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RE: Quick Questions Thread - 12/28/2021 7:47:39 PM   
Hardradi


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quote:

ORIGINAL: Cavalry Corp

guys...

When does captured equipment show in the production box? I am in Sept 41 and cannot see anything so far??

There seems to be nothing at all in the manual about captured equipment but it was a big thing in WITE 1




If you go to the Production Screen, click on Germany on the right and then scroll down on the list you can see all the captured equipment.

Courtesy of Darojax.

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Post #: 1171
RE: Quick Questions Thread - 12/28/2021 8:35:31 PM   
Teo41_ITA

 

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Quick question: I will bring (next year) my 1941-1945 GC against the impossible AI on my Youtube channel. As my channel is not as famous as Strategy Gaming Dojo's one, am I allowed to open a thread in the AAR section and paste there the episodes, to more easily get people's feedback?

Thank you!

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Post #: 1172
RE: Quick Questions Thread - 12/28/2021 10:25:48 PM   
Teo41_ITA

 

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Quick editor question: is it possible to have 1 unit getting renamed to two different units on the same turn? Thanks!

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Post #: 1173
RE: Quick Questions Thread - 12/29/2021 8:00:27 AM   
loki100


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can I suggest putting editor questions into the modding forum and keep this thread for someone who wants a quick response re game mechanics etc?

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RE: Quick Questions Thread - 12/29/2021 8:04:31 AM   
Teo41_ITA

 

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Ok. And what about the first question then?

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Post #: 1175
RE: Quick Questions Thread - 12/29/2021 8:13:02 AM   
loki100


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I've seen AAR threads for other games that are made up of links to videos etc so can't see any issue with it.

Its a logical way to enable anyone interested to find - but thats a purely personal opinion

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Post #: 1176
RE: Quick Questions Thread - 12/29/2021 9:09:12 AM   
Cavalry Corp

 

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quote:

ORIGINAL: Jango32

Captured equipment is pretty meaningless, the only things that are useful to capture are trucks. That's it.



OK noted do not really like that but I guess thats how it is.

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Post #: 1177
RE: Quick Questions Thread - 12/29/2021 11:46:57 AM   
Stamb

 

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If i want to make an air supply from A to B and B is reachable without additional fuel load out then if i add fuel tanks to a transport planes - they will be able to perform more sorties or amount of sorties is based on other variables, thus this action makes no sense and only harms as it increases fuel usage in a staging bases?

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Post #: 1178
RE: Quick Questions Thread - 12/29/2021 1:07:32 PM   
Jango32

 

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Can high level cameras be useful for tactical recon? Or is it just the low level cameras that are good at that?

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Post #: 1179
RE: Quick Questions Thread - 12/29/2021 1:21:41 PM   
Stamb

 

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quote:

ORIGINAL: Jango32

Can high level cameras be useful for tactical recon? Or is it just the low level cameras that are good at that?

They are also great for tactical recon. The only difference is an altitude from which photos are taken?

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RE: Quick Questions Thread - 12/29/2021 2:39:33 PM   
loki100


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quote:

ORIGINAL: Stamb

If i want to make an air supply from A to B and B is reachable without additional fuel load out then if i add fuel tanks to a transport planes - they will be able to perform more sorties or amount of sorties is based on other variables, thus this action makes no sense and only harms as it increases fuel usage in a staging bases?


you basically buy more 'airmiles' so in theory the planes can go further either for a single mission or to run multiple missions in a given period

the trade off is that many fuel tank load outs cost you - less capacity for transport or bombs or less good performance

I did a load of testing in WiTW with 4 engined level bombers and on balance with fuel tanks I got more planes over the target in a given mission pattern but dropped less bombs. So if I could easily reach that target without fuel tanks, fewer but better equipped missions were a gain over more missions to reach a similar bomb load. But clearly plenty of locations could only be reached with fuel tanks

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Post #: 1181
RE: Quick Questions Thread - 12/29/2021 2:40:08 PM   
loki100


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quote:

ORIGINAL: Jango32

Can high level cameras be useful for tactical recon? Or is it just the low level cameras that are good at that?


key is planes adjust their height over mission to match the camera.

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Post #: 1182
RE: Quick Questions Thread - 12/29/2021 2:49:10 PM   
Stamb

 

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quote:

ORIGINAL: loki100


quote:

ORIGINAL: Jango32

Can high level cameras be useful for tactical recon? Or is it just the low level cameras that are good at that?


key is planes adjust their height over mission to match the camera.

