v1.04.01 Official Update Live Now - Changelog

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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MaximKI
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v1.04.01 Official Update Live Now - Changelog

Post by MaximKI »

A major update for WITE2 is live now for Steam and Matrix users. You can download the build HERE or from the File Downloads for WITE2 in the My Page section of the Matrix website.

V1.04.01 – 9th September 2024

New Features and Rule Changes
• 1.04.00 public beta version made official
• Updated the Living Manual.pdf file in the \Manuals folder. This is up to date with changes through game version 1.04.00.

V1.04.00 – 14th June 2024

New Features and Rule Changes

IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.04.00 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.
• The game options screen now has three tabs, with options categorized as gameplay, difficulty, or balance. Note that clicking on Reset to Default will reset all game options to their default values, not just those visible on screen.

• New Game Option – Combat Delay Effects, with 3 settings:
o STANDARD (default) - no change in combat delay (CD) movement point (MP) costs.
o REDUCED - Extra MP cost for each CD point is divided by 2 (and truncated). Examples: For non-motorized 1 CD adds 0 MP cost, 2 CD adds 1 MP cost. For motorized 1 CD adds 1 MP cost (1*3/2), 2 CD is 3 MP cost (2*3/2)
o MINIMAL - 0 MP cost for CD points (it still impacts not being able to attack a hex that has 9 combat delay)
This allows players to create a game with more maneuver and chance for encirclements. Combined with turning on Reduced Retreat Attrition, setting to Reduced should open up the game while reducing the value of grinding attacks. The minimal setting is only recommended for novice players.

• New Game Option – Campaign End Conditions, with 3 settings:
o STANDARD (default) – no change to campaign end conditions
o EXTENDED PLAY - If the game ends due to Sudden Victory/Sudden Loss/31 December
1944 High Water Mark check, the game will pause. The victory screen will appear with the
victory level displayed, and the player will be able to enter extended play and continue the game. Each player will see the victory screen at the start of their turn one time, and be able to continue the game. When the campaign ends due to Belin falling or time expiring, the game will display the same victory level displayed at the start of extended play.
o NO EARLY END – The game ignores the Sudden Victory/Sudden Loss/31 December 1944 HWM check conditions completely.
IMPORTANT: The No Early End versions of the 1941 and Stalingrad to Berlin Campaigns are considered to be superseded by the new Campaign End Conditions game option. We strongly recommend using this game option along with the regular scenarios instead of using the "No Early End" scenarios, but they remain available for players who prefer them. Also, note that the turn summary screen graphic that show the sudden victory and sudden loss levels still shows these values when using the No Early End game option. Players should view the victory screen to see if there are any active sudden victory and sudden loss victory checks.

• New Game Option – Vehicle Repair Rate – This allows players to adjust the vehicle repair rates (percentages) for Axis and Soviet vehicles (to any value from 5 to 50). There is a repair rate for each side for 1941-42, and another for each side for 1943-45. Default values for Axis are 5% in 41-42 and 10% for 43-45. Default values for Soviet are 25% in 41-42 and 25% in 43-45. A small change could have a large impact over time on the number of vehicles in repair at any given time. Players looking to weaken Soviet logistics in 1943-45 could try adjusting to 20%.

• New Game Option – Miscellaneous Leader Deaths, with 3 settings:
o STANDARD (default) – no change in leader deaths not caused by HQ displacement or air attack
o REDUCED – ½ the chance of leader deaths not caused by HQ displacement or air attack
o NONE – No chance of leader deaths not caused by HQ displacement or air attack
Note: All leaders that become unavailable, due to HQ displacement, air attack, or miscellaneous deaths, are listed as KIA in the game. However, those that become unavailable due to the miscellaneous leader deaths represent unavailability due to accidents, natural death, other enemy action (artillery while visiting the front, etc.), retirement, and prolonged illness. The last paragraph of section 15.8 of the manual inaccurately described these losses as “killed due to other enemy action”, but in fact they are meant to reflect additional reasons for leaders becoming unavailable. It is these losses that we are now defining as miscellaneous leader deaths (although as stated above they don’t all involve death).

