Quick Questions Thread

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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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

altemosejd wrote: Sat Aug 23, 2025 10:31 pm Hey all, qq below that's driving me crazy:

playing a GC on the axis side. I see all of my turn battles and combat reports, but during the AI soviet turn, I don't see anything. the turn ends and I have no idea how my units that were engaged performed, what equipment was lost, where it happened, etc. It's driving me crazy since I'm pretty sure when I played the intro scenarios it showed the combat reports for both sides.
You can see enemy attack locations and results in 2/3 ways.
1. key "L" and then filter for enemy ground phase to see total losses.
2. battles and locations you see on map when you press "F11", just click the appearing markers on map (you can exit this mode with "F1").
3. CR (Commanders Report) has a tab for Battles. You can filter them as needed and jump to a battle on map by clicking the Hex coordinates.
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altemosejd
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Re: Quick Questions Thread

Post by altemosejd »

Thanks for the response Wiedrock. Is there a specific time during the turn that you can see this info? I just tried two turns on my GC campaign and everytime I pull up the battles filter after the soviet turn it just shows 0's across the board. I know there's been counterattacks but no records of the battles in the "F11" tab or the commanders report. When the turn summary pops up it does look like the games already started my air phase, so I'm beginning to wonder if i've got a weird setting somewhere skipping the soviet summaries. The losses tab seems to be reflecting combat tho. Weird.

Edit - just ran a couple other scenarios and I can see the AI counter moves, as well as the battle reports from the AI initiated combat. So i definitely have something weird going on with my grand campaign. I did run the modded 1941-1945 GC-OOB 3.6 - Axis Hard scenario so I'm beginning to wonder if something is wrong with the mod itself.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

altemosejd wrote: Sun Aug 24, 2025 5:12 pm Thanks for the response Wiedrock. Is there a specific time during the turn that you can see this info? I just tried two turns on my GC campaign and everytime I pull up the battles filter after the soviet turn it just shows 0's across the board. I know there's been counterattacks but no records of the battles in the "F11" tab or the commanders report. When the turn summary pops up it does look like the games already started my air phase, so I'm beginning to wonder if i've got a weird setting somewhere skipping the soviet summaries. The losses tab seems to be reflecting combat tho. Weird.

Edit - just ran a couple other scenarios and I can see the AI counter moves, as well as the battle reports from the AI initiated combat. So i definitely have something weird going on with my grand campaign. I did run the modded 1941-1945 GC-OOB 3.6 - Axis Hard scenario so I'm beginning to wonder if something is wrong with the mod itself.
Sounds weird.
Be aware that there are 3 different settings regarding the F11 view on Map. You can filter for showing Air or Ground or both by clicking F11 again and again, is that the issue?
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

We are playing the GC, are in July 1942, and I still have the GD as a regiment. It sat idle for quite a while, having been in refit at the end of the winter, and I saw no dates anywhere on when it would convert to a division. Q-Ball kindly indicated that I needed to put it to refit mode (from April that is), which I did last turn, but do I also need to perform some other actions? Send to Reserve? Put on a depot + HQ? Avoid moving at all?
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Q-Ball
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Re: Quick Questions Thread

Post by Q-Ball »

Sertorius21 wrote: Wed Aug 27, 2025 12:48 pm We are playing the GC, are in July 1942, and I still have the GD as a regiment. It sat idle for quite a while, having been in refit at the end of the winter, and I saw no dates anywhere on when it would convert to a division. Q-Ball kindly indicated that I needed to put it to refit mode (from April that is), which I did last turn, but do I also need to perform some other actions? Send to Reserve? Put on a depot + HQ? Avoid moving at all?
You didn't see anything in the "Renames" section, because it's actually just a TOE upgrade to a full division; you'd have to look through the TOEs to see the April Conversion. Just put it on a Depot with plenty of supplies, that should do the trick; the TOE does need to upgrade (a bit random, but it should happen quickly), and then you need enough stuff in the pool of course.

The GD "Motorized" Division by 1943 includes a Panzer Regt, A StuG BN, a Tiger Co, a PzJg BN, a company of Sig33, even a company of Flame Tanks, plus some organic Nebelwerfer...it seems like if the Germans could think of it, they just stuffed it in there. By early 1943, it has over 300 AFVs in the TOE, despite being a "Motorized" division still. It's really a Panzer Division on Steroids
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

Oh yes I know what it looks like in 1943!

Thanks, so indeed put on a depot and let it drain some replacements once it converts.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Sertorius21 wrote: Wed Aug 27, 2025 12:48 pm We are playing the GC, are in July 1942, and I still have the GD as a regiment. It sat idle for quite a while, having been in refit at the end of the winter, and I saw no dates anywhere on when it would convert to a division. Q-Ball kindly indicated that I needed to put it to refit mode (from April that is), which I did last turn, but do I also need to perform some other actions? Send to Reserve? Put on a depot + HQ? Avoid moving at all?
Living Manual 1.32, p.352 wrote:21.2.6. TOE Upgrades
[...]

The chance of a unit adopting a new TOE is influenced by its mode and location.

• Units that are in the national reserve TB or on a National Supply Source
(25.2.3) and that are in refit mode will change automatically to the new TOE.
• Units that are in refit mode elsewhere will have a 50% to update in the first
possible turn.
• Units that are not in refit mode will have a 20% to update in the first possible
turn.
• Units that are isolated have a 0% to update in the first possible turn.

