Weapons parameter screen

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

Moderators: Joel Billings, JanSorensen

Post Reply
Atlantikwall
Posts: 48
Joined: Sat Jan 15, 2005 11:06 am

Weapons parameter screen

Post by Atlantikwall »

ORIGINAL: Oleg Mastruko

This is "Weapons parameters" screen (it's probably not the "official name") but let's call it that for now.

Icons on top of the screen depict main weapons systems, and that is from left to right: CV fleet, Heavy (BB) fleet, Light fleet, Sub fleet, Transport fleet, CV air, Fighter air, Tac Air (Stukas, Sturmoviks and light bombers), Heavy air. Second row: INF, Militia, Mech, Arty, AA, Paras, Supply, Factories, Railways, Resources.

As you see we picked Fighters (slightly highlighted, and I also outlined it in purple for better visibility). Purple numbers (I also highlighted them in purple circles for better visibility) are used to show that the value has been improved through research.

So we see, German player has improved Speed for his fighters (I am NOT sure right now but I think fat arrow to the left signifies speed) from one to current value of 2, and also anti air value of his fighters to 7. He is also working on their evasive capabilities (6, with test-tube thingie, to the right). Americans are also working on anti air values of their fighters, but it is safe to say German fighters are the best on the planet right now. Whether that will help them or not remains to be seen [:D]

Other countries don't care all that much about improving their fighters (only producing them [:D]). I am following wise words of the komrade Stalin - "quantity has a quality of its own!"Image

Could you please explain the different values of that screen, too, please? First is certainly the range, but then?
Atlantikwall
Posts: 48
Joined: Sat Jan 15, 2005 11:06 am

RE: Weapons parameter screen

Post by Atlantikwall »

ORIGINAL: Oleg Mastruko

OK, final post in this "chapter" on research.
Image
Best explain both together!
User avatar
Joel Billings
Posts: 33690
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

RE: Weapons parameter screen

Post by Joel Billings »

Speed (movement points), transport capacity (either load capability or cost to load unit), land attack, air attack, ship attack, ASW attack, torpedo attack, combat range, evade, durability, armor (reduces number of attack dice), cost/time to build.

On the research screen, you have the current rating of the unit and in parenthesis the number of points spent on this item so far/the max number of points it will take to increase the level by 1, it might take 1 less than this depending on a die roll). So a 4(9/17) means the current rating is 4, 9 points have been spent so far and 17 total are needed. You can usually spend 1 the first turn, 2 the second turn and 3 the next turn and thereafter (if not already over the world standard), so it takes 3 turns to spend 6, 4 turns to spend 9, etc. So any increase takes at least 3 turns (9 months).
All understanding comes after the fact.
-- Soren Kierkegaard
User avatar
Becket
Posts: 1242
Joined: Mon Mar 15, 2004 6:42 pm

RE: Weapons parameter screen

Post by Becket »

ORIGINAL: Joel Billings

Speed (movement points), transport capacity (either load capability or cost to load unit), land attack, air attack, ship attack, ASW attack, torpedo attack, combat range, evade, durability, armor (reduces number of attack dice), cost/time to build.

On the research screen, you have the current rating of the unit and in parenthesis the number of points spent on this item so far/the max number of points it will take to increase the level by 1, it might take 1 less than this depending on a die roll). So a 4(9/17) means the current rating is 4, 9 points have been spent so far and 17 total are needed. You can usually spend 1 the first turn, 2 the second turn and 3 the next turn and thereafter (if not already over the world standard), so it takes 3 turns to spend 6, 4 turns to spend 9, etc. So any increase takes at least 3 turns (9 months).

Just to elaborate, if the current rating is 0, then you are always capped at spending one point. So, if the current is 3/6, and you spend three points to go 6/6, then next turn you're capped at spending 1 point.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
Atlantikwall
Posts: 48
Joined: Sat Jan 15, 2005 11:06 am

RE: Weapons parameter screen

Post by Atlantikwall »

Does the amount you have to spend on a tech improvement only rely on the number of units you have or does it also have anything to do with the "quality of the tech? It looks like you always have to pay at least 5 units (of what? Supply?) to upgade anything. The more units you have, the more expensive it will get. As SU has lost of inf, they have to pay 17 units for upgrading, i.e. WA would propably pay less to get the same upgrade, right?
User avatar
Becket
Posts: 1242
Joined: Mon Mar 15, 2004 6:42 pm

RE: Weapons parameter screen

Post by Becket »

I think Joel covered the cost of the improvement in a separate post (when it varies based on the tech level compared against global standard). It does increase based on the number of units on the field and under construction. So, for example, upgrading the land attack for my artillery might cost six points at the start of the production round, but, if I order up 12 artillery units, I'll go back and find the cost to upgrade has increased.