• New Game Option – Amphibious Invasions, with 3 settings:
o STANDARD (default) – no change in amphibious invasion rules
o IMITED – Only hexes in the regions of Crimea, Georgia, and Krasnodar may be targets of an amphibious invasion (Ctrl-m shows all regions)
o ONE – No amphibious invasions are allowed

• New Game Option – No Temporary Motorization (default off). When checked, players may not temporarily motorize any units.
• New Game Option – No Airborne Operations (default off). When checked, players may not drop airborne units (airborne tab will not appear in F9 window).
• The country specific Morale Mod game option has been expanded so it now includes entries for 1941-42 and for 1943-45. The values entered alter each country’s ground national morale for the indicated years.

• Added a new toggle item to the main editor menu: Allow Axis Unit Build Yes/No (default value is No). When Yes:
o the build unit button is visible to Axis players so they can access the build unit menu
o any Axis units that are built will go to the Axis reserve
o fortress and fortified zone units are never buildable on the build menu (like Soviet fort and fortified regions are not buildable on the build menu)
It is also now possible, in the Ob chain portion of the editor, to assign each OB chain an Axis special flag (Axis- Elite, SS-Elite, SS-Non-Elite, LW, LW-Elite). When a new unit is built, it will be given the special flag set in the OB chain.
Note: This new feature is for modders who will need to create their own data for what is buildable for the Axis player. This can be done by changing the OB chain data in a scenario file and then locking the generic data in that scenario.

• Made changes to cargo and troop ship monthly replacements, and to some cargo ship minimums:
o Changed cargo ship (monthly) replacements in 3 areas: for Axis in Baltic Sea from 1 to 3 for Soviet in Caspian Sea from 2 to 3 for Soviet in Black Sea from 4 to 3
o Increased the 5 cargo ship minimum to 10 in 4 areas for Soviet in Baltic Sea for Soviet in Black Sea for Soviet in Caspian Sea for Axis in Baltic
o Added 1 troop ship (monthly) reinforcement in 3 areas: for Soviet in Caspian Sea for Soviet in Lake Ladoga for Soviet in Sea of Azov

• Made several changes to the way pilots are treated:
o Adjusted the way pilots are handled when air group is sent from map to TB:
Wounded and other inactive pilots are detached from air group. Wounded should become available once healed (as always). This prevents wounded pilots from being lost when air groups are sent to a TB. Excess pilots with higher experience are detached from the group first (average group experience in the TB can go down due to this)
o Increased the pilot experience spread when an air group is sent from TB to map (chance for more higher and lower experienced pilots)
o When wounded, the pilot will immediately detach from the group
o When air groups in TBs shrink in size, excess pilots are sent to the “free” pool and given experience equal to the air group experience (they used to be lost)

• Reduced the likelihood of some ground element substitutions, and eliminated multiple substitutions in the same turn, within a unit, in any specific ground element slot.
• The baseline chance a non-isolated displaced/relocated HQ will lose a leader was changed in July 1941 from 10% to 7.5%, and for all later dates from 15% to 10%.
• Errata – Freight in depots may be destroyed by air attacks targeting a port or a railyard. Destroyed freight can cause the loss of equipment and/or supplies/ammo/fuel.
• Errata – Soviet Mountain divisions may attach one support unit.
Bug Fixes and AI Improvements
• Fixed Air Directive labels on the map so they do not cover up waypoints. It is now possible to adjust the waypoints even in a hex containing the air directive label.
• Fixed several display errors in the CR/Equipment/Ground element compare display.
• Switching air battle reports from the battle report window, by clicking on the quick link in the center of the battle report, can cause an interface glitch. Fixed.
• Entrained units that rename from on map combat units to a support unit keep their Loaded status for the rest of the game. Fixed.

Data and Scenario Changes
• Device.dat
o 160mm Stielgranate 41 (0562) – Blast Radius increased from 0 to 1 and Anti-Soft increased from 0 to 21.

