Search found 44 matches

by LordSAS
Tue Jun 10, 2025 2:18 am
Forum: Gary Grigsby's War in the East 2
Topic: Q from a starting player: how would you start planning if you knew nothing about the enemy?
Replies: 7
Views: 688

Re: Q from a starting player: how would you start planning if you knew nothing about the enemy?

I learned the most by taking a week and watching you tube videos when I had free time. The air war was so hard until I watched a few.
by LordSAS
Sun Jun 08, 2025 6:06 pm
Forum: Gary Grigsby's War in the East 2
Topic: New v1.04.07 Public Beta Now Available!
Replies: 16
Views: 2220

Re: New v1.04.07 Public Beta Now Available!


No. With Summer vacations, I'm not sure when it will become official. We plan to release another beta in July with a few more code changes and data changes, so it's possible the current beta will not become official, and will give way to the next beta. In my opinion there are no critical changes ...
by LordSAS
Fri Jun 06, 2025 11:27 pm
Forum: Gary Grigsby's War in the East 2
Topic: New v1.04.07 Public Beta Now Available!
Replies: 16
Views: 2220

Re: New v1.04.07 Public Beta Now Available!

Is there an ETA on this going full live? I would hate to start a game then restart midway through.
by LordSAS
Thu Jun 05, 2025 12:19 am
Forum: Scenario Design and Modding
Topic: Political Rating
Replies: 5
Views: 321

Re: Political Rating



Does it actually in game show above 9? I know if you set the end game turn to like 300 it still defaults to the hardcoded max turn.


Yes. I set the political rating of my Soviet leaders to 10 and it also affected their dismissal costs. I ran a quick unscientific test by having the game play ...
by LordSAS
Tue Jun 03, 2025 6:01 pm
Forum: Scenario Design and Modding
Topic: Political Rating
Replies: 5
Views: 321

Re: Political Rating

Does it actually in game show above 9? I know if you set the end game turn to like 300 it still defaults to the hardcoded max turn.
by LordSAS
Fri May 30, 2025 1:59 am
Forum: Gary Grigsby's War in the East 2
Topic: Q from a starting player: how would you start planning if you knew nothing about the enemy?
Replies: 7
Views: 688

Re: Q from a starting player: how would you start planning if you knew nothing about the enemy?

I actually learned a lot by playing the main grand campaign but increasing my morale/admin/supplies to around 125. This allowed me to make many mistakes but still "advance" in Russia. I also played it knowing it was a test learning game so I didn't get upset when things didn't go my way. It was very ...
by LordSAS
Sat May 17, 2025 9:05 pm
Forum: Scenario Design and Modding
Topic: GC41 Scenario with Historic Dates (VP/AP/advance/delay-Events deactivated)
Replies: 3
Views: 858

Re: GC41 Scenario with Historic Dates (VP/AP/advance/delay-Events deactivated)

I have used the editor to add HQ's and buildable units but the event section is hard for me to wrap my head around. Do you have a down and dirty example (or know of one, i haven't even seen a YouTube video) on how to set the events to fire on a specific date? I still want them to fire just delayed a ...
by LordSAS
Sat May 17, 2025 1:56 pm
Forum: Scenario Design and Modding
Topic: MAPMOD: GeneralsMap v0.5.4
Replies: 146
Views: 29276

Re: MAPMOD: GeneralsMap v0.5.4

Does anyone know off hand if the new beta would be compatible with this mod. I see some road adds to the beta.
by LordSAS
Thu Apr 24, 2025 1:57 am
Forum: Gary Grigsby's War in the East 2
Topic: Quick Questions Thread
Replies: 2412
Views: 117109

Re: Quick Questions Thread



I see the max game turn allowed is 237 in the editor. Does anyone know if the event pushback time, for a success in a theater box is a hardcoded number also?

