RE: Public Beta v1.09.01 is Now Available! (Full Version)

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Choles1 -> RE: Public Beta v1.09.01 is Now Available! (11/27/2016 4:34:06 PM)

As one data point using the new beta patch, I did get about 2,200 Soviet aircraft kills, slightly less than I would normally achieve.




atheory -> RE: Public Beta v1.09.01 is Now Available! (11/27/2016 7:24:41 PM)

@Choles1 that is near the results I get now, between 2200-2500. Before I was getting 4100-4500.




Nix77 -> RE: Public Beta v1.09.01 is Now Available! (11/28/2016 6:04:19 AM)

It was possible in 1.09.00 to get way over 5000 airplanes destroyed on turn 1, so figures around 2000 seem really low. I'm not sure what the historical aircraft casualties for the Soviet were during the first three days? It was estimated to be around 2000 on the first day, but after that?

Morvael & team, you should consider carefully how to bugfix this. Most players seem to skip airbase bombing after turn 1 completely already in 1.09.00. I know Luftwaffe's main task wasn't airfield bombing after the first wave of attacks, but this option should be left as at least marginally viable in my opinion.




morvael -> RE: Public Beta v1.09.01 is Now Available! (11/28/2016 7:04:40 AM)

This will be fixed, but I'm waiting a few days to see if there will be some other bugs reported. So far this is the only one.




wktr8222 -> RE: Public Beta v1.09.01 is Now Available! (11/28/2016 1:04:37 PM)

quote:

ORIGINAL: RoflCopter4

quote:

38. HQs will be resupplied via air drops just like other units, they will no longer accumulate supply and fuel dumps. HQ and attached support units will receive all resources directly.


Wait what? WHY? How on earth am I supposed to use air supply then? I thought the whole point of air supply was to supply corps/army HQs with supply and fuel dumps which are then distributed to attached units. If you can't accumulate dumps in HQs then air supply is effectively rendered utterly useless, since it is practically impossible to supply every unit requiring it by air. This is even worse if you're on the offensive, because a unit that's in captured territory can't use an airbase next to it to receive the supply, meaning you get like 10% of the load to the unit (IE a total waste).

I don't understand why this change was made. I used this feature extensively, it's safe to say I can't imagine playing without it.


Well, i didnt even know that i can air drop through HQ. So under 1.09 next turn after air drop HQ will distibute supply/fuel to attached units that are max 5 hexes away, and its more efficient, right?




Stelteck -> RE: Public Beta v1.09.01 is Now Available! (11/28/2016 1:23:44 PM)

This change to airsupply HQ is used to prevent an exploit where people were using airdrop to create tons of stocks in an HQ while the HQ was sitting in berlin, waiting to be moved to the front to forever supply panzer divisions.

Whatever airsupply drop is not very efficient and if you really want to have something not too bad, you have to airsupply an airfield close to the units you want to resupply.




morvael -> RE: Public Beta v1.09.01 is Now Available! (11/28/2016 1:26:39 PM)

Under 1.09.01 you're supplying HQ unit and support units attached to it directly, just like any other units (increasing their supply, ammo and fuel on hand).

Previously you were creating supply and fuel dumps in the HQ, so an empty HQ could be used to ferry them to frontline units for (almost) free. HQ should not affect logistical capacity in this way. They are not supposed to represent transport columns (which are actually represented by vehicles in pool), and circumventing shortage of those in this way.




Icier -> RE: Public Beta v1.09.01 is Now Available! (11/28/2016 6:54:18 PM)


quote:

ORIGINAL: morvael

Under 1.09.01 you're supplying HQ unit and support units attached to it directly, just like any other units (increasing their supply, ammo and fuel on hand).

Previously you were creating supply and fuel dumps in the HQ, so an empty HQ could be used to ferry them to frontline units for (almost) free. HQ should not affect logistical capacity in this way. They are not supposed to represent transport columns (which are actually represented by vehicles in pool), and circumventing shortage of those in this way.

This may seem a silly question, but if you do an airdrop to units, does it preclude/stop them from receiving supplies from rail or do they get two bites of the cherry?




morvael -> RE: Public Beta v1.09.01 is Now Available! (11/28/2016 7:08:07 PM)

Two bites, but they ask only for the missing part, so if you drop some, this part gets smaller and proportionally less is delivered. But this saves you some trucks.

In case of fuel I prefer to fill units to the max, in order not to depend on land delivery which may not get me to 100%. Also, if you push really deep you may end outside normal supply chain. Happened to me.




STEF78 -> RE: Public Beta v1.09.01 is Now Available! (11/28/2016 7:50:41 PM)

Thanks Morvael and Denniss for all you've done for WITE!




Nix77 -> RE: Public Beta v1.09.01 is Now Available! (11/29/2016 5:58:15 PM)

Where can the beta be downloaded if one does not have the game on Steam? Members download area has only version 1.09.00 available for download?


EDIT: oh got it, patch archive just below this post... for some reason I can't register the game with Steam key though? I hope my friend gets his key registered, I guess you need the registration for the public beta download?




MrBlizzard -> RE: Public Beta v1.09.01 is Now Available! (11/29/2016 8:07:15 PM)

Thanks for continous improving the game.
Double thanks for new export data function, very appreciated [:)]




morvael -> RE: Public Beta v1.09.01 is Now Available! (11/29/2016 8:41:39 PM)

Now if only someone would make a tool that would create nice graphs from a set of these files, that would be great.




Farfarer61 -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 8:01:13 AM)

You still airfield bomb on T1? Why do all that housecleaning for the Soviets ? [:)]




821Bobo -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 8:35:29 AM)

You mean like wiping out the equivalent of 30 MiG-3 regiments, 6+ recon units when Soviets have no spare recon planes and countless older models that needs to be replaced with new production that can not be used for building new units? Yes, really not worth the effort.




