Search found 67 matches

by ErickRepie
Wed Jan 29, 2025 1:46 am
Forum: Scenario Design and Modding
Topic: Wied's UI Mod - basics
Replies: 2
Views: 735

Re: Wied's UI Mod - basics

Nice - thank you for the effort.
Still waiting for your counter mod in the future...

Have a nice day.
by ErickRepie
Sun Jan 26, 2025 2:30 pm
Forum: Scenario Design and Modding
Topic: customizing counters
Replies: 18
Views: 1803

Re: customizing counters


I want to share with the community my customized set of counters, I have included previously most of them in separate post, this is a way to have all of them combined and explained.

I use a different set for each zoom level ( even two different sets for the maximum size! ) so I do not think ...
by ErickRepie
Wed Aug 14, 2024 1:41 am
Forum: Gary Grigsby's War in the East 2
Topic: New 1.04.00.01 Public Beta Now Available!
Replies: 54
Views: 6359

Re: New 1.04.00 Public Beta Now Available!


So the "show movement path" is not working to highlight the hexes you can move to? Have you checked the game preference screen to make sure that preference is still turned on? When it stops working, does stay not working from turn to turn? If you save the game and exit the program and then start ...
by ErickRepie
Tue Aug 13, 2024 2:44 pm
Forum: Gary Grigsby's War in the East 2
Topic: New 1.04.00.01 Public Beta Now Available!
Replies: 54
Views: 6359

Re: New 1.04.00 Public Beta Now Available!



I had to clarify this for my case .... further continuos play finds out that, the condition "freeze" i mention before is not actual freeze... the reachable hex (when you click unit) is like when you have 0 movement condition-spent, so in first click - seeing that the reachable hex was spent - i ...
by ErickRepie
Sun Aug 11, 2024 3:07 pm
Forum: Gary Grigsby's War in the East 2
Topic: New 1.04.00.01 Public Beta Now Available!
Replies: 54
Views: 6359

Re: New 1.04.00 Public Beta Now Available!

I had to clarify this for my case .... further continuos play finds out that, the condition "freeze" i mention before is not actual freeze... the reachable hex (when you click unit) is like when you have 0 movement condition-spent, so in first click - seeing that the reachable hex was spent - i ...
by ErickRepie
Sat Aug 10, 2024 5:00 am
Forum: Gary Grigsby's War in the East 2
Topic: New 1.04.00.01 Public Beta Now Available!
Replies: 54
Views: 6359

Re: New 1.04.00 Public Beta Now Available!




o EXTENDED PLAY - If the game ends due to Sudden Victory/Sudden Loss/31 December 1944 High Water Mark check, the game will pause. The victory screen will appear with the victory level displayed, and the player will be able to enter extended play and continue the game.

At the end of the game ...
by ErickRepie
Thu Aug 08, 2024 11:42 pm
Forum: Gary Grigsby's War in the East 2
Topic: New 1.04.00.01 Public Beta Now Available!
Replies: 54
Views: 6359

Re: New 1.04.00 Public Beta Now Available!


o EXTENDED PLAY - If the game ends due to Sudden Victory/Sudden Loss/31 December 1944 High Water Mark check, the game will pause. The victory screen will appear with the victory level displayed, and the player will be able to enter extended play and continue the game.

At the end of the game you ...
by ErickRepie
Wed Aug 07, 2024 2:16 pm
Forum: Gary Grigsby's War in the East 2
Topic: Quick Questions Thread
Replies: 2471
Views: 130384

Re: Truck number



Hi,

silly question maybe, but how can i see the number of truck available and produce (per week) - if they re any ??


Available trucks are on the production screen ("p" hotkey):
trucks available.png

Trucks produced, repaired and captured are in the logistics report ("shift-e" hotkey):
trucks ...
by ErickRepie
Wed Aug 07, 2024 2:38 am
Forum: Gary Grigsby's War in the East 2
Topic: Quick Questions Thread
Replies: 2471
Views: 130384

Truck number

Hi,

silly question maybe, but how can i see the number of truck available and produce (per week) - if they re any ??
by ErickRepie
Tue Jul 16, 2024 6:23 am
Forum: Gary Grigsby's War in the East 2
Topic: Which is the better way setting up depots?
Replies: 3
Views: 1067

Re: Which is the better way setting up depots?