• Gtype.dat
o Light Tank (0012 ) – Foreign Light Tank substitution removed.
o Medium Tank (0013) – Foreign Medium Tank substitution removed.

• Ground.dat
o 37mm PaK36 AT Gun (0067) – Upgrade to 160mm Stielgranate AT Gun removed and Scrap date changed from 1942 to 1943.
o 160mm Stielgranate AT Gun (0150) – Scrap date changed from 1943 to 1944.
o BAB C Armored Car (0176) – Name changed to BAF C Armored Car; icon changed to BAF C and Type changed from Foreign Armored Car to Armored Car.
o 120mm GrW 42 Mortar (0295) – First Year changed from 1944 to 1943 and Build Limit changed from 1 to 2.
o 160mm Stielgranate AT Gun (0435) – Scrap date changed from 1943 to 1944.
o Panzer T-34B 747(r) (0457) – Type changed from Foreign Medium Tank to Medium Tank.
o Panzer T-34D 747(r) (0458) – Type changed from Foreign Medium Tank to Medium Tank.
o 76mm IG 290r Infantry Gun (0547) – Captured Soviet 76.2mm M27 Infantry Gun added with Maximum Imports of 900 beginning 1/42 to 8/45 and “built” at a rate of 5 per week.
o M3A1 Stuart (0742) – 37mm M6 gun ACC decreased from 625 to 125.
o M3 Lee (0749) – 37mm M6 gun ROF decreased from -4 to -6 and ACC decreased from 625 to 125; 75mm M3 gun ROF decreased from -4 to -6 and ACC decreased from 600 to 100.

• Cityowner.dat
o Corrected six city capture dates that listed 1941 instead of proper 1942.

• 1941 Campaign(s)
o Axis pool changes:
SdKfz 6/2 SP Flak pool raised from 12 to 30
SdKfz 7/1 SP Flak pool erased
SdKfz 10/4 SP Flak pool raised from 65 to 250
o Soviet Unit changes:
10 Mech Corps (reinforcing mech unit in FE), add TB-lock, remove rebuild restriction
142 Rifle Div locked in NF TB, map release delayed to 11/44
deleted duplicates of 51,60,129,184,277 Engineer-Sapper Bns
o Axis unit changes:
101-103 RHG Cmd rename RHG Command North/Center/South in 7/41
Nord SS mot Div TB-locked, tagged
Rhodos Sturm Div available mid 3/43, Brandenburg PzG Div rename -> mid 10/44 downgrade to Bde, Map transfer removed, TB locked
2 Mountain Div delay WE transfer to late 1/45, TB-locked, tagged
6 Mountain Div TB-locked, tagged
52 Security Div arrival moved forward to early 12/43, arrives to Soviet Garrison, TB-locked, disbands at the end of 1944
163,169 Inf Div TB-locked, tagged
207 Security Div disbands at the end of 1944
213 Security Div disbands at the end of 1944
221 Security Div disbands at the end of 1944
285 Security Div disbands at the end of 1944
325 Security Div built to higher infantry strenght (created from existing units), TB-locked, disbands at the end of 1944
390 Security Div arrival moved forward to 9/42 and directly to Soviet Union Garrison TB, TB-locked
391 Security Div arrival moved forward to 9/42 and directly to Soviet Union Garrison TB, TB-locked
403 Security Div disbands at the end of 1944
444 Security Div disbands at the end of 1944
454 Security Div disbands at the end of 1944
Hermann Goering Bde renamed General Goering, remove arriving flak guns (supplied by disbanding Flak bns), add renames to follow historical name changes
Rhodos Sturm Bde disabled, modelled by downgrade from Rhodos Sturm Div
16 SS Sturm Bde OB change from 1209 to 1206 to restore conversion to 16 SS PzG Div
108 Panzer Bde disband delayed to 1st turn of 1945, add 11/44 rename to 150 Panzer Bde
201 Security Bde arrives directly to Soviet Union Garrison TB, TB-locked, disbands at the end of 1944
203 Security Bde arrives directly to Soviet Union Garrison TB, TB-locked
HG Falls Flak Rgt delayed to 3/1944
139 Mount Reg TB-locked, tagged
Flandern SS Inf Bn OB changed in Sturm Bde rename from 1206 to 1209 to prevent improper PzG Div conversion
Norway Inf Bn disbands 3/43 (became part of 11 SS PzG Div)
1 Rum. Security Div arrives directly to Soviet Union Garrison TB, TB-locked
3 Rum. Security Div arrives directly to Soviet Union Garrison TB, TB-locked
2 Hun. Armored Div arrives directly to Western Europe TB, TB-locked, to Map late 3/44
201 Hun. Security Div arrives directly to Soviet Union Garrison TB, TB-locked, disbands at the end of 1944
1 Hun. Cavalry Bde restore reformation into Hussar Div
3 Gennaio CCNN Bde disbands at end of 6/43, rebuilt as Axis-Elite
23 Marzo CCNN Bde rebuilt as Axis-Elite
Hun. Constr Bns unfrozen, arrive directly to map, those for 2nd Army arrive in mid 42
63 CCNN Legion disbands mid 6/42
79 CCNN Legion delayed, arrives to map with Expeditionary Corps, disbands mid 6/42
Croat CCNN Legion moves to Balkans instead of Italy
o New Axis Units:
Brandenburg Mot. Div Elite Division (former special forces) arriving 4/44 to Balkans, to map 1/45
1,2,4 Ital. Bersaglieri Regiments, locked in Balkans
o Increased Soviet manpower gain from Soviet Partisan War Ends event 136 from 100,000 to 250,000
o Germany Fully Mobilizes event now reduces German ground national morale by 2 instead of 5

