1.12.01 hofix for public beta

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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Joel Billings
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1.12.01 hofix for public beta

Post by Joel Billings »

Here is a hotfix 1.12.01 exe that addresses a few issues that have come up with the 1.12.00 public beta. Just unzip this file directly into your Gary Grigsby's War in the East directory.

Change list:

New features
1. Altered new feature #17 from 1.12.00. Artillery value will be included in bonus fort removal, just like engineer value. More gun types and weaker guns will also grant some artillery value now.
2. Altered new feature #15 from 1.12.00. Deliberate attacks that end up with a CV ratio 1.00 to 1 (or better) for the attacker result in a bonus fort removal with engineer and artillery value multiplied by square root of CV ratio. This is applied only after final odds were determined, and will not affect the outcome of this attack.
3. Altered new feature #19 from 1.12.00. Defending units will not retreat from battle that ended with odds 2.00 to 1 or better for the attacker if the fort in hex will be at level 4 or better. For heavy urban or working port level 12+ add 2 to fort level, for light urban or working port level 6+ add 1 to fort level.
4. Non-combat non-support units will have their HHQ set to top-level HQ for their nationality when rebuilt.
5. Improved the way in which final combat odds are calculated in case Soviet Attack Bonus is set to value other than NONE.

Bug fixes
1. Fixed a bug where Flakturm, Static LW, units containing immobile ground element, or units using not buildable TOE(OB) were rebuilt after being destroyed.
2. Fixed a bug where removing ground element from a unit in the editor didn’t clear all status variables, except number of ready elements.
3. Fixed a bug where combat messages didn’t appear in combat window.
4. Fixed a bug in offset moves, where enemy controlled hexes were not allowed to be selected as part of a movement path by forcibly relocating/routing units, which resulted in their immediate destruction.
5. Fixed a bug where units were not retreating towards supply source at highest priority.
6. Fixed a bug where bonus fort removal was not applied in battle that ended with odds 2.00 to 1 or better for the attacker while the fort in hex would prevent defender’s retreat.
7. Fixed a bug where bonus fort removal was applied in battle that ended with odds 1 to 1.00 or worse for the attacker.

Attachments
WarInTheEa..1_hotfix.zip
(1.58 MiB) Downloaded 132 times
All understanding comes after the fact.
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morvael
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RE: 1.12.01 hofix for public beta

Post by morvael »

I admit I might have botched NF#5 (had to tackle it to fix bonus fort removal), but I think only in Soviet Defend+1 case, I think it's rarely used. Will fix next time.
GPT55
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RE: 1.12.01 hofix for public beta

Post by GPT55 »

5. Fixed a bug where units were not retreating towards supply source at highest priority.

I still don't think retreats are working quite right. I played one turn with 1.12.01 and saw several instances where a German unit retreated Northwest or Southwest to an empty hex next to a Russian unit when it could have retreated directly West to a hex not next to a Russian unit.
gpt
Model1950
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RE: 1.12.01 hofix for public beta

Post by Model1950 »

Patch will not load getting a warintheeast system error.

Says to reinstall program.

I wiped program and still get same error message.

Any ideas?
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RE: 1.12.01 hofix for public beta

Post by Denniss »

This Hotfix is just for the Matrixgames version, not for Steam/GoG. Did you follow the instruction how and where to place the file ?
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RE: 1.12.01 hofix for public beta

Post by morvael »

ORIGINAL: petertodd
I still don't think retreats are working quite right. I played one turn with 1.12.01 and saw several instances where a German unit retreated Northwest or Southwest to an empty hex next to a Russian unit when it could have retreated directly West to a hex not next to a Russian unit.

As always a save would be most helpful. I think I wanted them to retreat to a hex with less units in order to make the retreat shorter (overstack requires another hex of retreat), and to maximize ZOC cover. Non-combat units instead prefer to select a hex with friendly combat unit to be protected. However if a unit is in supply it will now always retreat towards supply source as first priority.
Model1950
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RE: 1.12.01 hofix for public beta

Post by Model1950 »

I opened in the patch folder - guessing that's wrong area?

I have not seen any, I have a post in tech support.
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RE: 1.12.01 hofix for public beta

Post by Karri »

Can this be updated to the Steam beta?
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RE: 1.12.01 hofix for public beta

Post by Denniss »

ORIGINAL: Karri

Can this be updated to the Steam beta?
No, you have to wait for an update via Steam
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RE: 1.12.01 hofix for public beta

Post by thedoctorking »

ORIGINAL: Karri

Can this be updated to the Steam beta?
I just copied it into the appropriate Steam directory and (for win10) had to go into the properties for the .exe file and click unblock.
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RE: 1.12.01 hofix for public beta

Post by GPT55 »

ORIGINAL: morvael

ORIGINAL: petertodd
I still don't think retreats are working quite right. I played one turn with 1.12.01 and saw several instances where a German unit retreated Northwest or Southwest to an empty hex next to a Russian unit when it could have retreated directly West to a hex not next to a Russian unit.

As always a save would be most helpful. I think I wanted them to retreat to a hex with less units in order to make the retreat shorter (overstack requires another hex of retreat), and to maximize ZOC cover. Non-combat units instead prefer to select a hex with friendly combat unit to be protected. However if a unit is in supply it will now always retreat towards supply source as first priority.

The problem with providing a save is that when I observe anomalous retreats it is always in the middle of a turn after making many moves that I can’t replicate. I’ve reloaded saved turns and tried to replicate the situation I reported in my last post at the beginning of the turn. I didn’t find the exactly the same thing, but I found something pretty similar:

Load the saved game (link below), attack the German unit in hex X112,Y75 from NW and NE with sufficient CV to force a retreat. Observe that the unit retreats directly west through the attacking Soviet unit’s ZOC (this happened 5 times out of 5 in my testing). I thought the top retreat priority was supposed to be away from the attacking units, not adjacent to them. The difference with what I previously reported is that the Axis unit retreated NW or SW to a hex adjacent to the attacker when it could have retreated directly W.

I also noticed what I thought were other instances of unexpected retreats, where a single Axis unit retreats 2 hexes when there was an adjacent hex it could have retreated to containing only one unit and not next to a Soviet unit or Soviet-controlled hex. Repro this with the same saved game as follows: Recon the area around hexes X105,Y68 and X110,Y71 (west of Voronezh) and observe that in both cases there is an adjacent hex containing a single Axis unit that the units in X105,Y68 and X110,Y71 can retreat to (southeast of X105,Y68, and southwest of X110,Y71). Attack these hexes with sufficient CV to force a retreat (plenty of CV is available) and observe that the Axis unit retreats 2 hexes, rather than into the available adjacent hex. Use a nearby armor unit to occupy the hex and verify the number of units in the hexes (in case of faulty recon). I would think that retreating one hex would always be preferred in such situations.

Here is the saved game link:
https://www.dropbox.com/s/ymt6j7jk4yie1w7/Save%20turn%20039%201943-08-12%20So.sav?dl=0


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morvael
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RE: 1.12.01 hofix for public beta

Post by morvael »

I think I now know how to marry the need not to retreat into a hex further from supply source (into encirclement) with the need to retreat into not fully stacked hex so that extra retreat will not be required. Give me some time to work on it.
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RE: 1.12.01 hofix for public beta

Post by ADB_Iceman »

ORIGINAL: morvael

I think I now know how to marry the need not to retreat into a hex further from supply source (into encirclement) with the need to retreat into not fully stacked hex so that extra retreat will not be required. Give me some time to work on it.

This is great! Thank you for your efforts!
AKA "Crackaces"
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