Teo41_ITA wrote: Fri Apr 26, 2024 5:22 am Spam them, ideally every 5 hexes:
https://www.youtube.com/watch?v=bydWGUvIyEo
Every 5 hexes? geez ...no wonder my frontline depot only hoard 7k -12k supply every turn --- (distance between depos = 10 to20 hexes).
by ErickRepie
Mon Jul 15, 2024 10:27 am
Forum: The War Room
Topic: Effective German Logistics in 1941
Replies: 10
Views: 2078

Re: Effective German Logistics in 1941

How much is the maximum distance between one depot to another -- in order to create/bring a lot of supplies to frontline ? - beside parking FBD in frontline depot.
by ErickRepie
Thu Jul 11, 2024 10:52 pm
Forum: Gary Grigsby's War in the East 2
Topic: Next update info and looking for a few good testers
Replies: 40
Views: 4120

Re: Next update info and looking for a few good testers


This was a design decision. We wanted to slightly discourage players from breaking down units to simulate the issues of sending sub units off in different directions. It's part of the game, so we aren't planning on changing this. Players can work around it by reassigning units to other HQs as ...
by ErickRepie
Thu Jul 11, 2024 1:59 pm
Forum: Gary Grigsby's War in the East 2
Topic: Next update info and looking for a few good testers
Replies: 40
Views: 4120

Re: Next update info and looking for a few good testers

Unit's command limits of corps should taken into account that brigade/breakdown division unit should be calculated as 0.33 or 0.5 unit -- not whole 1 unit -- in order not to exceed the unit quota of each korps (9-10 units per corp).
I hope this issue will be fix in the next patch.
by ErickRepie
Thu Jul 11, 2024 12:59 pm
Forum: Scenario Design and Modding
Topic: 1941-45 reworked OOB
Replies: 137
Views: 26341

Re: 1941-45 reworked OOB

Silly question maybe, how to transfer VIII RAD into Theather Box?
Already put it under OKH but find no "Transfer Unit" writing to click on.

Tks,
by ErickRepie
Mon Jan 15, 2024 4:40 am
Forum: Scenario Design and Modding
Topic: 1941-45 reworked OOB
Replies: 137
Views: 26341

Re: 1941-45 reworked OOB

Hello,
i am enjoying your great mod in 1943, and 51st Pzbrigade is equiped with Stug III instead of panther D (which i have in abundant).. is it intentionaly?

Cheers,
by ErickRepie
Mon Dec 11, 2023 1:41 am
Forum: The War Room
Topic: GT1 North and Center Guide.
Replies: 127
Views: 14337

Re: Thats a wrap for now


Comment 5 post close of pockets.jpg

Comment 6 showing PZ Divs.jpg

There is a TON of movement left all over the map, not just the PZ and Mot Div's. Your strategy dictates how to spend those MP's.


Agree, resting unit on bright hexes instead of darkened hexes (recently captured hex) is a must ...
by ErickRepie
Sat Dec 02, 2023 12:17 pm
Forum: Scenario Design and Modding
Topic: 1941-45 reworked OOB
Replies: 137
Views: 26341

Re: 1941-45 reworked OOB

Teo41_ITA wrote: Fri Nov 24, 2023 11:30 am Every update is built on the previous ones. So, I would be patient until next Saturday, when the 3.0 mod will be released! :D
any hints on when 3.0 mod be released? Thanks for the hard work.
by ErickRepie
Mon Nov 27, 2023 8:27 am
Forum: The War Room
Topic: How to approach the winter of 1941 as axis
Replies: 35
Views: 4125

Re: How to approach the winter of 1941 as axis

What about Sevastopol area? did you besieged or bypass it?
Outstanding feat to reach Orel - Kursk - Rostov line in 1941 ... i never made it
by ErickRepie
Fri Nov 17, 2023 12:45 am
Forum: Gary Grigsby's War in the East 2
Topic: Any more expansion or dlc coming after OOB update?
Replies: 11
Views: 1656

Re: Any more expansion or dlc coming after OOB update?



I don't think it will materialize, I think Gary and Joel are going to retire soon, God bless them, they been doing this for 30+ years. But who knows you can dream.


44 years, but whose counting. :D I too would like to see some more small scenarios. I think the game system is best at simulating ...

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