• Road to Minsk, DSWF
o Adjusted starting Axis air directives to better mirror C41 starting air directives
o Selected drop tank load outs for German fighters

• Road to Leningrad
o Adjusted starting Axis air directives to better mirror C41 starting air directives
o Selected drop tank load outs for German fighters
o Added German 96th Infantry Division which arrives on turn 4

• Red Army Resurgent
o Added two additional Soviet National Supply Source depots, Elton (North) and Surakhami (South)

• Red God of War
o Renamed XLIII Corps to XXXXIII Corps

• Stalingrad to Berlin Campaign(s)
o Most German Infantry Corps have a TOE around 80
o Most German Panzer Corps have a TOE around 90
o Almost all Soviet Armies and Fronts have a TOE near 100
o 16th SS Mot. Sturm Bde renames to 16th SS PzGr Division
o 133rd Littorio Ital. Armored Division removed from AF TB
o X Ital. Corps removed from AF TB
o All three RHG Commands moved to OB #8 with 500 support squads not 1,000
o Rumanian 9th Fighter Group added
o The following German Corps HQs are Axis Elite:
III Panzer Corps
LVII Panzer Korps
XXXXVIII Panzer Corps
XXXIX Panzer Corps
XXXXVII Panzer Corps
o Made sure the name changes for the SS Motorized Werfer Bns and Heavy Panzer Bns from the 100s to the 500s were consistent
o Made change to 16th SS Sturm Bde
o Made changes to 2nd RFSS Mot Bde which changes to 2nd SS Latvian Mot Bde and finally the 19th SS Latvian Grenadier Division across all Campaigns
o Made changes to the 1st RFSS Mot Bde which changes to the 18th SS PzGr Division across all Campaigns
o Made changes to Flandern SS Infantry Battalion which becomes the 6th SS Flan. Mot Sturm Bde and finally the 27th SS Flan. Grenadier Division across all Campaigns
o Renamed XLIII Corps to XXXXIII Corps
o Added Soviet manpower gain of 250,000 to Soviet Partisan War Ends event 136
o Germany Fully Mobilizes event now reduces German ground national morale by 2 instead of 5
o Minor changes to Escorts Over Germany, Battle of Berlin, and Final Effort events
o Fixed 287th Arab PzGrd battalion.
o Made all Bulgarian Fighter units Bf-109G-2s