Each month, after the initial month for the new TOE, these chances will increase by
5%. So, for example, a unit not in refit mode will have a 25% to upgrade in the second
month, 30% in the third.

In any case, a unit will not change its TOE if it is more than ten hexes from a depot.

[...]

Players can view future upgrades by accessing a particular units TOE window.
Sertorius21
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Re: Quick Questions Thread

Post by Sertorius21 »

Indeed, thanks... GD having sat next to a depot for about 6 or 7 turns, but not in refit mode, would have started at 20% and improved the odds regularly afterwards, so now that it will be in refit and on a depot, the odds will jump further.
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altemosejd
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Re: Quick Questions Thread

Post by altemosejd »

Wiedrock wrote: Mon Aug 25, 2025 5:46 pm
altemosejd wrote: Sun Aug 24, 2025 5:12 pm Thanks for the response Wiedrock. Is there a specific time during the turn that you can see this info? I just tried two turns on my GC campaign and everytime I pull up the battles filter after the soviet turn it just shows 0's across the board. I know there's been counterattacks but no records of the battles in the "F11" tab or the commanders report. When the turn summary pops up it does look like the games already started my air phase, so I'm beginning to wonder if i've got a weird setting somewhere skipping the soviet summaries. The losses tab seems to be reflecting combat tho. Weird.

Edit - just ran a couple other scenarios and I can see the AI counter moves, as well as the battle reports from the AI initiated combat. So i definitely have something weird going on with my grand campaign. I did run the modded 1941-1945 GC-OOB 3.6 - Axis Hard scenario so I'm beginning to wonder if something is wrong with the mod itself.
Sounds weird.
Be aware that there are 3 different settings regarding the F11 view on Map. You can filter for showing Air or Ground or both by clicking F11 again and again, is that the issue?
Filtering with F11 shows soviet air combat, but still no ai initiated battles. I eventually ran a vanilla GC and I have battle summaries again for both sides. So, I've concluded it's an issue with that specific scenario mod file and not an issue with my settings or anything. I'm guessing something got accidentally tweaked or deleted while they were adjusting the OOBs for both sides within the mod that no longer allows for AI soviet combat summaries.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

altemosejd wrote: Fri Aug 29, 2025 5:50 pm Filtering with F11 shows soviet air combat, but still no ai initiated battles. I eventually ran a vanilla GC and I have battle summaries again for both sides. So, I've concluded it's an issue with that specific scenario mod file and not an issue with my settings or anything. I'm guessing something got accidentally tweaked or deleted while they were adjusting the OOBs for both sides within the mod that no longer allows for AI soviet combat summaries.
It's either the Soviets not attacking or you not looking the right spot or there actually being a bug. If it's the latter you should provide some Screens otherwise my guess is one of the two other reasons wthout further info.

Generally F11 in map view gives the locations of Soviet attacks in red, Axis attacks in black.
If you check the:
1. "L"-key window → 2. Ground Losses Tab (top left) → 3. Filter (bottom) [x] Soviet Action Phase
...you should see a orange number in the losses area of the window (centre top) if there have been any Soviet attacks. If there are just zeros then there have not been any Soviet attacks during Soviet Grond Phase.
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56ajax
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Re: Quick Questions Thread

Post by 56ajax »

What do Soviet players do with Tank Army (HQ)? You get 1 bonus Admin point (like wow) but its cc is only 11 so you dont want to waste a good commander.
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Jaresh
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Re: Quick Questions Thread

Post by Jaresh »

Hi,
These RAD rail repair units are great when they repair.
So why do they keep on reattaching themselves to the Corps HQ??

How do I keep them separate so they do what they're meant for?
Change the cook at the HQ officers mess? ;)
FriedrichII
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Re: Quick Questions Thread

Post by FriedrichII »

Is there a surrender button in a H2H server game, so that both sides can see a final screen?
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

56ajax wrote: Sun Aug 31, 2025 4:00 am What do Soviet players do with Tank Army (HQ)? You get 1 bonus Admin point (like wow) but its cc is only 11 so you dont want to waste a good commander.
Recently in Discord the conclusion was that the bonuses of +1Admin for all the MOT units in Mot/PZ/Tank HQs is a bit underwhelming. But then the question would be what would be more appropriate...
In your case if it is an Tank+Guards HQ it is +2Admin afaik,....maybe this gives another incentive.
Jaresh wrote: Mon Sep 01, 2025 9:16 pm Hi,
These RAD rail repair units are great when they repair.
So why do they keep on reattaching themselves to the Corps HQ??

How do I keep them separate so they do what they're meant for?
Change the cook at the HQ officers mess? ;)
Not sure if I can 100% follow.
But the "automatic rail repair" units are assigned to railroads every now and then automatically in the area/range of the HQ they are assigned to. Usually a Hex is repaired within 1 turn and then they go back to the HQ and await new assignment (not sure if the same SU can be assigned multiple turns in a row, often they have a turn of rest before being assigned again from how I have seen). I once was sending an HQ with multiple of those SUs into no-mans-land without any Depots which slowed it down even further, so supplies MAY also play a role.
Jaresh
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Re: Quick Questions Thread

Post by Jaresh »

Thanks Wiedrock.
I basically don't know how to keep RAD units on the map, not integrated as a Support Unit inside a HQ, doing nothing.
I want them to follow their HQ on the map within its command range and keep on repairing in the direction the HQ is going.
Some seem to do that, but others just reintegrate the HQ after one repair.
I have then to detach them from that HQ, attach them to another and basically waste one turn of repair..
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