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[need more info] TB entrance hexes at front-line non-RR hexes

 
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[need more info] TB entrance hexes at front-line non-RR... - 5/6/2021 1:18:19 AM   
wpurdom

 

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From: Decatur, GA, USA
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On one turn the game permitted me to set TB entrance hexes on non-RR hexes at or right next to front line and order transfers to those locations. In the subsequent turn some of these transfer appeared to show as instructed others seem to have appeared at nearest eligible location.
I have saves from the beginning of the turn, where the TB hex is still yellow and transfers have been ordered, and the beginning of the next turn, but I am unable to upload.
I've probably forgotten the correct way to do it.

I think a couple of times before I've had TB entrance hexes at ineligible locations, but only this time do I have saved games I can find.

< Message edited by Joel Billings -- 5/8/2021 12:27:38 AM >
Post #: 1
RE: TB entrance hexes at front-line non-RR hexes - 5/6/2021 5:44:38 PM   
Joel Billings


Posts: 31435
Joined: 9/20/2000
From: Santa Rosa, CA
Status: online
You should never be able to set it up on a non-rail hex (or closer than 10 hexes from the enemy). If you have a case where you can do that, please attach a save (zip up the save file and then click on the "click here to upload" below the area where you type your message). Or you can email to 2by3@2by3games.com. Thanks.

Remember that a previously set entry hex does not have to be reset if it has since become an ineligible hex. Units can continue to arrive there, although they may be slightly offset (certainly if the hex is captured). The requirement only matters when you set the hex.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

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RE: TB entrance hexes at front-line non-RR hexes - 5/7/2021 2:56:08 AM   
wpurdom

 

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x1 is the file mid turn with the last of the frontline hexes still showing yellow and transfers having already been ordered.

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RE: TB entrance hexes at front-line non-RR hexes - 5/7/2021 2:57:49 AM   
wpurdom

 

Posts: 474
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Save Turn 34 is the beginning of the turn machine save

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RE: TB entrance hexes at front-line non-RR hexes - 5/7/2021 2:59:28 AM   
wpurdom

 

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Save turn 35 is beginning of next turn where it appears that some of the transfers actually showed up at the front line and some didn't.

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RE: TB entrance hexes at front-line non-RR hexes - 5/7/2021 3:00:45 AM   
wpurdom

 

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If any problem with receipt of files, I will email.

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RE: TB entrance hexes at front-line non-RR hexes - 5/7/2021 8:41:12 PM   
wpurdom

 

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Here's another example. In this turn, other than unloading some trains, all I have done is create a TB reserve arrival hex at 186,127 Gulbene and ordered a transfer of the 2nd Rifle Division there.

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RE: TB entrance hexes at front-line non-RR hexes - 5/8/2021 12:27:24 AM   
Joel Billings


Posts: 31435
Joined: 9/20/2000
From: Santa Rosa, CA
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I loaded those saves and tried to set invalid hexes and could not. What method are you using to set the entry hex (right click on map, or clicking on the hex in the TB box on the map and typing in the hex coordinate).

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

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RE: TB entrance hexes at front-line non-RR hexes - 5/10/2021 1:22:23 PM   
wpurdom

 

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Right click on hex. Usually after clicking on an enemy hex first.
To help you out, I am sending the autosave for turn 38.
To get to R38, I believe the sequence was: I unloaded one or some trains, and without exiting air planning, right-clicked on Gulbene. Then the square turned yellow. Then ordered transfer of 2nd rifle division.

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RE: TB entrance hexes at front-line non-RR hexes - 5/10/2021 1:46:20 PM   
wpurdom

 

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And the TB line greyed out as it does when one sets the TB arrival hex.

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RE: TB entrance hexes at front-line non-RR hexes - 5/10/2021 11:06:56 PM   
Joel Billings


Posts: 31435
Joined: 9/20/2000
From: Santa Rosa, CA
Status: online
I tried fooling around with this last save, but couldn't get the entry hex to switch to Gulbene. Can you still make it happen, and if so, can you give me the exact steps. Thanks.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

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Post #: 11
RE: TB entrance hexes at front-line non-RR hexes - 5/11/2021 2:08:34 PM   
wpurdom

 

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From: Decatur, GA, USA
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After some experimentation, I don't believe it's possible to replicate from a Soviet saved game, but I was able to replicate it by running the proceeding Axis AI turn from this file. Since this followed several attempts to replicate from Soviet 38th save and x1, I might can't say every click around the map I made.
The turn started me in the north, but I moved done to Rabkor and removed the summary either before or after I clicked on that hex. I did not unload the train but moved up to Gulbene. I right clicked on it and the menu including TB hex set did not come up. So I clicked on an enemy hex in vicinity to clear the feature, not sure which one, but probably vacant, and then right clicked on Gulbene and the correct menu appeared. I clicked on TB arrival hex and it greyed out. This time I did not immediately transfer the 2nd rifle but moved over to 176,131, right clicked, picked the TB arrival and it greyed out. Then I found the 2nd rifle division through the commander's report and transferred it.