• Vistula to Berlin Campaign
o III and XXIV Panzer Corps are Axis Elite.
o Made TO&E changes to the SS Motorized Werfer Bns
o Made changes to 2nd RFSS Mot Bde which changes to 2nd SS Latvian Mot Bde and finally the 19th SS Latvian Grenadier Division across all Campaigns
o Synchronized the Disbandment of the 11th SS Panzer Army which becomes the arriving German 11th Army in AR and then WE
o Added as a Reinforcement SS Detachment Steiner Army on April 21, 1945
o Corrected many inappropriate starting Detection Levels
o Moved many German Support Units into entrenched hexes
o Removed the small number of Fw-190A-9s in the Game and replaced them with Fw-190A-9 1944s which also left 450 aircraft as Pool replacements
o Added Fw-190G’s and Fw-190Fs to the Pool which can be used to replace Ju-87D-5 Night Bombers.
o Combined the previously Broken-Down 7th Panzer Division with the 507th Heavy Panzer Battalion
o Added NSGr. 30 as a reinforcement
o Germany Fully Mobilizes event now reduces German ground national morale by 2 instead of 5

• Steel Inferno – Road to Karelia
o Adjusted starting Axis air directives to better mirror C41 starting air directives
o Selected drop tank load outs for German fighters
o Added German 96th Infantry Division which arrives on turn 4

• Steel Inferno – Case Blue Phase II scenarios
o Corrected leader in V Rum. Corps HQ

• Steel Inferno - Drama on the Danube scenarios
o Germany Fully Mobilizes event now reduces German ground national morale by 2 instead of 5

• Steel Inferno - 1943 Campaign
o 16th SS Sturm Bde renames to 16th SS PzGr Division
o All three RHG Commands moved to OB #8 with 500 support squads not 1,000
o The following German Corps HQs are Axis Elite:
III Panzer Corps
XXXXVIII Panzer Corps
XXXXVII Panzer Corps
o Many Soviet Fronts that were previously at 100% strength have been weakened as follows:
Volkhov Front 80%
Northwest Front 85%
Kalinin Front 85%
Western Front 90%
Bryansk Front 90%
Southwest Front 90%
Southern Front 90%
o Made sure the name changes for the SS Motorized Werfer Bns and Heavy Panzer Bns from the 100s to the 500s were consistent
o Made change to 16th SS Sturm Bde to
o Made changes to 2nd RFSS Mot Bde which changes to 2nd SS Latvian Mot Bde and finally the 19th SS Latvian Grenadier Division across all Campaigns
o Made changes to the 1st RFSS Mot Bde which changes to the 18th SS PzGr Division across all Campaigns
o Made changes to Flandern SS Infantry Battalion which becomes the 6th SS Flan. Mot Sturm Bde and finally the 27th SS Flan. Grenadier Division across all Campaigns
o Renamed XLIII Corps to XXXXIII Corps
o Added Soviet manpower gain of 250,000 to Soviet Partisan War Ends event 136
o Germany Fully Mobilizes event now reduces German ground national morale by 2 instead of 5
o Minor changes to Escorts Over Germany, Battle of Berlin, and Final Effort events
o Made all Bulgarian Fighter units Bf-109G-2s

