December 1942, and the first available Guards Mechanized Corps to November 1942. So merging guards brigades before these dates will not result in a guards corps.


Is there any indication in the UI before you create a corps whether it will become a guards corps or not? If not, it would be useful, so that it is not "surprise, it didn't become a guards corps this time" because presumably players will want to use regular units to form corps otherwise, rather than losing guards units that way. I know I will be unhappy if I am forming a corps and am not sure if it is going to become a guards corps or if it is going to eat my guards divisions/brigades, and then it eats them.

(in reply to JosephStephenson)
Post #: 13
RE: New! v01.01.15 Public Beta Available - 10/16/2021 12:10:19 AM   
Rosencrantus

 

Posts: 318
Joined: 1/9/2021
From: Canada
Status: offline
Thank you very much for this patch .

(in reply to JosephStephenson)
Post #: 14
RE: New! v01.01.15 Public Beta Available - 10/16/2021 2:25:45 AM   
Rosseau

 

Posts: 2757
Joined: 9/13/2009
Status: offline
The patches are coming fast and furious. This is no surprise based on the huge and steady volume of WitE1 patches.

Unless being told otherwise, I assume Pavel has not yet completed his work on the editor (ability to go deep and change unit stats, etc.).

(in reply to Rosencrantus)
Post #: 15
RE: New! v01.01.15 Public Beta Available - 10/16/2021 6:57:16 AM   
Hardradi


Posts: 571
Joined: 2/9/2011
Status: offline
quote:

• Ac.dat changes:
o double production of Me 323 to include the heavily used Me 321 glider (100% production accounted for)
o quintuple production of Go 244 to include the heavily used DFS 230 and Go 242 gliders (50% production accounted for)


So this is to account for these two glider types in game because there is no specific asset for the gliders?
(Understandably because it would probably be a lot of work to model them in game.)

(in reply to Rosseau)
Post #: 16
RE: New! v01.01.15 Public Beta Available - 10/16/2021 7:03:59 AM   
battlefield91

 

Posts: 52
Joined: 2/17/2015
Status: offline
First soviet turn on my ongoing GC´41 with the new patch: For the first time my Tiger´s are really doing work! Like the combat changes so far.




Attachment (1)

(in reply to Hardradi)
Post #: 17
RE: New! v01.01.15 Public Beta Available - 10/16/2021 9:43:30 AM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline

quote:

ORIGINAL: Beethoven1


quote:

ORIGINAL: JosephStephenson

• Now when a corps is created using 2 or 3 guards units, if an appropriate guards OB is not available, the newly formed corps will not be a guards unit. A data change in this version delays the first available Guards Tank Corps to December 1942, and the first available Guards Mechanized Corps to November 1942. So merging guards brigades before these dates will not result in a guards corps.


Is there any indication in the UI before you create a corps whether it will become a guards corps or not? If not, it would be useful, so that it is not "surprise, it didn't become a guards corps this time" because presumably players will want to use regular units to form corps otherwise, rather than losing guards units that way. I know I will be unhappy if I am forming a corps and am not sure if it is going to become a guards corps or if it is going to eat my guards divisions/brigades, and then it eats them.


if you make it using the build screen, yes its clear, what status/TOE the formation will have. Realistically this only affects the Tank Corps (its very unlikely you'll have many mot brigades at Gds level before the Gds Mech corps can be formed). So since you can't build Tank Corps by on-map merger its pretty safe.

_____________________________


(in reply to Beethoven1)
Post #: 18
RE: New! v01.01.15 Public Beta Available - 10/16/2021 11:27:04 AM   
Denniss

 

Posts: 7902
Joined: 1/10/2002
From: Germany, Hannover (region)
Status: offline
quote:

ORIGINAL: Hardradi

quote:

• Ac.dat changes:
o double production of Me 323 to include the heavily used Me 321 glider (100% production accounted for)
o quintuple production of Go 244 to include the heavily used DFS 230 and Go 242 gliders (50% production accounted for)


So this is to account for these two glider types in game because there is no specific asset for the gliders?
(Understandably because it would probably be a lot of work to model them in game.)
Exactly. That was the easiest way to have them included without lots of work to spend by programmers and playtesters for a secondary function. Me 321 is accounted for with 100% because they always tried to recover them (more a transport glider), the smaller types were often used in more hostile environments so many were just used once (more an assault glider).

(in reply to Hardradi)
Post #: 19
RE: New! v01.01.15 Public Beta Available - 10/16/2021 7:08:41 PM   
Beethoven1

 

Posts: 754
Joined: 3/25/2021
Status: offline

quote:

ORIGINAL: loki100

if you make it using the build screen, yes its clear, what status/TOE the formation will have. Realistically this only affects the Tank Corps (its very unlikely you'll have many mot brigades at Gds level before the Gds Mech corps can be formed). So since you can't build Tank Corps by on-map merger its pretty safe.


To make it using the build screen, wouldn't you have to send them to reserve? You generally would not want to do that if you can just form them on the map because you will lose CPP etc as well as time, as compared to simply forming them on the map and throwing them into a battle on the same turn they are formed.

(in reply to loki100)
Post #: 20
RE: New! v01.01.15 Public Beta Available - 10/17/2021 7:14:17 AM   
loki100


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

ORIGINAL: Beethoven1


quote:

ORIGINAL: loki100

if you make it using the build screen, yes its clear, what status/TOE the formation will have. Realistically this only affects the Tank Corps (its very unlikely you'll have many mot brigades at Gds level before the Gds Mech corps can be formed). So since you can't build Tank Corps by on-map merger its pretty safe.


