A few Laymen Questions on New Features of Changelog 1.08

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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HOTEC
Posts: 629
Joined: Sat Nov 23, 2013 3:34 am

A few Laymen Questions on New Features of Changelog 1.08

Post by HOTEC »

1. Should one button of refit with toggle for unit in Unit Bar be more user friendly?
Should it be a way forward to let the player to control the priority?
1 & 5. What are the criteria for the priority of units to get replacements?

2. The MAX TOE shows in unit.csv is 0. If it is set as 2, would it be current TOE percentage plus 3?
Would it be overstrength in 2nd turn if MAX TOE is set over 100%?

3. 37AT is set in Unit and 50AT in TOE. Would all 37AT be destroyed before it transforms?

4. Would it be more helpful if an example is given for what are the core elements using Hiwi?
What are impacts to the game with the meaning changed?

6. In csv file, which column name represents the equivalence of captured equipment or determining by ground element type?
Is the conversion taken place in ready or both ready and damaged element?
Is infantry squad the only element to be upgraded "in place"?

7. Would the resources be consumed along with the positive and negative armament points?

8. Would the element be put in Active Pool when importing?

9. There is only one attribute. How to set it to 2 requirements say 5% for import and 10% for conversion as before?

10. What are the residual values, fix or random percentage in range, in the production system from scrapping?

11 & 12. Should these attributes be controlled by the player during the game?
Is no scrapping allowed for the ground element?

12. Why not simply add a new factory in the Location? If it is a way forward to allow player to change the factory upgrade path during the game, this attribute is a must.

Are auto-produced element and production on demand the same meaning?

13. Should this function be included in the Main page of the Editor for it is a basic?
Would the replacement take place disregarding the start date of TOE?

13 & 14. Would replacement of the ground element in the unit be effective at the same time if the initial build and the number of pool is set?
How do they distribute among units?

15. How does the designer know in the first place that element will be missing in the unit?
What are the causes for the element missing?

16. Why do we need the change from modifer? Should we be on that aircraft type while editing?

17. The information of "Ammo used" is also useful.

21 & 65. The air reconnaissance airfield attached to the Army Group HQ is quite troublesome. Not only it cannot be reassigned back to the Army Group HQ once assigned out, it also costs 1 CP.
The Scenario Check Utility reports that it is a wrong attachment. As the Manual is specifically allowed this attachment, should this special airfield deserve a special HQ and allow to reassign under Army Group HQ after assigned

out?
Should it be referred to Command Capacity (CC) in 7.6.2.2 instead of Command Points (CP) in 7.6.2.1? Does Army Group not have the Command Points in 7.6.2.1?
What table is used in calculating AP when reassigned?

22. Should MPs for cross-type unit be lower than 50 MPs? 32 MPs may be a good starting point for consideration. A zmot Infantry type, like Jager, should not have that mobility.

23. Credit earned for consideration of color-weakness players.
Sorting order is not uniformly applied. In Order of Battle, it depends on the position, from North to South and West to East. The unit from top to bottom shown in Combat Unit Detail Window is in reverse order when shown in Unit

Bar. How to determine the first unit in their attachment chain that has such color specified?
Would the color be gone if the first unit destroyed, permanently removed from the game?

25. What is the percentage of captured men converted to Hiwi and how long of this coversion would take place upon capture?

26. Should display the dangerous level of vehicle shortage be more informative?

28. Would the rail difficulty modifier be the same thing of Transport Level customized in Game Option? If yes, what would be the unit load costs now if it is set to 133? If no, in addition to "yes", where the rail difficulty

modifier be found?

30. Clever for the Final Solution not implied. Better to have another way to play against Partisan. Would an example be given for what is the bad scenario data?

36 & 37. Would CV be lower of higher, in board term, after other factors have been taken consideration?

45. Where are they shown in csv?

46. Is 0.5:1 applied for German side when the defensive odds set? Is it a favour to German side?

47. Would be helpful to spell out 0 to 5 exactly of what it will be related to the 6 combinations?
What would be their difference?

50. What are the AI build limits for on-map units and support units?
Are they have ceilings?
Would the ceiling of AP be relaxed in future?

51. What make the AI thinks that it is unwanted?

54. Would all be considered as permanently lost or a % to be disable?

62 & 101. In order to have 100% in production in 41-45 Campaign, the production percentage usage has to be set to 118 (0.85 x 118 = 100). This 85 comes from the blue.
When the fort limits/disable men are to be modified, would this black-box 85 need to be taken into consideration?

63. Would the Self-propelled artillery (Wespe) now need the Armament Points to produce? If not, should this item factory be removed from the City?

64. Would the loss totals in the loss window be more creative if the production could be manipulated by the player during the game?

66. Would every replacement of "mechanized infantry" be 2 vehicles lost?

88. Should the player have controlled the city to have resupply taken?

92. Would supply to units be affected by the movement of HQ before HQ Buildup clicked?

94. When Fog of War is selected, would these numbers still be accurate?

95. There are no report under AIR GROUP Basic checks in Scenario Utility Check for 1941-45 Campaign - Alt CV. So, it is assumed that the checking reports the abnormalty.
Why "upgrade is available" is an error?
Would these errors be rectified by the program once started?
What would be consequence of "type mismatch (what unit ability used?)", "duplication (would loss duplicate?)", "attached to non Air HQ (would they fly?)", "TOE type mismatch (how they fight?)" etc?

103. Resource factories are inadequate to cope with the Armament factories. There would be no motivation to conquer! How far do the game designer expect German to go?

109. Should Fortized Zone be built in newly captured territory pending refit?

111. It seems the Carrier-Inf Squad replacing the Barge type. Is Carrier-Inf squad type works like seaborne infantry?

112. Can the Vehicle Repair in Ground Element be considered as a factory?

113. If the Reconnaissance or Recon used in the suffix, would the unit belong to the recon element family?


Negative Emotion Relief Items: 55, 68

Still Frustrating Item: 95

WITE has already built a solid foundation on units, well thought house rules and excellent grid features.

The Manuals, in particular the Editor Manual, need to be updated with more examples for elaboration.
It deserves the same thickness of Nigel's Vol IIA.

Great chance to achieve the perfection.
























Denniss
Posts: 8879
Joined: Thu Jan 10, 2002 10:00 am
Location: Germany, Hannover (region)

RE: A few Laymen Questions on New Features of Changelog 1.08

Post by Denniss »

25) AFAIR 8% of this turn's captured manpower (from both players phases) are converted to Hiwis during the next Axis Logistic phase
62) Germany has 100% production although only 85% (less in later years) are available for the East Front (they had "some" troops in France and Africa to support)
63) There was no change to the production of SPA items, just a change how they display in the loss statistics
66) Every production of a mechanized squad has a permanent cost of 2 vehicles.
95) Is just a reporting utility for scenario designers, not everything reported there is an actual error. Upgrade available is just an information about a newer TOE/OB available. Some errors are for disabled units (do not participate in the scenario).
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)
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