The expiry date for the Hungarian 44 Combat Engineer Squads must be incorrect. They get scrapped in the Log report as soon as they are created and none show up in the units. The Finnish 43 Combat Engineer squads also seem to be funny. I didn't see any getting scrapped, but by mid 44 none are in any unit with 79 built.
The Rumanian 100mm probably has a too low production rate. I've used the Rumanian's very lightly and they still never manage to make up their TOE. The per turn production seems to max out at 5, this gets nearly used up by attrition. They are persistently missing around 200 guns in 43, and about 150 in mid 44.
TOE swaps seem to be quite slow in general unless the in unit equipment is being directly upgraded.
Again, mid 44, pools overflowing since it's an AI game but 37mm ATG are still 15% of my total ATG strength. I have 1500 50mm ATG in the pool but the AI seems to prefer to wait until enough 75mm are available to do a swap instead of upgrading to 50mm in the interim.
Similar is happening with ATR's -> Panzerschrecks and MG34->MG42. There seems to be a very long lag time until the transition happens. At least the Panzerscherecks could be helped by moving them forward to the 44a TOE, where they belong anyway.
2 1.11 bugs and some issues
Post bug reports and request support here.
Moderators: Joel Billings, elmo3, Sabre21
RE: 2 1.11 bugs and some issues
hungarian squads may get dissolved - lots in pool with almost no use in units.
Finnish squads had auto toe upgrade disable so they were not really asked for by units - probably sufficient older squads in pool/units
Romania was alway low on artillery equipment, especially the bigger ones so a limited production is intended.
The 37mm gun were kept in service for a long time although past mid 42 not really in the intended role as ATG - re-used as infantry support gun and there are reports of 'sniping' enemy position like MG nests with these guns. strange their ingame ATG use is not upgraded to the 75mm gun.
MG 34->42 transition should be slow, both were used silmultaneously until the end.
Panzerschreck introduction should initially be slow, gaining speed with several TOE upgrades
Finnish squads had auto toe upgrade disable so they were not really asked for by units - probably sufficient older squads in pool/units
Romania was alway low on artillery equipment, especially the bigger ones so a limited production is intended.
The 37mm gun were kept in service for a long time although past mid 42 not really in the intended role as ATG - re-used as infantry support gun and there are reports of 'sniping' enemy position like MG nests with these guns. strange their ingame ATG use is not upgraded to the 75mm gun.
MG 34->42 transition should be slow, both were used silmultaneously until the end.
Panzerschreck introduction should initially be slow, gaining speed with several TOE upgrades
WitE dev team - (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
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WitE2 dev team (aircraft data)
RE: 2 1.11 bugs and some issues
1) Yes, it's not scrapping, it's "decomposition", this frees resources useful elsewhere.
2) Auto produced items have a maximum per-turn production (country potential/cost based, if not specified in data), this means artillery production is always slow and units will be understrength. Also, units in poor supply situation generate smaller requests for replacements than they should have.
3) This is WAD, in order not to drain pools when new equipment is made available. Unfortunately there is no manual control for these things for the player to adjust this speed to his liking, while in general slower is better than faster. Only certain elements which can be upgraded in the field (upgrading a gun to a new model requires delivery of a full kit, giving a panzerfaust to a rifle squad is basically ammo delivery), which is called "conversion", get a boost when new model comes online and the older model is no longer produced.
4) Unfortunately the replacement system is not clever enough to differentiate between secondary attributes (like caliber) inside ground element type (like "Medium AT gun") to prefer heavier variants; also if there is a mismatch between element types (TOE calls for "Light AT Gun" while "Medium AT Gun" are available) it will not ask for such equipment (at least it was made clever enough not to send back such items if they are already in the unit, thanks to grouping element types into "families").
5) Same as above.
Many problems which were described in 3-5 come from the fact that you can't mix multiple elements in a single unit/TOE slot, so there is no way to do gradual replacements, hence items are kept until they reach low numbers and they can be swapped entirely. Also for most items the game tries to swap only to full number of elements in order to reduce swapping back and forth every turn (if TOE calls for 12 guns, and you have only 4, there will be attempts to swap them to 12 guns, not 4). Once again, for certain items (like rifle squads) this requirement is removed, because it would lead (and it led in the past) to unit starvation, as - for example - the German army can't suddenly find 200k extra men to upgrade every division to full number of rifle squads if they are all understrength.
Certainly best way to introduce new items to units is by TOE upgrades. Then units know they miss something.
2) Auto produced items have a maximum per-turn production (country potential/cost based, if not specified in data), this means artillery production is always slow and units will be understrength. Also, units in poor supply situation generate smaller requests for replacements than they should have.
