Living Manual

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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Joel Billings
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Re: Living Manual

Post by Joel Billings »

Wiedrock wrote: Mon Mar 13, 2023 10:42 pm
Living Manual 1.21, p.511f wrote: 28.4. AIRCRAFT, AFV AND COMBAT VEHICLE PRODUCTION

The chassis for aircraft, AFV and combat vehicles are built at individual factories by using Armament Points, with one item being built for each factory point. In WiTE2, aircraft and AFVs are built as airframes or chassis which are subsequently converted to actual combat planes and vehicles.
For example, assuming sufficient resources are available, the He 111 factory in Rostock, with a capacity of 23 factory points, will build 23 He 111 airframes every turn.

[...]

The cost of building a chassis is taken as supply points. Each supply point is the equivalent of a quarter ton of supplies and each build cost (for the chassis) demands 1/16 ton of supply. So a chassis with a build cost of 40 will use 2.5 supply points.

The actual building of the combat element requires armament points. For example a Bf 109F-4 has a build cost of 388 so requires 388 armament points to produce one such aircraft.
Contradicting material usage in the Airframe/Chassis section.
Thre different materials are being named:
  1. Armament Points
  2. resources
  3. supply points (Supplies)
I tried figuring out which one it is, the result can be seen here (the green section it is):
City_usage_airframe-supR.png

Therefore as far as I understand this, the Airframes are being produced by using "supply points" which actually are Supplies.
Heavy Industry is producing Supplies.
Later those Airframes will be converted into serious planes by using Armament Points.


I'm not quite sure how to change the docs. It appears that airframe get built by supply points, and then the airframes get converted into aircraft by using armaments points. Once they are sent to units they require manpower to fill out the crew. This is the same for AFVs. If someone wants to recommend a way to clarify this in the manual, be my guest.
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Joel Billings
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Re: Living Manual

Post by Joel Billings »

I doubt that players will run out of armaments points. We choose to balance the game by focusing on other factors. There's always the possibility of making armaments more important by altering the build rates or starting amounts in scenarios. Balancing al of the factors in the game is non-trivial (to say the least).
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Wiedrock
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Re: Living Manual

Post by Wiedrock »

As can be seen here it appears, that the CV of "Ground Type Rifle Squad" Ground Elements is dependent on the number of Men in the Squad. 10 men gives the "3 CV" stated in the manual, whereas each man more/less adds/substracts 10% from those 3CV.
Would be nice if this could be added to the Living Manual (I guess Chapter 34.4 would be the one).
Foot_troops_men-affect-CV.png
Foot_troops_men-affect-CV.png (559.04 KiB) Viewed 4097 times
Same result for Bicycle units (Light Infantry Type), so I guess this may go for all "foot soldiers" or even more Types of Ground Elements.
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Re: Living Manual

Post by Wiedrock »

Living Manual 1.21, p.350 wrote:21.2.8. AFV and Combat Vehicle Reliability
All AFVs and other combat vehicles are rated for their reliability. This is checked when they are moved, with those that fail the reliability check becoming damaged.

To reflect initial production “teething” problems, AFV/Combat vehicle reliability will be less when they first come into production and then improve until they reach their standard reliability rating. The reliability rating of obsolete (out of production) aircraft is treated as higher than their normal reliability rating, which will make them more susceptible to attrition.

The reliability rating of an AFV is actually two different items. The first digit represents the reliability of the AFV when moving (if only 1 digit is shown the 1st digit is assumed to be 0). The higher the number, the less likely the AFV will become damaged during movement. The second digit is survivability, and the higher the survivability the less likely the AFV will be destroyed in combat during a special survival check as opposed to just being damaged.
The highlighted part seems to be a copy of the Aircraft Reliability chapter. If this mechanic is included in the AFV-Reliability the values would need to be lower to make the AFV's "more susceptible to attrition".
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Re: Living Manual

Post by Joel Billings »

I found this in our task/bug system:

FV reliability is a 4 digit number. The reliability rating of an AFV is actually two different items. The first two digits represent the reliability of the AFV when moving (if only 3 digits are shown the assume a 0 in front of the first digit shown). The higher the number, the less likely the AFV will become damaged during movement. The third and fourth digits are survivability, and the higher the survivability the less likely the AFV will be destroyed in combat during a special survival check as opposed to just being damaged. New AFVs still suffer an additional reduction in their reliability when moving during their first few months in production.


