New v01.02.06 Public Beta 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.

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Jango32
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RE: New v01.02.06 Public Beta Available

Post by Jango32 »

According to IL-2 Shturmovik Guard Units of World War II, in the spring and summer of 1942 one IL-2 was lost for every 24 combat sorties. During Stalingrad, one IL-2 was lost every 10 to 12 combat sorties. During Kursk, 49% of all IL-2 losses were from flak and in some armies individual IL-2 units reported 60-65% of their losses to be caused by flak.

There might be a problem with the losses when combined with production in-game, but to me the loss rate seems about right as an outside observer.
jubjub
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RE: New v01.02.06 Public Beta Available

Post by jubjub »

According to IL-2 Shturmovik Guard Units of World War II, in the spring and summer of 1942 one IL-2 was lost for every 24 combat sorties. During Stalingrad, one IL-2 was lost every 10 to 12 combat sorties. During Kursk, 49% of all IL-2 losses were from flak and in some armies individual IL-2 units reported 60-65% of their losses to be caused by flak.

There might be a problem with the losses when combined with production in-game, but to me the loss rate seems about right as an outside observer.

Those are some very useful numbers, and I think they support my point. If 4-8% is the historical loss rate per sortie, and ~50% of those are from flak, then flak losses should be around 2-4%. The Soviet in-game loss rate is around 60-80% in my game vs gam3r, with 20% from flak. In other games when I’m Soviets, I think I usually sustain about 20% losses per sortie across the board.

As far as the production issue goes, you can read more about the concept on Beethoven’s post here https://www.matrixgames.com/forums/tm.a ... 1&#5104247
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56ajax
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RE: New v01.02.06 Public Beta Available

Post by 56ajax »

ORIGINAL: Denniss

Bf 109F-4 was in limited production in 6/41 while F-2 was in full production until ~July. I./JG 1 arrives to Western TB
If the units retain their F-4 till August they should be able to draw replacements but no unit may change to them until September


Unless it is controlled by the AI. From memory the AI ignores the 4 week wait rule.
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overkill01
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RE: New v01.02.06 Public Beta Available

Post by overkill01 »

• Hex.dat and hexart.dat changes – Added rail line

What changed in hexart.dat ? So that i can change it in my map-mod
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RE: New v01.02.06 Public Beta Available

Post by Denniss »

either the rail line itself or the non-standard rail links (smooth curves instead of boxy 90 degree apperance)
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RE: New v01.02.06 Public Beta Available

Post by Zovs »

ORIGINAL: overkill01

• Hex.dat and hexart.dat changes – Added rail line

What changed in hexart.dat ? So that i can change it in my map-mod

Quite a bit:

Hex.dat and hexart.dat changes – Added rail line
Changes to map in factory/city/maptext/hex/cityOwner and scenario files as noted below.
• Locations renamed:
o 343 Nordholtz 119,162-> Nordholz
o 0502 Kemijärvi 172,51 -> partially corrupted name fixed
o 1005 Sp. Nova Ves 171,195 -> Spisska Nova Ves
o 1166 Piestany 160,200 -> Piest'any
o 2022 Etil 250,146 -> Ertil
o 2052 Muchkap 254,144 -> Zherdevka (Muchkap is on rail line further east)
o 2057 Ostrozhsk 247,156 -> Ostrogozhsk
o 2077 Repenyevka 245,154 -> Repyovka
o 2406 Suvorovo 215,211 -> Sovorove
o 2439 Shumsk 186,147 -> Shumskas
o 2711 Novo Kalltva 253,160 -> Novaya Kalitva
o 2727 Burluk 242,165 -> Velykyi Burluk
o 2919 Karmaleva 180,146 -> Karmelava
o 2925 Bely Kolodes 239,165 -> Bilyi Kolodiaz
o 2968 Kikeritsy 190,106 -> Kiorstovo
• Locations renamed + data changed:
o 2428 Kretinga (old) 167,140 -> Rucava (-1 population/manpower for new Kretinga)
o 2966 Siversky (old) 194,108 -> Nizovskaya, airfield reduced to 1, capture dates modified
• Location data changed:
o 0497 Janisjarvi (FIN) 194,86 -> changed to Soviet, ad 1x pop/manp/raily from duplicate
• New locations added:
o 0514 Immola 187,93 - real location of Immola airfield, old one was Nummela
o 2667 Kretinga 167,141 - real location of Kretinga, 1x pop/manp/raily, occupation dates from Rucava
o 2965 Siversky 194,106 - real location of Siversky, with airbase size 2
• Locations removed or slots cleared:
o 1790 Janisjarvi (SOV), duplicate of 0497
o 2784 Remontroe, misnamed duplicate of 2158 Remontnoe
o 2800 Biamak, duplicate of 2300 Baimak
o 2809 Troizk, misnamed duplicate of 2303 Troitsk
o 2819 Kungar, misnamed duplicate of 2243 Kungur
o 2893 Birsk, misplaced duplicate of 2295 Birsk


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RE: New v01.02.06 Public Beta Available

Post by Denniss »

Changelog misses the addition of a rail line "to Izmail" on the romanian border
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RE: New v01.02.06 Public Beta Available

Post by DeletedUser44 »

ORIGINAL: AlbertN

Thanks for the patch!

AFV losses change right now seems ... in need of testing though! I am getting odd results and outcomes in some T1 vs the AI runs to understand how it works.






Regarding AFV losses, they can be pretty brutal for the Germans. So much so that I end up avoiding attacking Soviet Tank units with German Panzer formations.

