Narva Detachment army

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roflbinflood
Posts: 38
Joined: Wed Dec 08, 2010 12:14 am

Narva Detachment army

Post by roflbinflood »

Correct me if im wrong but it looks like the Narva Detachment army that's supposed to appear early 1944 is missing from all the scenarios except for 1944-45 that has it from the start. VI SS Latvian Corps seems to be missing as well.

Edit: Just checked and noticed that the latvian corps is in as VI SS Corps, but the Narva Army unit is definately missing.
"If you don't know where you are going, you will wind up somewhere else!"
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Great_Ajax
Posts: 4924
Joined: Mon Oct 28, 2002 6:00 pm
Location: Oklahoma, USA

RE: Narva Detachment army

Post by Great_Ajax »

Situational commands are difficult to have in as reinforcements that are tied to time lines instead of geographic considerations.

Trey
ORIGINAL: jhak

Correct me if im wrong but it looks like the Narva Detachment army that's supposed to appear early 1944 is missing from all the scenarios except for 1944-45 that has it from the start. VI SS Latvian Corps seems to be missing as well.

Edit: Just checked and noticed that the latvian corps is in as VI SS Corps, but the Narva Army unit is definately missing.
"You want mercy!? I'm chaotic neutral!"

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roflbinflood
Posts: 38
Joined: Wed Dec 08, 2010 12:14 am

RE: Narva Detachment army

Post by roflbinflood »

ORIGINAL: el hefe

Situational commands are difficult to have in as reinforcements that are tied to time lines instead of geographic considerations.

Trey

Yes, but weren't most of the withdrawals\reinforcements situational? Most units that were withdrawn were done so due to them being mauled in combat etc. Now that might not happen in the game but they're still withdrawn because it happened irl. Same goes for reinforcements.. Army group B is another great example.. only created for the caucasus offensive and thus being situational hq's but it's still in the game.
I guess it's a matter of trying to balance between historical accuracy and gameplay.

Why not allow the player to build some additional HQ's since they were created largely based on developing situations and for different offensives etc?
"If you don't know where you are going, you will wind up somewhere else!"
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Great_Ajax
Posts: 4924
Joined: Mon Oct 28, 2002 6:00 pm
Location: Oklahoma, USA

RE: Narva Detachment army

Post by Great_Ajax »

Withdrawals aren't in the game for being destroyed or even mauled historically. They are only on the list if they get redeployed to another theater. Just because a unit got destroyed historically on x date, does not mean it gets withdrawn from the game on the same date. For example, the units that were destroyed in Bagration in July 44, aren't on the withdrawal table unless they were shipped to another theater.

Army Groups A and B are situational and arrive only if certain towns in the Caucasus get captured by the Axis. There's nothing saying that more conditions couldn't be created for additional hqs such as Narva, AG Don, etc. With the current system, it wouldn't work propely without some additional code. It's a suggestion for a future feature.

Trey
ORIGINAL: jhak

ORIGINAL: el hefe

Situational commands are difficult to have in as reinforcements that are tied to time lines instead of geographic considerations.

Trey

Yes, but weren't most of the withdrawals\reinforcements situational? Most units that were withdrawn were done so due to them being mauled in combat etc. Now that might not happen in the game but they're still withdrawn because it happened irl. Same goes for reinforcements.. Army group B is another great example.. only created for the caucasus offensive and thus being situational hq's but it's still in the game.
I guess it's a matter of trying to balance between historical accuracy and gameplay.

Why not allow the player to build some additional HQ's since they were created largely based on developing situations and for different offensives etc?
"You want mercy!? I'm chaotic neutral!"

WiTE Scenario Designer
WitW Scenario/Data Team Lead
WitE 2.0 Scenario Designer
roflbinflood
Posts: 38
Joined: Wed Dec 08, 2010 12:14 am

RE: Narva Detachment army

Post by roflbinflood »

ORIGINAL: el hefe

Withdrawals aren't in the game for being destroyed or even mauled historically. They are only on the list if they get redeployed to another theater. Just because a unit got destroyed historically on x date, does not mean it gets withdrawn from the game on the same date. For example, the units that were destroyed in Bagration in July 44, aren't on the withdrawal table unless they were shipped to another theater.

Army Groups A and B are situational and arrive only if certain towns in the Caucasus get captured by the Axis. There's nothing saying that more conditions couldn't be created for additional hqs such as Narva, AG Don, etc. With the current system, it wouldn't work propely without some additional code. It's a suggestion for a future feature.

Trey
ORIGINAL: jhak

ORIGINAL: el hefe

Situational commands are difficult to have in as reinforcements that are tied to time lines instead of geographic considerations.

Trey

Yes, but weren't most of the withdrawals\reinforcements situational? Most units that were withdrawn were done so due to them being mauled in combat etc. Now that might not happen in the game but they're still withdrawn because it happened irl. Same goes for reinforcements.. Army group B is another great example.. only created for the caucasus offensive and thus being situational hq's but it's still in the game.
I guess it's a matter of trying to balance between historical accuracy and gameplay.

Why not allow the player to build some additional HQ's since they were created largely based on developing situations and for different offensives etc?

Ok.. it's good to know that the situational units thingy allready exists. Must have been a helluva job finding out what to really withdraw and what were just moved to get some R&R. [X(]
"If you don't know where you are going, you will wind up somewhere else!"
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Great_Ajax
Posts: 4924
Joined: Mon Oct 28, 2002 6:00 pm
Location: Oklahoma, USA

RE: Narva Detachment army

Post by Great_Ajax »

Yeah I went through each unit individually and made that assessment. Needless to say that it took over a month of hard time to develop that list. Once the bug issues settle down, we might could look at some features like this.

Trey

ORIGINAL: jhak

ORIGINAL: el hefe

Withdrawals aren't in the game for being destroyed or even mauled historically. They are only on the list if they get redeployed to another theater. Just because a unit got destroyed historically on x date, does not mean it gets withdrawn from the game on the same date. For example, the units that were destroyed in Bagration in July 44, aren't on the withdrawal table unless they were shipped to another theater.

Army Groups A and B are situational and arrive only if certain towns in the Caucasus get captured by the Axis. There's nothing saying that more conditions couldn't be created for additional hqs such as Narva, AG Don, etc. With the current system, it wouldn't work propely without some additional code. It's a suggestion for a future feature.

Trey
ORIGINAL: jhak




Yes, but weren't most of the withdrawals\reinforcements situational? Most units that were withdrawn were done so due to them being mauled in combat etc. Now that might not happen in the game but they're still withdrawn because it happened irl. Same goes for reinforcements.. Army group B is another great example.. only created for the caucasus offensive and thus being situational hq's but it's still in the game.
I guess it's a matter of trying to balance between historical accuracy and gameplay.

Why not allow the player to build some additional HQ's since they were created largely based on developing situations and for different offensives etc?

Ok.. it's good to know that the situational units thingy allready exists. Must have been a helluva job finding out what to really withdraw and what were just moved to get some R&R. [X(]
"You want mercy!? I'm chaotic neutral!"

WiTE Scenario Designer
WitW Scenario/Data Team Lead
WitE 2.0 Scenario Designer
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