WilliSaenger -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 10:49:37 AM)

Im working on a set of macros for excel that display stats in a nice way, it may take a while though..




TheOne -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 12:20:36 PM)

So this makes HQBU useless also now as extra supplies were held over from turn 1 to turn 2?




TheOne -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 12:23:38 PM)


quote:

ORIGINAL: stefankollers

Thanks for posting the link..........Interesting reading. It seems with the new patch the numbers are "reasonable". I know when I started playing the game in June. I was surprised by the numbers of Russian planes being lost, also the Ground formations, Rifle and Tank Divisions.The sheer losses and amount of captured troops. It is no wonder Goering wanted the numbers checking, especially the Luftwaffe claims.

I will play the Beta some more when I have time.........Given that Christmas is coming up, and still much to do. Trying hard not to get side-tracked.


You can get same 3500 result using Katza's air tactics and your fighters get far more exp so LW fighters are very good into early 44.




TheOne -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 12:29:09 PM)

quote:

ORIGINAL: TheOne

So this makes HQBU useless also now as extra supplies were held over from turn 1 to turn 2?


Normal HQBU's did same thing, not just turn 1 to turn 2

Was this tested?

Normally HQ's have 400ish fuel in them after turn one movement.

If this was nerfed that is going to have a HUGE impact on the game.

Better fix would have been to cap it at 400-500 not sure why zero was thought to be better?

Seeing WitE 1.0 does not have "fuel dumps" HQ units by default are the depots?






morvael -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 12:50:40 PM)


quote:

ORIGINAL: TheOne

So this makes HQBU useless also now as extra supplies were held over from turn 1 to turn 2?

What do you mean?




TheOne -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 1:21:17 PM)

Small test case. .00

At the end of turn 1 LVI and XXXXI generally have 275 (+/- 20) and they are near Riga.

This fuel goes into divisions under them during logistics phase.

.01 your saying HQ's don't hold fuel, so this 275 per HQ is not given to units during logistics phase because HQ can not hold fuel.

So you end up with far fewer MP's turn 2?

Was this tested?




morvael -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 1:38:12 PM)

22/6/41 you have HQs full of fuel and units full of fuel, something that is hard to pull off later in the war. Units generally are still over 100% after turn 1, so they don't ask HQs for refill. On turn 2 units have less MP due to failed leader rolls, and fatigue, not much because of lack of fuel.

I'm fine with HQs holding fuel and moving with it, that was given them during logistics phase, because this is based on attached units in range. What was an exploit was the fact that you could arbitrarily load an empty HQ with no units in friendly territory using air transport, and then move it deep to resupply advancing forces which have otherwise outran the supply chain.




morvael -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 1:54:21 PM)

Nothing in the way HQs store, move or distribute fuel dumps was changed, with the exception that air resupply no longer creates fuel dumps in HQ units.




TheOne -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 4:04:11 PM)

quote:

ORIGINAL: morvael

Nothing in the way HQs store, move or distribute fuel dumps was changed, with the exception that air resupply no longer creates fuel dumps in HQ units.


AHHH ok see what this was all about now.

Thanks Hunter and morvael

http://www.matrixgames.com/forums/tm.asp?m=4140013




panzer886 -> RE: Public Beta v1.09.01 is Now Available! (11/30/2016 6:32:25 PM)

GREAT!




TheOne -> RE: Public Beta v1.09.01 is Now Available! (12/1/2016 1:53:41 PM)

What is considered a (working port)?

it has the name port or a % of damage of a port?

7. If there is damaged rail in a working port, and no enemy units are adjacent, the rail will be automatically repaired during the logistics phase.

Thanks.





morvael -> RE: Public Beta v1.09.01 is Now Available! (12/1/2016 1:59:43 PM)

Working port is a port through which you can get supplies, which means level*damage% is greater than or equal 1.




TheOne -> RE: Public Beta v1.09.01 is Now Available! (12/1/2016 2:06:32 PM)

18. Made it easier to destroy, damage and/or disrupt elements that should be doing most of the fighting,
by reducing their resistance against ground HE attacks (XM stands for eXperience Modifier, and is equal to element’s experience-70; final value may never be less than 20, and higher than 100):
a. to 80+XM% of the original value for elements of type Rifle Squad, Cavalry Squad, SMG Squad, Ski Squad, Security Squad, Partisan Squad, and Naval Rifle Squad,
b. to 85+XM% of the original value for elements of type Infantry-AT, Machinegun, Motor-Inf Squad, Engineer Squad, Airborne Squad, and Air Landing Section,
c. to 90+XM% of the original value for elements of type Mech-Inf Squad, Airborne Engineer, Carrier-Inf Squad, and Motor-Engr Squad,
d. to 95+XM% of the original value for elements of type Mech-Engr Squad, Special Forces, and Marine Commando.

This looks to be a real interesting change also, this should change allot of tactical thinking early in game and make taking high CV hexes easyer not sure how much easyer but easyer for sure.




morvael -> RE: Public Beta v1.09.01 is Now Available! (12/1/2016 2:12:29 PM)

This was an attempt to increase losses in manpower, without affecting losses in equipment, which are already quite high.




No idea -> RE: Public Beta v1.09.01 is Now Available! (12/2/2016 1:19:23 PM)


quote:

ORIGINAL: GrauWolf80

@Choles1 that is near the results I get now, between 2200-2500. Before I was getting 4100-4500.


Well, 2200/2500 for the first three days seems too low. But the losses of previous patches (were vets were getting 6000 destroyed) were too much. I guess something to find a middle ground is in order.




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