Is there any quality difference between cameras?
So lets say plane with 1x high camera is doing better recon than other plane with 1x low level camera?

Thanks for the answers.

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Post #: 1183
RE: Quick Questions Thread - 12/29/2021 3:15:40 PM   
Jango32

 

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They don't adjust their height until they get to the mission hex, though. And the flight path can be recon'd that way.

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Post #: 1184
RE: Quick Questions Thread - 12/29/2021 5:24:23 PM   
loki100


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quote:

ORIGINAL: Jango32

They don't adjust their height until they get to the mission hex, though. And the flight path can be recon'd that way.


true - but most of the main recon planes use low or mid-level cameras (at least that is what I recall) and if you leave the load out to auto then it does a match to mission height in its load out choice (at least that is what happened in WiTW), so unless you are doing a very specific combination of transit height and load out it should work out fine.

may just be me, but I've given up on high grade air recon unless I really commit a lot of assets over more days than sensible and then in clear weather over open terrain.

quote:

ORIGINAL: Stamb

...
Is there any quality difference between cameras?
So lets say plane with 1x high camera is doing better recon than other plane with 1x low level camera?

Thanks for the answers.


as far as I know, this doesn't apply, there maybe a malus for recon without camera (the Soviets have a few of these if I recall) but don't think there is anything more than that

again I'd suspect that pilot experience comes into play in the actual value of the mission

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Post #: 1185
RE: Quick Questions Thread - 12/30/2021 11:18:34 AM   
Teo41_ITA

 

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When a combat unit arrives in the Reserve TB (at 100% TOE), does the AI automatically put it on the map where it think it is mostly needed? Or will the AI keep it in the Reserve TB?

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Post #: 1186
RE: Quick Questions Thread - 12/30/2021 12:54:05 PM   
STEF78


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How is it possible to take Odessa?

I have a good german corps (4 divs) under good command, rested 3 weeks...
But nothing good happens, twice.

I admit, I'm not using well airforce at the moment.

Thanks

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Post #: 1187
RE: Quick Questions Thread - 12/30/2021 2:05:09 PM   
Jango32

 

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Begin naval patrol operations by turn 2 or turn 3. Make sure they are escorted with fighters and optionally run some air superiority in the region. Cut it off from the remaining hexes, and starve it for one or two turns then deliberate attack it with fully rested and 100 CPP divisions, with good support units.

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Post #: 1188
RE: Quick Questions Thread - 12/30/2021 7:24:34 PM   
Denniss

 

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also add engineer and artillery support unis to fight for Odessa

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Post #: 1189
RE: Quick Questions Thread - 12/31/2021 2:00:13 AM   
cain012

 

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Some of my units have received little to no supply, even though they don't have any admin failures. But next to this list it also says: "penalty : 9" . What does this mean?

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Post #: 1190
RE: Quick Questions Thread - 12/31/2021 10:46:05 PM   
Darojax


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quote:

ORIGINAL: cain012

Some of my units have received little to no supply, even though they don't have any admin failures. But next to this list it also says: "penalty : 9" . What does this mean?


Could you provide a screenshot of the map, showing depots, and the location off the units that have not received supply?

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Post #: 1191
RE: Quick Questions Thread - 1/1/2022 10:06:28 AM   
Tom_

 

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Hi Folks,

I'm playing the Stalingrad to Berlin campaign as the Soviets.
* I have edited the campaign to remove the sudden 'victory levels' so I can play to the end of the war.

On turn 1 I have begun my encirclement around Stalingrad in order to isolate and kill/capture the German forces in the city.
During the German turn 1 they have pulled out almost all their forces from the area, leaving me to capture the city uncontested (which as we know didn't happen and was never likely).

I have played the scenario three times before with victory levels left alone and not seen the AI leave the city like that before; but this is the first time I have played without the sudden victory points on. - Can someone confirm this behaviours is the AI responding to the points being 'turned off'?

If it is because removing the score makes the AI behave less historically (e.g. its incentive for defending Stalingrad is gone because it (AI) gains no points) does anyone know how I can edit/play the campaign as historically plausible, but without the SV points ending the game early? (I know I could turn the difficulty up but I prefer to keep it vanilla)
Like the way there is a grand campaign with sudden victory turned off...