3) This is WAD, in order not to drain pools when new equipment is made available. Unfortunately there is no manual control for these things for the player to adjust this speed to his liking, while in general slower is better than faster. Only certain elements which can be upgraded in the field (upgrading a gun to a new model requires delivery of a full kit, giving a panzerfaust to a rifle squad is basically ammo delivery), which is called "conversion", get a boost when new model comes online and the older model is no longer produced.
4) Unfortunately the replacement system is not clever enough to differentiate between secondary attributes (like caliber) inside ground element type (like "Medium AT gun") to prefer heavier variants; also if there is a mismatch between element types (TOE calls for "Light AT Gun" while "Medium AT Gun" are available) it will not ask for such equipment (at least it was made clever enough not to send back such items if they are already in the unit, thanks to grouping element types into "families").
5) Same as above.
Many problems which were described in 3-5 come from the fact that you can't mix multiple elements in a single unit/TOE slot, so there is no way to do gradual replacements, hence items are kept until they reach low numbers and they can be swapped entirely. Also for most items the game tries to swap only to full number of elements in order to reduce swapping back and forth every turn (if TOE calls for 12 guns, and you have only 4, there will be attempts to swap them to 12 guns, not 4). Once again, for certain items (like rifle squads) this requirement is removed, because it would lead (and it led in the past) to unit starvation, as - for example - the German army can't suddenly find 200k extra men to upgrade every division to full number of rifle squads if they are all understrength.
Certainly best way to introduce new items to units is by TOE upgrades. Then units know they miss something.
RE: 2 1.11 bugs and some issues
The decomposition can't be WAD for the mentioned squads. Hungarians and Finns are bleeding out Engineer squads early 44 with no replacements arriving at the units since the replacement squads are decomposing.
RE: 2 1.11 bugs and some issues
Remember squads in pool are only equipment, not men (in units they are paired with men). This means you have tons of engineer equipment in depots, but perhaps no men to use them. Therefore the game is decomposing equipment to at least recover some ARM points for use in other places, while replacing elements that are more important.
RE: 2 1.11 bugs and some issues
Some things may not work if your game is old and started under old dataset. Perhaps that is the source of problems. Examining a log of GC 1944 started under latest data I can see that new engineers are reaching units by means of emergency conversions:
Turn 2, normal replacements phase:
Turn 10, normal replacements phase:
On the other hand I have noticed that some CES44 were decomposited following their conversion from CES, so this is something to check. Probably need from TOE is not properly calculated in this case.
3 x Combat Engineer Squad (1/39) converted to Combat Engineer Squad 44 (1/44), spent 3 ARMAMENTS
19th Hun. Reserve Division converted Combat Engineer Squad (1/39) to Combat Engineer Squad 44 (1/44)
Turn 2, normal replacements phase:
Code: Select all
ELEMENT DATE POOL READY DAMAGED WANTED BUILT CONV ADDED BACK LOST
Combat Engineer Squad 1/39 0 820 18 32 0 0 0 9 3
Turn 10, normal replacements phase:
Code: Select all
ELEMENT DATE POOL READY DAMAGED WANTED BUILT CONV ADDED BACK LOST
Combat Engineer Squad 44 1/44 8 671 4 11 3 34 11 3 0
Combat Engineer Squad 1/39 0 66 1 5 0 -34 0 1 0
On the other hand I have noticed that some CES44 were decomposited following their conversion from CES, so this is something to check. Probably need from TOE is not properly calculated in this case.
RE: 2 1.11 bugs and some issues
As for the Finnish Engineers, then indeed data can be improved for them, by enabling automatic TOE upgrade for that squad.
As for wrong need count, I need to check sources and fix that problem properly for auto build/decomposition, so the game would know it really needs those engineers before any will make it to units.
As for wrong need count, I need to check sources and fix that problem properly for auto build/decomposition, so the game would know it really needs those engineers before any will make it to units.
RE: 2 1.11 bugs and some issues
Game started under 1.11.
Might be something with the need, as only CE 39 show up as wanted in the log report for both Finns and Hungarians.
LOG attached.
Also, any idea why the Axis would be missing population? From Turn 104 onward, suddenly 50k Axis Pop missing shows up in the logs. I'm deep in Russia so it wasn't from losing any cities.
Might be something with the need, as only CE 39 show up as wanted in the log report for both Finns and Hungarians.
LOG attached.
Also, any idea why the Axis would be missing population? From Turn 104 onward, suddenly 50k Axis Pop missing shows up in the logs. I'm deep in Russia so it wasn't from losing any cities.
- Attachments
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- EventLog(T..7-27 Ax).txt
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