Not sure if the part about aircraft applies to AFVs.
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Re: Living Manual

Post by Wiedrock »

Living Manual 1.21, p.483 wrote:26.1.1. Allocation of Losses to the Transit and Replacement Pools
First, 25 percent of all damaged ground elements (apart from AFV ground elements, see 26.1.4 below) from units are returned to the transit production and manpower pools to be made available to return as replacements.
However, only sixty percent of the manpower from the damaged ground elements goes to the transit pool; the other forty percent is placed in the disabled pool. All other things being equal, returning ground elements are more likely to be returned to their original units.
Damaged equipment, and manpower returned to the pool during the logistics phase are not available immediately to be used as replacements. Although they appear in the pool on the production screen, they actually are put in the transit pool. At the start of each friendly logistics phase, 25 percent of the amount in the transit pool is moved to the available pool. This represents the lost time from the front of lightly wounded soldiers and damaged equipment.
When damaged ground elements are sent back to the pool, freight is placed in a nearby depot equal to one half of the freight tonnage of the ground element. Elements that are returning to the pool do not pay any shipping/rail costs.
For me it appears that the 60/40 percentages for TRANSIT/DISABLED Pools are switched.
DAM-TRANSIT-DISABLED.png
DAM-TRANSIT-DISABLED.png (1.42 MiB) Viewed 4045 times
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Re: Living Manual

Post by Denniss »

just 40% menpower wounded/damaged vs 60% seriously wounded/disabled - that seem to be a lot of disabled men. don't know if this 40/60 or 60/40 is based on some stats, I believe WitE1 had this at 50/50.
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Re: Living Manual

Post by Wiedrock »

Manual states 300 Capacity for Level 3 Airfield, while in game it is 400?! (see Attachment)
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Veterin
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Re: Living Manual

Post by Veterin »

Wiedrock wrote: Tue Mar 21, 2023 11:39 pm Manual states 300 Capacity for Level 3 Airfield, while in game it is 400?! (see Attachment)
Can you take over the living manual please :D
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Re: Living Manual

Post by Wiedrock »

Veterin wrote: Tue Mar 21, 2023 11:58 pm Can you take over the living manual please
No way, pointing the finger at people who are actually doing somehthing (and therefore are open to errors being done) is easier than doing the errors myself.

Joel Billings wrote: Thu Oct 27, 2022 12:03 am 1) City terrain is dense terrain (I’m pretty sure I knew this one, so it was just an oversight that we never got it in the manual).
Hey Joel, could you add this to the Manual?
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Re: Living Manual

Post by Denniss »

always good to have a number cruncher, data miner or fact checker around. In most cases those tests provide infos about errors/bug to fix.
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Re: Living Manual

Post by Joel Billings »

Denniss wrote: Thu Mar 23, 2023 1:26 pm always good to have a number cruncher, data miner or fact checker around. In most cases those tests provide infos about errors/bug to fix.
Agree completely!
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Re: Living Manual

Post by Wiedrock »

Living Manual: 1.22, p.261
ZG (Zeröstrergeschwader) – Destroyer (Twin Engine Bf110) Wing
correction: Zerstörergeschwader
SKG (Scnellkampfgeschwader) – Fast Bomber Wing
correction: Schnellkampfgeschwader
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Re: Living Manual

Post by Denniss »

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Re: Living Manual

Post by loudscott »

I've been away from the game for over a year and just installed they latest update (v01.02.52). The readme indicates that the latest Living Manual will dropped in the \Manuals folder but it is not there. I'm able to get version 1.16 from the original post here but I'd like version 1.22 mentioned in the whatsnew.pdf

Can one of you point me in the right direction? Thanks in advance
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Re: Living Manual

Post by Denniss »

Both the Matrixgames and the Steam version should get the 1.22 manual with the 1.02.52 update
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Re: Living Manual

Post by loudscott »

Denniss wrote: Tue May 23, 2023 7:38 pm Both the Matrixgames and the Steam version should get the 1.22 manual with the 1.02.52 update
I'm aware. I didn't. Hence the post
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Re: Living Manual

Post by Denniss »

my Matrixgames install version (install then latest update) shows version 1.18 and 1.20-22 in the manuals folder.
If you have multiple copies of WitE2 please ensure you are looking at the up-to-date game version.
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Re: Living Manual

Post by loudscott »

Denniss wrote: Tue May 23, 2023 10:23 pm my Matrixgames install version (install then latest update) shows version 1.18 and 1.20-22 in the manuals folder.
If you have multiple copies of WitE2 please ensure you are looking at the up-to-date game version.
I understand how it's supposed to work but it's not working. In fact, if I drop a copy of version 1.16 in the \manuals folder and then run the update it will delete that version but will not install the updated version.
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Re: Living Manual

Post by loudscott »

After running the update and NOT choosing Activate DLC it worked. Sorry for the confusion.
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