Matrix Games Forums

Characters of World War 1Sign of for the Pike and Shot Beta!More Games are Coming to Steam! Deal of the Week: Combat Command Return to the Moon on October 31st! Commander: The Great War iPad Wallpapers Generals of the Great WarDeal of the Week Panzer CorpsNew Strategy Titles Join the FamilyTablet Version of Qvadriga gets new patch
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

New War in the East v1.06.11 Public Beta Available

 
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 >> New War in the East v1.06.11 Public Beta Available Page: [1]
Login
Message << Older Topic   Newer Topic >>
New War in the East v1.06.11 Public Beta Available - 5/14/2012 7:16:57 PM   
Andrew Loveridge


Posts: 575
Joined: 7/20/2009
Status: offline
Hello all,

We have a new version of the next update. You can get a beta version in the Members Club. It has a few changes since 1.06.08, as listed below. This should be the last version before making it official.
It includes updates for Don to the Danube, if you have that installed.

V1.06.11 – May 11, 2012

    New Features and Rule Changes


      1. Rule Change (Section 20.6) – Several changes have been made to the HQ Build up rules as follows:

        a) The amount of supplies and fuel delivered to a HQ conducting HQ Buildup is now equal to the total needs of all of the on map units attached to the HQ (supplies/fuel already on hand do not alter this calculation). This replaces the old method of basing supplies/fuel delivered on the AP cost of the buildup. These will then be distributed to bring the units up to 100% of their need with the unused remainder remaining in the HQ.

        b) For each 2 tons of supplies or fuel sent to the HQ, 1 vehicle will be damaged and 1 vehicle will be sent to the HQ. The number of vehicles destroyed remains unchanged.


      2. Rule Change (Sections 14.1.4 and 23.3.4.5) – Axis Brigade and Regiment sized units must pay the standard 2 additional movement points when entering enemy controlled hexes on 22 June 1941 (in addition to the special +1 cost).

      3. Rule Change (Section 17.2.1) - A Soviet player with FOW on will no longer be able to see the garrison percentage in Axis held cities.

      4. Rule Change (Section 16.3.6) – Airborne units may only be dropped within 8 hexes of a supplied friendly unit. See the next item for the interface change that has been made for airborne drops.

      5. Interface Change (Section 5.3.9.3) – To airdrop a unit, now you must go to air transport mode and then left click on the hex containing the airbase and airborne unit. Make sure the airborne unit(s) you wish to drop are selected in the unit bar. Next, shift-left click on a hex near the airfield. This will cause the pick air units mission window to be displayed. Close this window and you will now see the hexes where you may conduct an airdrop lit up, while those that are not possible will be displayed in. Shift-left click on the hex you wish to drop the airborne unit and the pick air units mission window will appear. Due to some issues with the interface, the only way to indicate the valid hexes to airdrop in is to click on a valid hex. If you click on an invalid hex it will not bring up the air window nor will it indicate the valid hexes. This is why we suggest you click somewhere near the airbase. Whenever the air window appears, you can execute the air drop. It is important that you select the airborne unit after you have entered air transport mode (previously the airborne unit was supposed to be selected while still in movement mode).

      6. Formula change (Sections 15.5.3 and 15.9) – The limitation that a unit will not be eligible to rout if it passes a check where it’s morale is greater than 40+Die(15) is now 40+Die(30) for any brigade or regiment sized unit that is defending alone in a battle (no other units in the hex or committed from reserve are participating in the battle). Thus, a regiment or brigade defending alone with morale between 41 and 55 will be more likely to rout, and between 56 and 70 will now have a chance to rout.

      7. Formula change (Section 15.9.2) – The chance of men in shattering units being captured has been increased (by at least double).

    Bug Fixes

      1. Fixed a bug that caused partisan units to disappear from the map when in show battle sites mode.

      2. Fixed a bug in the AI that were the AI was moving fortified region (most obviously moving them north of the Svir River line).

      3. Fixed a bug where HQs arriving as reinforcements could arriver without a valid leader.

      4. Fixed a bug that was causing brigades from broken down Soviet Mech and Tank Corps were counting as 4 command points instead of 1.

      5. Fixed a bug in the AP cost of HQ buildup where sub units of broken down divisions and corps were each being counted as a division or corps instead of as regiments or brigades.

      6. Fixed a bug where the broken down brigades from Soviet Mech and Tank Corps were being treated in the CR screen as if they were corps size instead of brigade size.

    Data and Scenario Changes

      Changes in Device and OB files


        1. Renamed 41 Hungarian Security Brigade (23) to 41a Hungarian Security Brigade.

        2. Renamed 41 Rumanian Mountain Brigade (39) to 41a Rumanian Mountain Brigade.

        3. Added 41b Hungarian Security Brigade (363).

        4. Added 41b Rumanian Mountain Brigade (372).

        5. Changed IS-2 model in TOE 247 to the IS-2 M1943.

        6. Changed the GAZ-AAMG (772) from SPAAMG to SP Flak to relieve SP Flak shortage issues.

        7. Revised the ROF modifiers to be consistent across all ground elements.  The actual changes amount to an increase or decrease of the ROF modifier for an element (where applicable) by 1 or 2 at most so these changes are primarily to standardize the methodology of the ROF modifier and will have only a minor game effect.