This 2 arrival hex entries did not turn yellow like they normally do, so I don't know if they were effective. Although I spoke about non-RR hexes, I think I have only done it on RR hexes, but including destroyed RR lines. I believe it has only happened after AI turns and never from a saved Soviet turn. The x1 one save, for instance happened after a series of selections of invalid hex selections working and then transfers happening. Several of the transfers appeared to happen at end of turn and several did not. I wasn't thorough in checking them out, but what may have happened was that if there was stacking room in the hex, they went where ordered, and if not, they happened at the closest valid hex.After I saved x1 and went back to the saved version, couldn't set invalid hexes.
I don't know if this only happens when my first right click after an AI turn doesn't bring up the menu and I clear it by clicking on an enemy hex.

Most of the time the hex turns yellow. In this recreation it did not.


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RE: TB entrance hexes at front-line non-RR hexes - 5/11/2021 11:13:13 PM   
Joel Billings


Posts: 31435
Joined: 9/20/2000
From: Santa Rosa, CA
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I tried following your directions but was not able to get it to repeat after several tries. If you're ever able to pin it down so it repeats every time let me know. Until then, I'm afraid this one is going to remain a mystery.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

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RE: [need more info] TB entrance hexes at front-line no... - 5/12/2021 12:09:25 PM   
wpurdom

 

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I think I've reached that point on this particular game track and computer. I was able to do it on turn 40.

I'll see if it's repeatable on a different computer for turn 41 and then try it on my challenging game that is at Turn 7 and then report if it's repeatable across platforms and games.

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RE: [need more info] TB entrance hexes at front-line no... - 5/14/2021 9:40:34 PM   
wpurdom

 

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Well, so far I've done it successfully on turns 40, a restart of axis turn 40, 41, and 42 consecutively on this particular game line on two different computers. I haven't tried it on another game line but it probably won't be too long before I try to do it on my challenging AI.

The sequence I have done is to start immediately after the German AI turn in the planning phase, click on a Soviet unit, close the summary box, right click on a target square which doesn't bring up the TB box menu, left click on an enemy hex to clear things where the menu will be available, then right click on the target hex. For 41 and 42 (first run straight through from the end of Soviet turn), the appropriate yellow showed up when I clicked created a TB arrival hex.

I haven't tried reducing these steps yet, as I wanted repeatability. It will work on destroyed RR tracks but won't work on a RR hex that is interrupted in it's connection with the national supply by an enemy ZOC. When Romania flipped sides I couldn't activate on any those hexes that weren't connected - connections can be through a damaged hex, though. Trying to right click on an invalid forward hex didn't cause a problem

I think before I send you any more files, it would probably make sense to await my attempts on another game line and perhaps a 3d computer, as well as perhaps some other variants. But I can reliably do this repeatedly and have reinforcements show up on invalid hexes in this game line on 2 computers at this point. I'll be interested in seeing what happens when I have an open, thru damaged RR line to the intact Romanian lines, also. But for now I'm enjoying conquering Romania in March 42 in my first campaign game (at normal setting) before going back to the greater rigors of a challenging game.

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RE: [need more info] TB entrance hexes at front-line no... - 5/17/2021 7:20:40 PM   
wpurdom

 

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I can now do it consistently - 8 times in a row on 3 separate computers, and 2 separate AI game lines.
Run from either the end of the Soviet turn or the auto save at the beginning of the Axis turn.

Start out by clicking on an enemy controlled hex.

Without doing anything in the air phase, and definitely don't run AI air assist, find a controlled rail hex, damaged or not, that has a RR line back to Moscow that is unbroken by enemy controlled hexes and not ever adjacent to enemy units. The rail hexes can either be damaged or not. Machts nicht.

Right click and then select the TB arrival hex.

In this file, the simplest thing to do is to go to Lvov or any of the damaged RR hexes towards the Germans from Lvov.

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RE: [need more info] TB entrance hexes at front-line no... - 5/17/2021 7:28:58 PM   
wpurdom

 

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From: Decatur, GA, USA
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I've now done it successfully 9 times in a row on 3 different computers and two different AXIS AI gamelines.

Procedure is to end move in Soviet turn or load AXIS AI save game at start of move.

At start of move, click on enemy hex.

Without doing anything else, find an invalid RR hex (damaged or not) that has an uninterrupted line back to Moscow. No enemy hexes, not adjacent to enemy unit. Doesn't matter whether rail hex is damaged or not.

Right click and then select TB arrival hex from menu.

In this saved game, should be able to go to Lvov and set TB arrival hex on Lvov or adjacent rail hexes.

This ability is not preserved through AI air assist or in a saved game, and after some other functions.

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RE: [need more info] TB entrance hexes at front-line no... - 5/18/2021 2:42:58 PM   
wpurdom

 

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With further experimentation, not every hex that follows the above rule works, but most do. And the damaged hexes round hexes around Lvov should.

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RE: [need more info] TB entrance hexes at front-line no... - 5/24/2021 5:39:21 PM   
Joel Billings


Posts: 31435
Joined: 9/20/2000
From: Santa Rosa, CA
Status: online
Sorry for the long delay but I've been out of town. I'm having problems downloading the latest 2 saves. Can you email it to 2by3@2by3games.com. Thanks.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to wpurdom)
Post #: 19
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