New v1.03.07 Public Beta Now Available!

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

Moderator: Joel Billings

RedJohn
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Re: New v1.03.05 Public Beta Now Available!

Post by RedJohn »

Joel Billings wrote: Wed Nov 01, 2023 11:12 pm I agree that balance is different for H2H versus AI play. With the AI, players can and do adjust the difficulty to come up with their desired play level. For H2H it is tougher. But it is possible to use a bid system to balance the game to the levels that you believe your H2H players are at. One way if you don't care about side is to bid for side using morale help as the factor. Basically, the player willing to give up a higher morale help level gets to pick the side. Players can also come up with adjustments to the victory conditions to incentivize players to act a certain way, but if the issue in your games is that the German player can't make it as far as you think he should be able to in 41, then you probably have to balance with morale help. This could be combined with adding some extra VPs to certain objectives that you'll only add on for the Germans, so as to encourage them to push further in 41/42, but this would have to be done offline.

We try to balance the game for H2H and AI, but it's near impossible to do that (and that isn't even accounting for skill levels of the players, so it's really a multi-variable problem). It used to be that we assumed 90%+ of the games played were AI games, so clearly getting a good AI balance is important. IIRC, we may have seen stats that as many as 30-40% of the players play some H2H, although the numbers that only play H2H once they learn the game are probably around 10-20% at most. I don't think we can solve this for all situations, so I encourage those of you that play H2H find house rules or other edited changes to get a game of your liking. One thing is that we hope we're no longer making changes that have a big impact on game balance (like some of the earlier versions did). So you should be able to make adjustments based on recent experience and they should continue to apply.
I would be much more open to modifying the game settings (logistics, morale etc) if their effects were firstly better understood (it's been a while since I've read that part of the manual, so I could be misremembering) and perhaps most importantly you can adjust the settings on the go. I believe you can do this in single player scenarios?

Part of the issue with your otherwise reasonable suggestion, such as adjusting morale for a handicap, is that it's entirely static for the next however many months of play. So if the soviets get a morale boost handicap, that might work really well for 41 and 42, but after that it could mean that the soviets are then far too strong as the game naturally boosts their NM and they get guards and whatnot.

If we were able to be given more freedom to adjust these settings on the fly, I think H2H matches could be a lot more enjoyable as handicaps can be offered to keep the game competitive. Perhaps the Germans do really poorly in 41, but instead of giving up players agree on settings changes and from that turn onwards the game implements them. Then by 43 if things are more closely knit, we remove the handicap. Stuff like that.

Even if said functionality was entirely relegated to non server PBEM, I think that'd be a great step in giving agency to players.
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Joel Billings
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Re: New v1.03.05 Public Beta Now Available!

Post by Joel Billings »

I'm not sure how we could do it in a way that required both players to ok the change.
All understanding comes after the fact.
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MaximKI
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Re: New v1.03.06 Public Beta Now Available!

Post by MaximKI »

A new public beta is now available! See OP for details.
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Wild
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Re: New v1.03.06 Public Beta Now Available!

Post by Wild »

Your dedication to making the game better is awesome. Thanks for the update!
Mac Linehan
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Re: New v1.03.06 Public Beta Now Available!

Post by Mac Linehan »

Gents-

Absolutely outstanding!

Thank You
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MarkShot
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Re: New v1.03.06 Public Beta Now Available!

Post by MarkShot »

Thank you!
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Wiedrock
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Re: New v1.03.06 Public Beta Now Available!

Post by Wiedrock »

Starting with the beta 03 there was the option introduced to add new Counter Logos. I somehow can't put it to work. Would be nice if someone could confirm that it works/doesn't work. Using Steam version Beta 1.03.06.
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Joel Billings
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Re: New v1.03.06 Public Beta Now Available!

Post by Joel Billings »

What you show as 123 is actually 122, because the first item in that row is 100, not 101. Programmers count from 0. :D So 123 in game is a blank spot.
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Wiedrock
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Re: New v1.03.06 Public Beta Now Available!