Each point of research consumes one research point. Research points represent one production point (1 factory point + 1 resource point). You build research points on the production screen and then can immediately spend them on the research screen.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
User avatar
Joel Billings
Posts: 33690
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

RE: Weapons parameter screen

Post by Joel Billings »

Basic cost is 5 + (number of units on map and in production/5), rounded up. So if you have 24 units, the cost is 5+(24/5) or 10 (with a small chance it will only cost 9.
All understanding comes after the fact.
-- Soren Kierkegaard
SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

RE: Weapons parameter screen

Post by SeaMonkey »

I see that a number of Air and Naval units possess the ability for "Ship Attack" and "Torpedo Attack". I'll assume this depicts the difference of bombs and shells vs the use of torpedos, but can you tell me the contrast in combat factors(die roll/numbers) that this represents?
User avatar
Joel Billings
Posts: 33690
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

RE: Weapons parameter screen

Post by Joel Billings »

Armor does not reduce the number of dice that are rolled by torpedoes. Not important against transports, but against a heavy fleet with an armor of 3, torpedoes are often then only kind of attack that can hit them other than another heavy fleet. Armor value normally deducts from the number of dice rolled by the attacker.
All understanding comes after the fact.
-- Soren Kierkegaard
SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

RE: Weapons parameter screen

Post by SeaMonkey »

No hurry to answer this question. Since there are a number of weapon advances to be made from research, obviously not all units will be elligible for upgrades. Can you clarify which unit classes are elligible for which upgrades? For example, category armor, naval vessels(heavy only?) and mechanized units, but what about strategic bombers, ground infantry(excluding paratroops), artillery, etc.? How about speed for ground/mechanized or naval vessels? I'm assuming from these threads that the application of research upgrades is "across the board" to all units of that type and the owning player can not be selective to which units receive the upgrade.
Atlantikwall
Posts: 48
Joined: Sat Jan 15, 2005 11:06 am

RE: Weapons parameter screen

Post by Atlantikwall »

ORIGINAL: Joel Billings

ASW attack
I´m not so used to english abbreviations: what does that stand for?
User avatar
Becket
Posts: 1242
Joined: Mon Mar 15, 2004 6:42 pm

RE: Weapons parameter screen

Post by Becket »

Anti-submarine warfare

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
User avatar
Joel Billings
Posts: 33690
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

RE: Weapons parameter screen

Post by Joel Billings »

ORIGINAL: SeaMonkey

No hurry to answer this question. Since there are a number of weapon advances to be made from research, obviously not all units will be elligible for upgrades. Can you clarify which unit classes are elligible for which upgrades? For example, category armor, naval vessels(heavy only?) and mechanized units, but what about strategic bombers, ground infantry(excluding paratroops), artillery, etc.? How about speed for ground/mechanized or naval vessels? I'm assuming from these threads that the application of research upgrades is "across the board" to all units of that type and the owning player can not be selective to which units receive the upgrade.

Look at the screenshot above of the research screen. Only those items with numbers can be increased. So movement speed (movement points) of ground units cannot be researched, but it can be in aircraft and ships.
All understanding comes after the fact.
-- Soren Kierkegaard
SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

RE: Weapons parameter screen

Post by SeaMonkey »

Okay, yeah I got it. Wasn't sure if the screen was complete to the right....my error for having it in a window....thanks for the clarification. So certain unit attributes like range, durability and armor cannot be enhanced through research?
Atlantikwall
Posts: 48
Joined: Sat Jan 15, 2005 11:06 am

RE: Weapons parameter screen

Post by Atlantikwall »

Are reasearched techs effective at the end on one`s turn or at the beginning? So if it would take 4 turns to reasearch e.g. better german tank evasion could you a) attack with the improved skills that turn and b) defend with improved skills in the following russian counter-attack (of the same round).

And can you move a newly produced unit the same turn?
Darken
Posts: 15
Joined: Mon Jun 28, 2004 5:32 am

RE: Weapons parameter screen

Post by Darken »

I still have two questions to research.

a) Is there a maximum rating for each ability (f.e. you cannot develop more that 6 load-rating for transports)?

b) What happens if during the development the number of units is increased (f.e. if you develop tanks 1/6 during 1st turn and 3/6 during 2nd turn while building many more tanks, what is your develop-status in 3rd turn - 6/6 or 6/7)?

Thanks for answering
User avatar
paullus99
Posts: 1671
Joined: Wed Jan 23, 2002 10:00 am

RE: Weapons parameter screen

Post by paullus99 »

No theorectical maximum, but with the increasing costs to get to each additional level, you won't get most attributes past 7 or 8, depending on total costs.

If you build more units while researching - your costs go up, since the total research cost also includes the time & cost to upgrade the existing units with the new tech (so if you have lots and lots of infantry, your infantry research costs are going to be higher, since you have to figure on building all those new fangled machine guns to hand out to the soldiers).

A brilliant concept actually & one that gives a more accurate portrayal of the elements involved in upgrading tech on the battlefield.
Never Underestimate the Power of a Small Tactical Nuclear Weapon...
User avatar
pterrok
Posts: 79
Joined: Wed Nov 12, 2003 11:37 pm
Location: Shreveport, LA USA

RE: Weapons parameter screen

Post by pterrok »

Do your research costs go DOWN if you start losing units of that type left and right compared to when you started researching?
User avatar
Becket
Posts: 1242
Joined: Mon Mar 15, 2004 6:42 pm

RE: Weapons parameter screen

Post by Becket »

Yes.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

RE: Weapons parameter screen

Post by SeaMonkey »

A brilliant concept actually & one that gives a more accurate portrayal of the elements involved in upgrading tech on the battlefield

Okay, I agree it is a good abstraction. But....yeah the ole "ButMonkey", I would like to see the flexibility to selectively apply better equipment/doctrines(training) to units of my choosing allowing for a more customized force mix. Maybe in the sequel.
Post Reply

Return to “Gary Grigsby's World at War”