usually if you succeed (positive event for you) you get a fix number of turns delayed + a random number "roll 5-sided die" (or so).
the ...
by LordSAS
Wed Apr 23, 2025 12:05 am
Forum: Gary Grigsby's War in the East 2
Topic: Quick Questions Thread
Replies: 2412
Views: 117109

Re: Quick Questions Thread

I see the max game turn allowed is 237 in the editor. Does anyone know if the event pushback time, for a success in a theater box is a hardcoded number also?
by LordSAS
Sat Apr 19, 2025 10:38 pm
Forum: Scenario Design and Modding
Topic: Blue colored HQ Units in the Editor
Replies: 1
Views: 208

Re: Blue colored HQ Units in the Editor

Disregard I found out what the colors mean by looking at the WiTW editor guide.
by LordSAS
Sat Apr 19, 2025 4:04 pm
Forum: Scenario Design and Modding
Topic: Blue colored HQ Units in the Editor
Replies: 1
Views: 208

Blue colored HQ Units in the Editor

In the editor some HQ units are blue in color and the "delay", entry into the game is set for turn 250 which is after the game ends. Are these from of past coding or are the units entered into the game due to some event trigger, like an army holed up in the Courland activates the Kurland HQ?
by LordSAS
Sat Apr 19, 2025 4:01 pm
Forum: Scenario Design and Modding
Topic: Editing endgame triggers possible?
Replies: 9
Views: 268

Re: Editing endgame triggers possible?






P.S. Make sure when Modding to "Lock Generic Data" in the main Editor screen bottom left.


So if i understand this right, I lock the generic data first (I see that button), select all units below that show up after I switch the lock setting to yes. Then I can go into the OOB, select a ...
by LordSAS
Sat Apr 19, 2025 2:57 pm
Forum: Scenario Design and Modding
Topic: Editing endgame triggers possible?
Replies: 9
Views: 268

Re: Editing endgame triggers possible?




P.S. Make sure when Modding to "Lock Generic Data" in the main Editor screen bottom left.


So if i understand this right, I lock the generic data first (I see that button), select all units below that show up after I switch the lock setting to yes. Then I can go into the OOB, select a ...
by LordSAS
Sat Apr 19, 2025 2:42 pm
Forum: Scenario Design and Modding
Topic: Editing endgame triggers possible?
Replies: 9
Views: 268

Re: Editing endgame triggers possible?

Again thank you for your help. It means a lot to me.
by LordSAS
Sat Apr 19, 2025 3:15 am
Forum: Scenario Design and Modding
Topic: Editing endgame triggers possible?
Replies: 9
Views: 268

Re: Editing endgame triggers possible?

From looking at the events (West TB related campaign in France) in the editor the two dates appear to be when the even it first possible and the second appears to be the last date when it will fire. So either way the events fire, am i reading them wrong?
by LordSAS
Sat Apr 19, 2025 12:49 am
Forum: Scenario Design and Modding
Topic: Editing endgame triggers possible?
Replies: 9
Views: 268

Re: Editing endgame triggers possible?



Maybe this helps.
Besides this in editor you can change the checks of a Scenario for the "Early End" version.


From looking at the editor it look like the max turn count is 237. That should be good. :)
Have you, or anyone, tried changing the setting to allow the axis to build units? would this ...
by LordSAS
Sat Apr 19, 2025 12:41 am
Forum: Scenario Design and Modding
Topic: Editing endgame triggers possible?
Replies: 9
Views: 268

Re: Editing endgame triggers possible?



V1.04.00 – 14th June 2024

New Features and Rule Changes

IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.04.00 may not load these newer save game or scenario files. Old saves and ...
by LordSAS
Fri Apr 18, 2025 11:28 pm
Forum: Scenario Design and Modding
Topic: Editing endgame triggers possible?
Replies: 9
Views: 268

Editing endgame triggers possible?

Is is possible to edit the endgame trigger to go past the end date? I know you can choose the extended play which allows you to continue past the instant victory conditions but I want to play longer. What I am looking for is a game that can go past the scripted turn, for instance the 217 for the ...

Go to advanced search