Post by Wiedrock »

MaximKI wrote: Thu Oct 05, 2023 3:14 pm New Features and Rule Changes
• Editor – On the OB tab of the old editor, the centre column now contains a “Counter Idx” entry for each OB as well as a visual showing the counter symbol being used. This allows editors to change the counter symbol used by units using each OB. The default value of 0 uses the original system of symbols, which relied on the unit type info and some hard coded adjustments by OB slot number. By entering a 3-digit value, different symbols can be assigned to each OB. The first digit represents the row, and the next two digits represent the column for the location of the symbol in the counter art files (found in the dat/art/units folder). Rows and columns start counting from 0, so the Panzer symbol is symbol 100 (row 1, column 00, the ski symbol is 212, row 2, column 12). The counter symbol shown changes to reflect any new value you’ve entered. Modders can add additional symbols in the blank spaces on the right of columns 1 and 2, although there are several different sized files, as well as a non-NATO counter set, and all would need to be modded. Note: Air HQs and City Forts use pre-assigned symbols that override the OB Counter Idx.
Joel Billings wrote: Mon Nov 06, 2023 7:58 pm What you show as 123 is actually 122, because the first item in that row is 100, not 101. Programmers count from 0. :D So 123 in game is a blank spot.
That's not the issue as it seems.
counters-mod2.png
counters-mod2.png (59.19 KiB) Viewed 1536 times
Found something else.
3rd Row was/is supposed to be starting with "2XX", so we have the 223 which is alright. But the number 153 gives the same slot/logo?!
double numbers.png
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Joel Billings
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Re: New v1.03.06 Public Beta Now Available!

Post by Joel Billings »

The 153 is probably a wrap around equal to the 223. As for what you see at location 123, my 123 is blank in the art. Are you using a modded set? If not, what counter set file are you looking at. In my sets, 123 is blank.
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Wiedrock
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Re: New v1.03.06 Public Beta Now Available!

Post by Wiedrock »

Joel Billings wrote: Mon Nov 06, 2023 8:50 pm The 153 is probably a wrap around equal to the 223. As for what you see at location 123, my 123 is blank in the art. Are you using a modded set? If not, what counter set file are you looking at. In my sets, 123 is blank.
Yes I modded 123 (just copied nr. 119 there) and also all the "white" Counters.
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Joel Billings
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Re: New v1.03.06 Public Beta Now Available!

Post by Joel Billings »

Not sure why you are not seeing your modded art. All else seems ok.
All understanding comes after the fact.
-- Soren Kierkegaard
MarkShot
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Re: New v1.03.06 Public Beta Now Available!

Post by MarkShot »

Joel Billings wrote: Mon Nov 06, 2023 7:58 pm What you show as 123 is actually 122, because the first item in that row is 100, not 101. Programmers count from 0. :D So 123 in game is a blank spot.
Okay, Joel, go for it, and explain twos complement binary! :lol:
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Erik Rutins
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Re: New v1.03.07 Public Beta Now Available!

Post by Erik Rutins »

A new 1.03.07 public beta update has been released today. Please see the first post in this thread for the change list details.

Regards,

- Erik
Erik Rutins
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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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Wild
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Re: New v1.03.07 Public Beta Now Available!

Post by Wild »

Thanks for returning the RFSS back to multi role!
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Wiedrock
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Re: New v1.03.07 Public Beta Now Available!

Post by Wiedrock »

