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hello from the hinterlands

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All Forums >> [Current Games From Matrix.] >> [World War II] >> Gary Grigsby's World at War: A World Divided >> hello from the hinterlands Page: [1]
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hello from the hinterlands - 12/14/2009 5:08:56 AM   


Posts: 2134
Joined: 9/22/2004
From: GMT-8
Status: offline
Hi guys. Making a rare tour through WAW land.

Awesome to see that the community keeps going!!

To be honest, I haven't touched the game since the last patch. It would make sense to do any cleanup necessary to move it from the Members Only section (beta) to a real release. This is something I've been promising to do every time I get a bug report from someone, but I can't seem to get around to it.

No promises, but I really want to do it just to clean it up. Are there any things (relatively simple) that ought to be addressed or improved?

Here's the list of bug reports I have received over the months, copied from my list.


jessie reports Leningrad should be "fort,2", and there is a problem with the perma-fort in E France (canceled if E France is attacked).

no end of game even if every region is lost.

Tim reports Chinese production problem ?

Rafael reports CV retreat problem. 2009-05-10.

Rafael reports amphib problem, doesn't check cargo capacity if amphib capacity is available. 2009-05-31.

Rafael reports possible Finland surrender problem (Sov take Fin). 2009-06-30.

Tim reports problem with Rumania production multiplier when Germans capture after Russian invasion event. 2009-09-29.

boudi001 reports problem with Vladivostok, all damaged units destroyed. I didn't look into the precise report on forum to legitimize. 2009-09-29.

< Message edited by WanderingHead -- 12/14/2009 5:09:44 AM >
Post #: 1
RE: hello from the hinterlands - 12/14/2009 6:11:55 PM   


Posts: 17
Joined: 10/19/2009
Status: offline
Great to see you still alive and patching. :) Given that the game is extraordinarily good, it deserves it of course. Thanks for all your hard work!

(in reply to WanderingHead)
Post #: 2
RE: hello from the hinterlands - 12/14/2009 10:22:47 PM   

Posts: 4691
Joined: 12/13/2005
From: Madrid, Spain
Status: offline
Hi Brian, good to see you back, I have another bug report I have kept for a long time in the back of my mind and this might be a good time to spill the beans:

When rebasing submarines, the maximum distance they could go from one port to another is 14, if I'm not wrong. The problem is that in the Pacific they can keep hoping from island to island and make it from Southwest USA to Malta
The path to follow is SW USA-->Rabaul-->Java-->Ceylon-->British East Africa--> Cairo-->Malta.
No save needed it happens all the time.

Not something to take advantage of Gentlemen


GG's AWD, GG's WBTS, GG's WitE Beta Tester
Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW, SC WWI

(in reply to WanderingHead)
Post #: 3
RE: hello from the hinterlands - 12/20/2009 4:13:56 AM   

Posts: 2157
Joined: 5/30/2005
From: Upper Michigan
Status: offline
Hi Brian, we just started to push to move this baby out of beta and make it official. But of coarse if you wish to improve it a little more before doing so, be my guest. We'll all be very happy. I will take my list of bugs etc over to the limited beta feedback thread so it stays in one place.

< Message edited by Lebatron -- 12/20/2009 5:31:02 AM >


Jesse LeBreton, AKA Lebatron
Development team- GG's WAW A World Divided

(in reply to rjh1971)
Post #: 4
RE: hello from the hinterlands - 12/31/2009 6:50:29 PM   


Posts: 147
Joined: 7/21/2008
Status: offline

Artillery and flak require ground taking units to attack: artillery or flak (which cannot take ground) will no longer fire if they advance into an enemy region without the support of at least one ground taking unit (militia/infantry/airborne/armor). This prevents gamey artillery “bounce” attacks to kill opposing units and return to starting region.

Either I misunderstood, or this does not work. I thought you needed to match artillery with ground units one for one, in order for the artillery to fire. That is, say 5 infantry allow 5 artillery to fire. That isn't what is happening. One ground unit allows any number of artillery to fire. I was attacked by 3 infantry and 25 artillery, and all the arty fired. Thus, the gamey bounce is still very much in play, as long as you bring along one militia. That's not much of a fix.

If possible, you've got to adjust the rule so one artillery supports one ground unit (Armor, Infantry, Militia). Otherwise, it's perfectly viable to create extremely gamey armies of artillery. A one for one match promotes a realistic force balance and use of combined arms, and reflects the fact that a front is formed of ground units, not unsupported artillery. This should apply equally on offense and defense. In reality, an army of one infantry and nine artillery would be overrun, as the attacker moved around the small infantry front.

Also, the unit flags for Finnish, Hungarian and Romanian units do not display, although the Italians and Allied minors do.

< Message edited by runyan99 -- 12/31/2009 7:02:55 PM >

(in reply to Lebatron)
Post #: 5
RE: hello from the hinterlands - 1/1/2010 1:49:59 AM   


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Joined: 10/30/2006
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I am not sure where you got the quote, but my reading of it is that only one ('at least one') ground-taking unit is required in the attack for arty/aa to fire. So, if the quote is from the 1.04 readme, I would say that the implementation is working as intended. (whether one likes this or not is perhaps your point)

If you are looking for a change of flavour, try deluxe. The different suppression rules mean that a massed artillery army is not a cost-effective use of resources. (My personal taste is that they might have been weakened a little too much - I tend to use them only on coastal areas or to obtain/prevent combined arms bonuses.) Anyhow, the game has a very different feel and provides a different experience....

(in reply to runyan99)
Post #: 6
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