But what I really do not like is that afv losses are just as high when attacking with more units. For example, the following is not atypical.

Turn 1
------
German Panzer Division vs Soviet Tank Division - losses 150 afvs vs 275 afvs

German Mot Division vs Soviet Tank Division - losses 2 afvs vs 275 afvs

German Panzer Division & Mot Division vs Soviet Tank Division - losses 150 afvs vs 275 afvs

------

Adding the additional supporting mot infantry did not reduce or offer any meaningful mitigation to afvs losses. In fact, it was best to not attack with the Panzer division at all. (this is the really weird and counter-intuitive aspect of the current combat system model)

It was as if the game just lines up all the afvs (and other elements) similar to a civil war engagement between regiments in line formation. And then they just take turns exchanging fire for a couple of rounds.

------

Unfortunately, I do not know what can be done to address it.
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RE: New v01.02.06 Public Beta Available

Post by DeletedUser44 »

ORIGINAL: 56ajax

ORIGINAL: Denniss

Bf 109F-4 was in limited production in 6/41 while F-2 was in full production until ~July. I./JG 1 arrives to Western TB
If the units retain their F-4 till August they should be able to draw replacements but no unit may change to them until September


Unless it is controlled by the AI. From memory the AI ignores the 4 week wait rule.

It ignores the 4-week wait for AC with "auto" Upgrade settings (which is all of the AC in the theatre boxes).

Which, in-turn, can suck even more for Germany as your AC units in off-map TB get a 4-week head start to further drain your latest AC production pools.

This is because you cannot turn TB AC Upgrade settings from "auto" to "manual".

-----

In theory, you could set your on-map AC Upgrade settings to "auto" as well, and hope for the best. But who wants to really do that?

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RE: New v01.02.06 Public Beta Available

Post by Denniss »

AI should also adhere to the rules regarding a/c upgrades otherwise it would be a bug.
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RE: New v01.02.06 Public Beta Available

Post by Denniss »

AI should also adhere to the rules regarding a/c upgrades otherwise it would be a bug.
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RE: New v01.02.06 Public Beta Available

Post by Denniss »

AI should also adhere to the rules regarding a/c upgrades otherwise it would be a bug.
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RE: New v01.02.06 Public Beta Available

Post by DeletedUser44 »

ORIGINAL: Denniss

AI should also adhere to the rules regarding a/c upgrades otherwise it would be a bug.

I think the answer is going to be yes. I believe all of the AI AC units are set to "auto" upgrade by default.

I am routinely annoyed that my latest AC models get sucked up by the "auto" upgrade AC in the TBs before I even get a shot at them. But it may only be a 1 turn lead instead of 4 for "auto". I will double check.

EDIT
----

Well this is an August 24th 1941 turn where the AI has upgraded a couple of ACs to BF 109F-4s.

As a player, I am not allowed to manually upgrade any of my ACs to them yet.

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wkuh
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RE: New v01.02.06 Public Beta Available

Post by wkuh »

Can't seem to get this loaded. I did get 1.02.01beta but can't repeat the process. I am registered and have an original hard disk. There doesn't seem to be a placquard for this one. Any clues?
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cblattmann
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RE: New v01.02.06 Public Beta Available

Post by cblattmann »

The new image that was added, 0226 PZL 23B (RU), has a Romanian flag on the image but in the dat file (should the exported CSV be believed) it is associated (wrongly I think) with Bulgaria. The value of nat is 7 rather than 4.
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RE: New v01.02.06 Public Beta Available

Post by Denniss »

ORIGINAL: cblattmann

The new image that was added, 0226 PZL 23B (RU), has a Romanian flag on the image but in the dat file (should the exported CSV be believed) it is associated (wrongly I think) with Bulgaria. The value of nat is 7 rather than 4.
Ups and fixed.
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cblattmann
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RE: New v01.02.06 Public Beta Available

Post by cblattmann »

This is not particularly about this Beta, but just thought to bring this up. When you for example click on 'Support Level' in the HQ tab of the Commander Report, and you realize it is not something you want to do, there is no way to close this dialog box without changing the support level for all displayed HQs. When you click X to cancel, the Support Level for all HQ units is set to 0. I think you should be able to close this dialog box by clicking X without effecting any settings. Only when you click the check mark the support levels should change.

The same happens when you change the supply priority in the CR. Cancel the dialog box by pressing X sets it to zero rather than just close the dialog box and leave the value as it was. This might be true for every instance where you can edit a value in the CR.
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RE: New v01.02.06 Public Beta Available

Post by dgrimes »

In the new beta patch I never see "normal" ground combat. The air phase of combat works fine, but even when the combat message resolution level is set at 7 (using the preferences screen), the infantry combat will flash by, with a visual display of much less than 0.5 seconds. The one exception to this is AFV combat when the combat display is normal.

Do you want me to save the game mid-turn and send it to you? Then you could run an infantry attack and see what happens.

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Joel Billings
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RE: New v01.02.06 Public Beta Available

Post by Joel Billings »

I haven't been able to get this to repeat in any consistent manner. You can post a save in a tech support thread and tell me what to do, but unfortunately odds are it won't replicate for me.
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KenchiSulla
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RE: New v01.02.06 Public Beta Available

Post by KenchiSulla »

Hi Joel, I have the same problem as dgrimes. Left the game running for a few hours (unexpected visitors) without playing and when I returned pressing 1-7 doesn't matter, it just runs through the combat as if @ status 1.

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