• Steel Inferno - Campaign 1944 (May Start)
o 102nd RHG Command moved to OB #8 with 500 support squads not 1,000
o The following German Corps HQs are Axis Elite
III Panzer Corps
XXXXVIII Panzer Corps
XXXXVII Panzer Corps
XXIV Panzer Corps
o II/32nd LW Flak was Depleted. Fixed.
o 662nd Pion Bn was 41 Pion TOE. Changed to 43b TOE.
o I/34th LW Flak was Depleted. Fixed.
o 253rd Infantry Division from Reserve to Refit.
o I Cavalry Corps HQ had No Movement Points. Fixed.
o Removed 502nd SS Motorized Werfer Bn as the 102nd SS Motorized will change its name to the 502nd SS
o 6th SS Flandern PzGr had a TOE Upgrade.
o 101st Jaeger Division from Reserve to Refit
o 741st Pioneer Bn from 41 Pion TOE to 43b TOE.
o Added Depots and Freight at Campulung, Roman, and Bacau in Romania.
o Made sure the name changes for the SS Motorized Werfer Bns and Heavy Panzer Bns from the 100s to the 500s were consistent
o Made changes to 2nd RFSS Mot Bde which changes to 2nd SS Latvian Mot Bde and finally the 19th SS Latvian Grenadier Division across all Campaigns
o Made changes to the 1st RFSS Mot Bde which changes to the 18th SS PzGr Division across all Campaigns
o Made changes to Flandern SS Infantry Battalion which becomes the 6th SS Flan. Mot Sturm Bde and finally the 27th SS Flan. Grenadier Division across all Campaigns
o Changed XI Motorized Sturm Brigade Rifle Squad 43 to Motorized Rifle Squad 44
o Added Soviet manpower gain of 250,000 to Soviet Partisan War Ends event 136
o Germany Fully Mobilizes event now reduces German ground national morale by 2 instead of 5
o Changed 92nd Motorized Sturm Brigade to 92nd PzGr Division and made it Axis Generic
o Minor changes to Final Effort event.

• New/revised artwork:
o Ground Element Photo GP0547
o Ground Icon G0176
o Unit symbols for General Goering Mot. Brigade/Division
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Nazcatraz
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Re: v1.04.01 Official Update Live Now - Changelog

Post by Nazcatraz »

aaand with this the dev say goodbye to WITE2. It's been a good run. I still remember the magic of discovering WITE2 in 2021. I've had my immense fun with it and just like the dev I'm ready to move on (jk will boot up another 1941 right away). Thanks for everything guys. This game will remain the most comprehensive, most realistic, and most advanced wargame modeling Eastern Front for a long, long time. :mrgreen:
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ranknfile
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Re: v1.04.01 Official Update Live Now - Changelog

Post by ranknfile »

I've been waiting for the beta to become the official version to start another 41 campaign.
In my 56 years of wargaming, I've found none finer than WitE2.
A sincere thank you to all responsible for this masterpiece gaming experience.
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Peter Fisla
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Re: v1.04.01 Official Update Live Now - Changelog

Post by Peter Fisla »

Simply, thank you ALL involved for such an important/amazing update ;)
MarkShot
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Re: v1.04.01 Official Update Live Now - Changelog

Post by MarkShot »

Thank you.

Good luck on the next project.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
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56ajax
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Re: v1.04.01 Official Update Live Now - Changelog

Post by 56ajax »

Run 2 games AI vs AI. 41 GC NEE

1. Settings as default. Soviet Major Victory, Turn 194, first week of March 45. In the pool Axis has tons of aircraft and airframes, 160 Tiger 1s (12 weeks production) 222 Nashorns (44 weeks production) and Hungarian manpower is 350,000

2. Settings as default except Combat Delay = Reduced. Soviet Major Victory, Turn 190, first week of Feb 45. In the pool Axis has tons of aircraft and airframes, only 18 Tiger 1s (1 weeks production) but 267 Nashorns (55 weeks production) and Hungarian manpower is 305,000

fyi
Last edited by 56ajax on Mon Sep 23, 2024 1:29 am, edited 1 time in total.
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
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Shupov
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Re: v1.04.01 Official Update Live Now - Changelog

Post by Shupov »

ranknfile wrote: Wed Sep 18, 2024 2:41 pm I've been waiting for the beta to become the official version to start another 41 campaign.
In my 56 years of wargaming, I've found none finer than WitE2.
A sincere thank you to all responsible for this masterpiece gaming experience.
Ditto here! The best wargame I've ever played, about the greatest campaign ever fought. And my first wargame was Avalon Hill Stalingrad.
STALINADE

The real RED soda!
Jeff_Ahl
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Re: v1.04.01 Official Update Live Now - Changelog

Post by Jeff_Ahl »

After this mayor update the game really shines! Wonderful wargame and I am looking forward to a War in Europe game, with all theaters including the desert.

