Test game screenshot and update

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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Test game screenshot and update

Post by Joel Billings »

Here's a screenshot one of the tester's posted in their test AAR. It shows the German turn 2 in the Road to Kiev scenario. We currently have about 10 AARs going on in the tester forum with 4 or 5 of them PBEM and we're getting good feedback from these games. Gary has been working a lot the past week on the attacker AI (German 41/42, Soviets later on) and is about to switch back to working on the defender AI. We keep tweaking various formulas and systems. The game is effectively at gameplay beta with just a few elements that don't impact gameplay needing to be completed in order to be at full beta. I know everyone wants to know when the game will be released, but I don't have an answer on that now. Everyone is working hard to release it as quickly as we can at the level of quality that we require.

We're encouraged that the new testers we added a few weeks ago came in and quickly learned the game. They are giving us good input, and seem to be enjoying the game. Those testers that joined us back several months ago don't seem burned out and are still enjoying the game. As for the old guard, well, after 18-27 months of testing, and having gone through many big changes in the game, most of them still can get excited about the game. Sure, they need to take breaks every so often (how many times can you restart a game to be told after 1 to 30 hours of play that you need to restart again), but when they come back they get sucked back in again. Now that we have a few more scenarios, it's even easier for them to find something new to test. These are all good signs that make us think ultimately the game will be well received by those of you waiting for it.

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Fred98
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RE: Test game screenshot and update

Post by Fred98 »

Very nice.
 
What are the red and white criss crossed lines?
 
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Joel Billings
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RE: Test game screenshot and update

Post by Joel Billings »

I think the tester drew that on his screenshot to represent the frontline at the start of turn 2.
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Bossy573
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RE: Test game screenshot and update

Post by Bossy573 »

ORIGINAL: Joel Billings
These are all good signs that make us think ultimately the game will be well received by those of you waiting for it.

Not even remotely in doubt. Hurry up! [:)]
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BvB
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RE: Test game screenshot and update

Post by BvB »

What are the green and white dog ears on the tops of some of the units? Maybe to show which ones have already moved?
And also the black and white "-R-" that I keep seeing on some units? Refit? Reserve?
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RE: Test game screenshot and update

Post by SGHunt »

The white triangles represent movement - haven't moved at all (white with black inner), still have some movement capacity (white) or none at all (none).   The coloured triangles represent 'soft' factors which can toggle through - morale, experience, supplies, fuel, units attached (green is good, red is poor - in the case of units attached, green is none, yellow one, orange two, red is three which is full for a combat unit).

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Naughteous Maximus
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RE: Test game screenshot and update

Post by Naughteous Maximus »

ORIGINAL: BvB

What are the green and white dog ears on the tops of some of the units? Maybe to show which ones have already moved?
And also the black and white "-R-" that I keep seeing on some units? Refit? Reserve?


The "R" I believe means that the unit was overrun and is concidered "Routed".
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RE: Test game screenshot and update

Post by ComradeP »

The units with an R are routed. When an enemy combat unit moves next to them, they will displace further to the rear and will take additional retreat attrition losses each time. No actual combat takes place, the unit just displaces as soon as an enemy combat unit appears next to them.
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Grisha
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RE: Test game screenshot and update

Post by Grisha »

Looking forward to it. Very much so.
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RE: Test game screenshot and update

Post by elmo3 »

ORIGINAL: BvB

What are the green and white dog ears on the tops of some of the units? Maybe to show which ones have already moved?
...

The answer depends on what soft factor is active. Options includes displaying Supplies, Fuel, Attached Units, Morale, Experience, or None. You will get some intel on enemy units if the detection level is high enough. The colors are as follows:

Bright Green - greater than 85%
Dark Green - 71-85%
Yellow - 56-70%
Orange - 41-55%
Red - less than 41%

except for Attached Units which is: 0 attached support units=bright green, 1=yellow, 2=orange, 3=red. For HQ's it is 0=Bright Green, 1-6=dark green, 7-12=yellow, 13-18=orange, 19+=red.
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lbadal99
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RE: Test game screenshot and update

Post by lbadal99 »

Joel, in the screen shot , is their any option to program the game unit counters with the actual unit designations to show up on the actual Nato counter? Just a question - I understand if you cursor over the unit, you can see everything,  but thought maybe you guys could squeeze in the numbers for PZ, SS, INF, MOT, SEC, units on the counters. 
 
Thanks for considering.  Len
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RE: Test game screenshot and update

Post by elmo3 »

No, there are no plans to put unit designations on the counters.
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