To make it using the build screen, wouldn't you have to send them to reserve? You generally would not want to do that if you can just form them on the map because you will lose CPP etc as well as time, as compared to simply forming them on the map and throwing them into a battle on the same turn they are formed.


well, worth stressing the obvious - tank brigades cannot be on the map so you can't construct a Tank Corps by combining on map (unlike say a Rifle Corps)

but no, they don't have to go to the reserve, just you do have to use the build screen.

At which stage I tend to refer to the manual and a table that took a fair bit of getting right:




given how tank corps appear - they tend to draw in a lot of fresh elements as well as what was in the original brigades - I really wouldn't be throwing them into battle the turn they are formed

edit: just in case of confusion, the only Rifle Corps you can form before June 42 must be Gds, you can form Gds Cavalry from Dec 41 (so no problem there). But you can feasibly have the building blocks for a Gds Tank Corp or Gds Mech Corp before the relevant TOE is available. So all this rule does is to stop you building those 2 formations before the date they are available.

Attachment (1)

< Message edited by loki100 -- 10/17/2021 7:20:08 AM >


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(in reply to Beethoven1)
Post #: 21
RE: New! v01.01.15 Public Beta Available - 10/17/2021 10:35:06 AM   
Beethoven1

 

Posts: 754
Joined: 3/25/2021
Status: offline

quote:

ORIGINAL: loki100

quote:

ORIGINAL: Beethoven1


quote:

ORIGINAL: loki100

if you make it using the build screen, yes its clear, what status/TOE the formation will have. Realistically this only affects the Tank Corps (its very unlikely you'll have many mot brigades at Gds level before the Gds Mech corps can be formed). So since you can't build Tank Corps by on-map merger its pretty safe.


To make it using the build screen, wouldn't you have to send them to reserve? You generally would not want to do that if you can just form them on the map because you will lose CPP etc as well as time, as compared to simply forming them on the map and throwing them into a battle on the same turn they are formed.


well, worth stressing the obvious - tank brigades cannot be on the map so you can't construct a Tank Corps by combining on map (unlike say a Rifle Corps)

but no, they don't have to go to the reserve, just you do have to use the build screen.

At which stage I tend to refer to the manual and a table that took a fair bit of getting right:




given how tank corps appear - they tend to draw in a lot of fresh elements as well as what was in the original brigades - I really wouldn't be throwing them into battle the turn they are formed

edit: just in case of confusion, the only Rifle Corps you can form before June 42 must be Gds, you can form Gds Cavalry from Dec 41 (so no problem there). But you can feasibly have the building blocks for a Gds Tank Corp or Gds Mech Corp before the relevant TOE is available. So all this rule does is to stop you building those 2 formations before the date they are available.



Thanks Loki, I think I was confused by the patch notes wording of "if an appropriate guards OB is not available, the newly formed corps will not be a guards unit." I thought that meant that it wouldn't form a Gds Rifle Corps if you were over the percentage limits of Gds units allowed or something like that, as compared to the OOB not being available.

Also I was thinking about Gds rifle corps more so than mech/tank corps, because I have not formed a single mech/tank corps in the StB scenario due to the AFV losses being so high even in the previous patch, whereas I had formed quite a few rifle corps and Gds rifle corps.

(in reply to loki100)
Post #: 22
RE: New! v01.01.15 Public Beta Available - 10/18/2021 10:25:47 AM   
Darojax


Posts: 536
Joined: 4/29/2011
Status: offline
Is it safe to upgrade from 01.01.09 (stable) to this new beta patch, during an ongoing game?

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Post #: 23
RE: New! v01.01.15 Public Beta Available - 10/18/2021 12:59:57 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Yes.

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(in reply to Darojax)
Post #: 24
RE: New! v01.01.15 Public Beta Available - 10/18/2021 3:01:07 PM   
wkuh

 

Posts: 81
Joined: 5/16/2017
Status: offline
Finally have 01.01.15. Difficulty for me was registering or logging in to the download placard. Had assumed that being logged in to the game and the forum was enough.

Worth mentioning for others as that may be their problem as well.

(in reply to Joel Billings)
Post #: 25
RE: New! v01.01.15 Public Beta Available - 10/18/2021 11:29:42 PM   
Hardradi


Posts: 571
Joined: 2/9/2011
Status: offline
I am not sure if it my old PC but I have had two crashes to Desktop with the new patch. One was at the end of the air phase and the other was on loading.

The game has always been pretty stable for me. I think it has only crashed twice before this.

(in reply to wkuh)
Post #: 26
RE: New! v01.01.15 Public Beta Available - 10/19/2021 3:37:37 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
If you start experiencing non-repeatable crashes that others aren't, it may be a good idea to reinstall. We haven't had any reports of greater instability with the recent versions.

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(in reply to Hardradi)
Post #: 27
RE: New! v01.01.15 Public Beta Available - 10/21/2021 3:04:46 AM   
Hardradi


Posts: 571
Joined: 2/9/2011
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I had one more today. I will do a re-install.

Thanks for the advice.

(in reply to Joel Billings)
Post #: 28
RE: New! v01.01.15 Public Beta Available - 10/23/2021 5:40:54 PM   
Beethoven1

 

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Joined: 3/25/2021
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It randomly crashed just now for me also, I hadn't done anything right before other than clicking on the map (hadn't just been moving units or anything).

(in reply to Hardradi)
Post #: 29
RE: New! v01.01.15 Public Beta Available - 10/24/2021 4:14:43 PM   
dgrimes

 

Posts: 80
Joined: 8/18/2018
Status: offline
Two observations.

Ground combat with combat message at level 7 flashes by on screen. The combat message detail message no longer seems to matter for ground combat. It still works for air to air combat and bombing.

Second in locations where there have been multiple attacks you are no longer able to click through both attacks using the combat display. (This started occurring several beta versions ago.)

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