Or if that is not possible a specific WiTD (War in The Desert).
MarkShot
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Re: v1.04.01 Official Update Live Now - Changelog

Post by MarkShot »

I've been waiting for the game to pretty much be frozen. A full campaign will take me forever. The last thing I want to do is restart 5 times.

I've been playing this and a lot of MIUS. A good pair WITE2+MIUS ... from the clouds and from weeds ... live it full spectrum.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
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56ajax
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Re: v1.04.01 Official Update Live Now - Changelog

Post by 56ajax »

Run games AI vs AI. 41 GC NEE

1. Settings as default, except Combat delay = reduced and Early War Morale +5 for Axis Allies. Soviet Minor Victory, Turn 198, first week of April 45. In the pool Axis has tons of aircraft and airframes, 231 Tiger 1s (17 weeks production) 241 Nashorns (48 weeks production) and Hungarian manpower is 385,000
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
Denniss
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Re: v1.04.01 Official Update Live Now - Changelog

Post by Denniss »

The Hungarians (and other minor Axis) likely suffer from an AI problem, the improper TOE reduction despite having sufficient manpower available.
The option works fine for Germany but it may look into the wrong pools for Axis minors.
I hope this will be corrected in a future update once Pavel has time and patience to finish the Editor work.
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56ajax
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Re: v1.04.01 Official Update Live Now - Changelog

Post by 56ajax »

Denniss wrote: Mon Sep 23, 2024 8:19 am The Hungarians (and other minor Axis) likely suffer from an AI problem, the improper TOE reduction despite having sufficient manpower available.
The option works fine for Germany but it may look into the wrong pools for Axis minors.
I hope this will be corrected in a future update once Pavel has time and patience to finish the Editor work.
Thanks Denniss.

The manpower pools for Axis Allies are all very low at the end, as to be expected, except for the Hungarians. And in the last game there only 4 Hun divisions in the field at the end.

If shattered or surrendered, do Hun Divisions get rebuilt?

Cheers
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
Denniss
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Re: v1.04.01 Official Update Live Now - Changelog

Post by Denniss »

No idea if Axis Minors units are rebuilt, probably not
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56ajax
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Re: v1.04.01 Official Update Live Now - Changelog

Post by 56ajax »

Run games AI vs AI. 41 GC NEE

1. Settings as default, except Combat delay = reduced and Early and Late War Morale +5 for Axis Allies. Soviet Major Victory, Turn 195, second week of March 45. In the pool Axis has tons of aircraft and airframes, 130 Tiger 1s (10 weeks production) 235 Nashorns (48 weeks production) and Hungarian manpower is a staggering 495,000, which is 70,000 more than was built during the game. There are no Hun divs left in the field, many of the SUs have 0% TOE.
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
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56ajax
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Re: v1.04.01 Official Update Live Now - Changelog

Post by 56ajax »

Well this one is weird. I was trying to make the Axis Allies stronger.

Run games AI vs AI. 41 GC NEE

1. Settings as default, except Combat delay = reduced and Early and Late War Morale +10 and +5 respectively for Axis Allies. Soviet Decisive Victory, Turn 171, last week of Sep 44. Axis Allies still in the field and the Soviets have yet to enter Rumania. Instead the Soviets have driven straight to Berlin and beyond.

So perhaps the Axis Allies held up the Soviets in the Ukraine but why have the Germans gone to water?

I think I might check the settings at random points during the game.