      Don to the Danube Scenario Changes

        1. Drama on the Danube 
         - Rebuilt Rumanian Construction Battalions with the proper OB
         - Rumanian Mountain Brigades now use a new OB that does not automatically upgrade to divisions

        2. Decision in the Ukraine
         - Removed German aircraft from the Rumanian equipment pool
        - Hungarian Security Brigades changed to Hungarian Border Guard Brigades
        - 14th Panzer Division now has a proper arrival location

        3. Red Army Resurgent
        - 1st Rum. Armored Division rebuilt to use the latest OB

        4. Operation Kutuzov-Rumyantsev
        - 113th Infantry Division and 8th Army now have proper arrival locations


_____________________________

Andrew Loveridge

Production Assistant

Post #: 1
RE: New War in the East v1.06.11 Public Beta Available - 5/14/2012 10:12:37 PM   
M60A3TTS

 

Posts: 1006
Joined: 5/13/2011
Status: offline
I'm wondering if/how Rule change 2 affects the Lvov pocket on the opening turn.

(in reply to Andrew Loveridge)
Post #: 2
RE: New War in the East v1.06.11 Public Beta Available - 5/14/2012 10:24:21 PM   
carlkay58

 

Posts: 2092
Joined: 7/25/2010
Status: offline
It depends on how you form the Pocket. I don't use unit breakdown that often, so it will still be formed okay for me, but several of the latest variations I have seen utilize a lot of unit breakdowns to broaden the cut off or to allow attacking towards Rzhev also. That will be changed.

(in reply to M60A3TTS)
Post #: 3
RE: New War in the East v1.06.11 Public Beta Available - 5/14/2012 11:02:37 PM   
glvaca

 

Posts: 1109
Joined: 6/13/2006
Status: offline
Yes, it's going to be much more difficult to make the pocket, and most likely the (what I consider) excess will be physically impossible. Or at least I hope it will.
Good patch all around.

(in reply to carlkay58)
Post #: 4
RE: New War in the East v1.06.11 Public Beta Available - 5/17/2012 12:15:26 PM   
redmarkus4


Posts: 4084
Joined: 12/1/2007
From: 0.00
Status: offline
Is there a fix planned to correct the AI running away and abandoning city hexes, as reported a while back?

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to glvaca)
Post #: 5
RE: New War in the East v1.06.11 Public Beta Available - 5/17/2012 12:47:46 PM   
elmo3

 

Posts: 4870
Joined: 1/22/2002
Status: offline
quote:

ORIGINAL: redmarkus4

Is there a fix planned to correct the AI running away and abandoning city hexes, as reported a while back?


If you are talking about the report of the AI abandoning Budapest, that is still an open ticket on the bug list.

< Message edited by elmo3 -- 5/17/2012 12:48:35 PM >


_____________________________

We don't stop playing games because we grow old, we grow old because we stop playing games - Anon.

WitE Alpha/Beta Tester

(in reply to redmarkus4)
Post #: 6
RE: New War in the East v1.06.11 Public Beta Available - 5/17/2012 5:08:54 PM   
Joel Billings


Posts: 21033
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Unfortunately we've pretty much given up on this part of the AI. Gary tried several times to adjust the AI's approach to cities, with only minimal success. It seems at this point he feels working on this would take a lot of time and wouldn't likely increase the AI's play by very much (and might cause other side effects). It's still an open item, but realistically I don't think it will be improved. Maybe when working on WitW AI, Gary will stumble on something that might improve things (this has happened a few times already), and we're more willing to take risks with WitW since we still have a lot of test time before it will be released.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to redmarkus4)
Post #: 7
RE: New War in the East v1.06.11 Public Beta Available - 5/27/2012 8:13:28 AM   
redmarkus4


Posts: 4084
Joined: 12/1/2007
From: 0.00
Status: offline

quote:

ORIGINAL: Joel Billings

Unfortunately we've pretty much given up on this part of the AI. Gary tried several times to adjust the AI's approach to cities, with only minimal success. It seems at this point he feels working on this would take a lot of time and wouldn't likely increase the AI's play by very much (and might cause other side effects). It's still an open item, but realistically I don't think it will be improved. Maybe when working on WitW AI, Gary will stumble on something that might improve things (this has happened a few times already), and we're more willing to take risks with WitW since we still have a lot of test time before it will be released.


That's disappointing, Joel, but thanks for the honesty.

For me, given the importance of various cities during WW2, this bug really detracts from the immersion factor and when the AI does perform well, it often has an a-historical feel to it as a result.

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to Joel Billings)
Post #: 8
RE: New War in the East v1.06.11 Public Beta Available - 5/27/2012 8:14:54 AM   
redmarkus4


Posts: 4084
Joined: 12/1/2007
From: 0.00
Status: offline

quote:

ORIGINAL: elmo3

quote:

ORIGINAL: redmarkus4

Is there a fix planned to correct the AI running away and abandoning city hexes, as reported a while back?


If you are talking about the report of the AI abandoning Budapest, that is still an open ticket on the bug list.


Hi Elmo. Budapest was the most recent example I logged, but I have actually been reporting this bug in relation to many different city locations since Day 2 after the original launch of the game.

_____________________________

Cyberpower tower PC
Intel Core i7-3930k CPU, 3.20GHz processor
32 GB RAM
2TB HD
2xNVIDIA GeForce GTX 680 graphics cards, each with 4095 MB
Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to elmo3)
Post #: 9
RE: New War in the East v1.06.11 Public Beta Available - 6/2/2012 4:41:37 AM   
Grungar

 

Posts: 32
Joined: 9/13/2008
Status: offline
The tutuorial germans abandoned both vic hexs..one of them twice. I wonder if it was retreating to better supply in blizzard and ice.

(in reply to redmarkus4)
Post #: 10
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> New War in the East v1.06.11 Public Beta Available Page: [1]
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

0.078