Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: WitE 2

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: WitE 2 Page: <<   < prev  59 60 [61] 62 63   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: WitE 2 - 12/11/2019 10:09:37 PM   
Georgy Zhukov

 

Posts: 27
Joined: 2/3/2008
Status: offline
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


Posts: 221
Joined: 3/12/2015
Status: offline
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.

_____________________________

- Mark

(in reply to Georgy Zhukov)
Post #: 1802
RE: WitE 2 - 12/12/2019 12:11:08 AM   
Zemke


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

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.

_____________________________

"Actions Speak Louder than Words"

(in reply to uw06670)
Post #: 1803
RE: WitE 2 - 12/13/2019 2:01:26 PM   
joelmar


Posts: 1023
Joined: 3/16/2019
Status: offline
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

_____________________________

"The closer you get to the meaning, the sooner you'll know that you're dreamin'" -Dio

(in reply to Zemke)
Post #: 1804
RE: WitE 2 - 12/16/2019 2:45:20 PM   
Georgy Zhukov

 

Posts: 27
Joined: 2/3/2008
Status: offline
yes,i have it installed, but it is only the map, there are no photos of the weapon systems.

(in reply to joelmar)
Post #: 1805
RE: WitE 2 - 12/16/2019 3:04:36 PM   
joelmar


Posts: 1023
Joined: 3/16/2019
Status: offline
@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!

_____________________________

"The closer you get to the meaning, the sooner you'll know that you're dreamin'" -Dio

(in reply to Georgy Zhukov)
Post #: 1806
RE: WitE 2 - 1/5/2020 7:31:58 AM   
guctony


Posts: 669
Joined: 6/27/2009
Status: offline
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.



_____________________________

"Unless a nation's life faces peril, war is murder."
"Sovereignty is not given, it is taken."
"After having lost their lives on this land they have become our sons as well."
Mustafa Kemal

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


Posts: 294
Joined: 5/14/2016
Status: offline
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 >

(in reply to guctony)
Post #: 1808
RE: WitE 2 - 1/7/2020 6:35:58 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline

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.

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to guctony)
Post #: 1809
RE: WitE 2 - 1/7/2020 6:57:37 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline

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)

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to king171717)
Post #: 1810
RE: WitE 2 - 1/7/2020 8:18:32 PM   
king171717


Posts: 294
Joined: 5/14/2016
Status: offline
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 >

(in reply to RedLancer)
Post #: 1811
RE: WitE 2 - 1/9/2020 7:26:30 PM   
No idea

 

Posts: 495
Joined: 6/24/2011
Status: offline

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


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
I now know why I like WitE:





Attachment (1)

(in reply to No idea)
Post #: 1813
RE: WitE 2 - 1/9/2020 9:02:48 PM   
Telemecus


Posts: 4689
Joined: 3/20/2016
Status: offline
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?

_____________________________

Wargamers Discord https://discord.gg/U6DcDxT

(in reply to morvael)
Post #: 1814
RE: WitE 2 - 1/9/2020 10:07:06 PM   
uw06670


Posts: 221
Joined: 3/12/2015
Status: offline
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 >


_____________________________

- Mark

(in reply to Telemecus)
Post #: 1815
RE: WitE 2 - 1/11/2020 12:25:36 AM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
That excerpt sounds like Jim Dunnigan...

(in reply to uw06670)
Post #: 1816
RE: WitE 2 - 1/15/2020 6:47:11 PM   
thedoctorking


Posts: 2297
Joined: 4/29/2017
Status: offline
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.




Attachment (1)

(in reply to Elessar2)
Post #: 1817
RE: WitE 2 - 1/16/2020 6:08:36 PM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
Status: offline
But you can filter on night mode to show only those that have it set no N and change only those.

(in reply to thedoctorking)
Post #: 1818
RE: WitE 2 - 1/16/2020 6:33:44 PM   
juv95hrn

 

Posts: 242
Joined: 6/28/2005
Status: offline
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.

(in reply to morvael)
Post #: 1819
RE: WitE 2 - 1/16/2020 6:40:43 PM   
Telemecus


Posts: 4689
Joined: 3/20/2016
Status: offline

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


_____________________________

Wargamers Discord https://discord.gg/U6DcDxT

(in reply to juv95hrn)
Post #: 1820
RE: WitE 2 - 1/16/2020 6:42:46 PM   
uw06670


Posts: 221
Joined: 3/12/2015
Status: offline
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.

_____________________________

- Mark

(in reply to Telemecus)
Post #: 1821
RE: WitE 2 - 1/16/2020 7:31:05 PM   
juv95hrn

 

Posts: 242
Joined: 6/28/2005
Status: offline

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.

(in reply to Telemecus)
Post #: 1822
RE: WitE 2 - 1/22/2020 3:19:25 PM   
uw06670


Posts: 221
Joined: 3/12/2015
Status: offline
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.

_____________________________

- Mark

(in reply to juv95hrn)
Post #: 1823
RE: WitE 2 - 1/22/2020 5:00:26 PM   
Laits


Posts: 144
Joined: 11/1/2019
Status: offline
I agree. It could be an option (like a gentleman agreement) which would allows different starts and more uncertainty for the other side.

_____________________________

More majorum

(in reply to uw06670)
Post #: 1824
RE: WitE 2 - 1/22/2020 7:27:56 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline

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.

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to uw06670)
Post #: 1825
RE: WitE 2 - 1/22/2020 10:43:49 PM   
DorianGray

 

Posts: 131
Joined: 8/2/2008
Status: offline
nothing to see here

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

(in reply to loki100)
Post #: 1826
RE: WitE 2 - 1/23/2020 8:07:25 AM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
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.

(in reply to DorianGray)
Post #: 1827
RE: WitE 2 - 1/23/2020 3:53:18 PM   
thedoctorking


Posts: 2297
Joined: 4/29/2017
Status: offline
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.

(in reply to Cavalry Corp)
Post #: 1828
RE: WitE 2 - 1/23/2020 5:01:21 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline
Prob a request best in the tester forum?

_____________________________


(in reply to thedoctorking)
Post #: 1829
RE: WitE 2 - 1/23/2020 10:25:29 PM   
DorianGray

 

Posts: 131
Joined: 8/2/2008
Status: offline

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.

(in reply to Cavalry Corp)
Post #: 1830
Page:   <<   < prev  59 60 [61] 62 63   next >   >>
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: WitE 2 Page: <<   < prev  59 60 [61] 62 63   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.750