Thanks

(in reply to Darojax)
Post #: 1192
RE: Quick Questions Thread - 1/1/2022 1:41:21 PM   
carlkay58

 

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Tom - if you are playing the AI you can ignore the end of the game by VP and continue playing on. So you have no need to remove the VP Checks


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Post #: 1193
RE: Quick Questions Thread - 1/1/2022 3:15:10 PM   
cain012

 

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quote:

ORIGINAL: Darojax

Could you provide a screenshot of the map, showing depots, and the location off the units that have not received supply?


Hi, I apologize, having reloaded the save to take the screenshot, the division in question is showing admin failures after all. No less than 4! Could have sworn it had none, but a "penalty" of nine last time I checked. So that's that.

The manual indicates that this "penalty" number refers to "any penalty that is being applied to various leader checks due to HQ command range or HQ unit command capacity impacting the HQ units in the unit's chain of command." Not the clearest sentence, but am I to understand that even if the division itself has no admin failures, there could be a failure higher up in its subordination chain that could impact what supply it receives? And this "penalty" number indicates that it's somewhere in its line of succession? Wish the meaning of the number and the problem it points to were a little clearer but maybe I'm just being a bit dim.

To be clear, I'm referring to the "Penalty" in brackets next to the admin failures entry on the supply details window.

< Message edited by cain012 -- 1/1/2022 3:17:09 PM >

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Post #: 1194
RE: Quick Questions Thread - 1/1/2022 4:23:18 PM   
Teo41_ITA

 

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quote:

ORIGINAL: Teo41_ITA

When a combat unit arrives in the Reserve TB (at 100% TOE), does the AI automatically put it on the map where it think it is mostly needed? Or will the AI keep it in the Reserve TB?



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Post #: 1195
RE: Quick Questions Thread - 1/3/2022 9:01:15 AM   
loki100


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quote:

ORIGINAL: Teo41_ITA

When a combat unit arrives in the Reserve TB (at 100% TOE), does the AI automatically put it on the map where it think it is mostly needed? Or will the AI keep it in the Reserve TB?


the AI regularly moves units to the map

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Post #: 1196
RE: Quick Questions Thread - 1/3/2022 9:45:44 AM   
Tom_

 

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Oh dear! I didn't see this option. Thank you!

(in reply to carlkay58)
Post #: 1197
RE: Quick Questions Thread - 1/3/2022 6:16:30 PM   
MemoryLeak


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Hi,
I'm doing the Minsk Tutorial I think it is from ZOV. i have always had trouble interpreting the various displays. In this case the results show -96 Soviet aircraft. I assume it means 96 were destroyed. However right above that is the number 24. I thought that represented the number of aircraft at that air base. so that doesn't add up. And right next to it is -41 and 0 aircraft present and -8 and 0 aircraft present.
I'd appreciate it if someone can tell me where I am mixed up. thank you.





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If you want to make GOD laugh, tell him your future plans

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Post #: 1198
RE: Quick Questions Thread - 1/3/2022 8:16:06 PM   
loki100


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quote:

ORIGINAL: MemoryLeak

Hi,
I'm doing the Minsk Tutorial I think it is from ZOV. i have always had trouble interpreting the various displays. In this case the results show -96 Soviet aircraft. I assume it means 96 were destroyed. However right above that is the number 24. I thought that represented the number of aircraft at that air base. so that doesn't add up. And right next to it is -41 and 0 aircraft present and -8 and 0 aircraft present.
I'd appreciate it if someone can tell me where I am mixed up. thank you.
...


if I recall, the top line are active planes for that specific mission, the others are present in the hex (& lost there) for some other reason.

this maynot be the case, but a similar display issue comes up in the main battle reports where losses from other interactions can be captured in a particular battle report. I think the D1 mission may be prone to this as there could well have been Soviet planes on the base that were already damaged from other interactions

what do you see using the actual battle report - thats sometimes a bit easier to disentangle than the summary report.

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RE: Quick Questions Thread - 1/3/2022 10:28:13 PM   
MemoryLeak


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Thank you for the reply, I will continue investigating.

and I did read the manual for WITW and WITE but I thought I'd try starting WITE2 by just jumping in with various tutorials. But I think I am going to have about 520 pages of reading ahead of me because there are too many charts, graphs and displays that don't make any sense to me. More descriptive cursor displays would be helpful, at least for me.

_____________________________

If you want to make GOD laugh, tell him your future plans

USS Long Beach CGN-9
RM2 1969-1973

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