Stop Press : It would appear that the AXIS AI never completely cleared the Kurland leaving Ventspils and the islands to the North in Soviet hands. Soviets probably did an amphib landing and then motored Westwards. What a dirty rotten Soviet trick.
Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
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Wiedrock
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Re: v1.04.01 Official Update Live Now - Changelog

Post by Wiedrock »

56ajax wrote: Sun Sep 29, 2024 1:55 am 1. Settings as default, except Combat delay = reduced and Early and Late War Morale +10 and +5 respectively for Axis Allies. Soviet Decisive Victory, Turn 171, last week of Sep 44.
56ajax wrote: Tue Sep 24, 2024 10:46 pm 1. Settings as default, except Combat delay = reduced and Early and Late War Morale +5 for Axis Allies. Soviet Major Victory, Turn 195, second week of March 45.
Hi Ajax, could you share your Autosaves for your AI vs AI test-runs by any chance to donwload/analyse?
56ajax wrote: Sun Sep 29, 2024 1:55 am Well this one is weird. I was trying to make the Axis Allies stronger.

Run games AI vs AI. 41 GC NEE

1. Settings as default, except Combat delay = reduced and Early and Late War Morale +10 and +5 respectively for Axis Allies. Soviet Decisive Victory, Turn 171, last week of Sep 44. Axis Allies still in the field and the Soviets have yet to enter Rumania. Instead the Soviets have driven straight to Berlin and beyond.

So perhaps the Axis Allies held up the Soviets in the Ukraine but why have the Germans gone to water?
I'd assume Germany is running on its teeth manpower wise, having most manpower in TBs and HQs, while Axis Allies have better manpower situation and Soviets have plenty men in stock?
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56ajax
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Re: v1.04.01 Official Update Live Now - Changelog

Post by 56ajax »

"I'd assume Germany is running on its teeth manpower wise, having most manpower in TBs and HQs, while Axis Allies have better manpower situation and Soviets have plenty men in stock?"

Not really. In this last game the Soviet AI opened a ridiculous second front in Kurland even whilst leningrad was still isolated. As the AI likes to maintain a continuous front line there were probably not enough units to go around. The Soviets just motored through the gaps to Berlin.
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Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne
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v1.04.01 Official Update

Post by jawi »

First of all, I would like to thank the game designers for this good, perhaps even the best, strategy game of WWII.

On the one hand, wite 2 offers the possibility of playing in a somewhat historical way, whereby you have to expect to get a real beating as a Russian at first and as a German later on.

On the other hand, since the new version 1.04.01, there is the possibility of balancing both sides and rewriting history with changed settings for the early and later years.

Perhaps Germany will be attacked by the Soviet Union, for example.

It would be interesting to see how the battles develop when neither side has predetermined advantages or disadvantages and it is more about good ideas and tactical or strategic skills.

Does anyone have a good setting for the game parameters?

There is certainly still potential in wite 2, but you can see that the developers and the gaming community are working really well together here.

I'm looking forward to the game "Complete World War II in Europe + North Africa with extensive naval warfare". ;)
Incidentally, I was once able to see the entire map in one go.

Best wishes from Berlin.

Jan

P.S.

Luckily we have a warm room and peace in our country. And we don't need to be afraid that our lives will end prematurely at -40 degrees Celsius and that we won't have to end any other lives either.
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Re: v1.04.01 Official Update Live Now - Changelog

Post by Wiedrock »

MaximKI wrote: Wed Sep 18, 2024 1:30 pm o Increased Soviet manpower gain from Soviet Partisan War Ends event 136 from 100,000 to 250,000
The Event Text for this Event has not been updated to tell changed added manpower. It still says "100,000 men added to the Soviet manpower pool".
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Re: v1.04.01 Official Update Live Now - Changelog

Post by Pajoenien »

Nazcatraz wrote: Wed Sep 18, 2024 1:56 pm aaand with this the dev say goodbye to WITE2. It's been a good run. I still remember the magic of discovering WITE2 in 2021. I've had my immense fun with it and just like the dev I'm ready to move on (jk will boot up another 1941 right away). Thanks for everything guys. This game will remain the most comprehensive, most realistic, and most advanced wargame modeling Eastern Front for a long, long time. :mrgreen:
Agree!
Paul Nienhaus
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