MaximKI wrote: Thu Oct 05, 2023 3:14 pm o Panzer M13/40 735(i) 0396) – Maximum Imports increased from 0 to 200; Import From ID changed from 0 to 180; Type changed from Foreign Medium Tank to Foreign Light Tank; First Month changed from 9 to 10; Build Cost increased from 1 to 171 and Build Limit increased from -1 to 5.
o Panzer M15/42 738(i) (0397) – Maximum Imports increased from o to 200; Import From ID changed from 0 to 181; Type changed from Foreign Medium Tank to Foreign Light Tank; First Month changed from 9 to 10; Fuel Use increased from 42 to 45; Build Cost increased from 1 to 192 and Build Limit increased from -1 to 5.
o Stug M42 850(i) (0406) – Maximum Imports increased from 0 to 100; Import From ID changed from 0 to 184; First Month changed from 9 to 10; Build Cost increased from 1 to 129 and Build Limit increased from -1 to 3.
o Stug M42 851(i) (0407) – Maximum Imports increased from 0 to 100; Import From ID changed from 0 to 188; First Month changed from 9 to 10; Fuel Use increased from 38 to 45; Build Cost increased from 1 to 150 and Build Limit increased from -1 to 2.
o Stug M43 852(i) (0408) – Maximum Imports increased from 0 to 50; Import From ID changed from 0 to 185; Fuel Use decreased from 71 to 43; Build Cost increased from 1 to 150 and Build Limit increased from -1 to 1.
o Stug M43 853(i) (0409) – Maximum Imports increased from 0 to 50; Import From ID changed from 0 to 185; First Month changed from 9 to 10; Fuel Use decreased from 71 to 43; Build Cost increased from 1 to 155 and Build Limit increased from -1 to 1.
o AB41 201(i) Armored Car (0411) – Maximum Imports increased from 0 to 130; Import From ID changed from 0 to 187; First Month changed from 9 to 10; Build Cost increased from 1 to 95 and Build Limit increased from -1 to 5.
o StuG L6 47/32 630(i) (0442) – Maximum Imports increased from 0 to 78; Build Cost increased from 68 to 69 and Build Limit increased from -1 to 6.
o 122mm M1909 Howitzer (0523) – ACC decreased from 175 to 0.
o Lorraine (SdKfz-135/2) (0544) added.
o Panzer L3 731(i) (0545) added.
o Panzer L6 733(i) (0546) added.
Since all those nice Italian tanks were finally added or got a actual production ability. I want to point out two issues which I came across. I "simulated" the turns until 2 weeks before italian surrender using the Editor to test this.
  1. example: If the Germans took over 200 Tanks of type X historically, and those tanks were only produced before Italy surrendered, why is there a weekly production of e.g. 5 tanks instead of giving all those 200 tanks straight into the Pool or "spawning" them in with a Dummy Division?
  2. most Italian equipment vanishes when Italy surrenders by 100% when inside any Division?! So in the end instead of producing 200 Tanks (example above) you end up producing none, unless there has been some stock in the Pool when Italy surrendered, which is unlikely.
If I didn't mess up the testing by "rolling" to the date using the Editor, I'd argue to make all Italian equipment production numbers 0 and spawn it all in with a Dummy Division, or Produce it all within a period of 3 months after the surrender (unless a specific tank/plane was actually still being produced after 09/1943).
Note that there seem to be units like:
  • 202nd Panzer Battalion
  • 12th zbV Panzer Battalion
spawning in later on with tanks RDY at hand, which is fine, those tanks could just be substracted from the total produced/spawned in.
Arthurius
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Re: New v1.03.07 Public Beta Now Available!

Post by Arthurius »

How can I edit national morale level and Aircraft in new editor? Now I can change nation name and aircraft name only.
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Wiedrock
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Re: New v1.03.07 Public Beta Now Available!

Post by Wiedrock »

Arthurius wrote: Sat Nov 11, 2023 9:24 pm How can I edit national morale level and Aircraft in new editor? Now I can change nation name and aircraft name only.
Just use the old Editor (click tp right).
The new Editor isn't finished but the Dev's gave us access to it so we can use what's done. Currently it is only rly useful when editing Units and their renames and using the advanced search bar.
Arthurius
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Re: New v1.03.07 Public Beta Now Available!

Post by Arthurius »

Thanx for info. I got it.
Denniss
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Re: New v1.03.07 Public Beta Now Available!

Post by Denniss »

In a future version of GC41 I will add disbands of multiple italian units so there should be some stock available for conversion.
One problem with those italian captured tanks is we can't control where they will be used, they might end up in Norway or Finland instead of Italy and Balkans due to being in the same class as french captured tanks
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