Status of "quick fix" for readiness in blizzard turns?

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Longstreet_slith
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Joined: Fri Aug 25, 2000 8:00 am
Location: Iowa City, IA, USA

Status of "quick fix" for readiness in blizzard turns?

Post by Longstreet_slith »

I seem to remember that there were comments about real problems with readiness loss in blizzard turns in version 3.0. I also seem to remember that someone from Matrix said that the programmer would work on a fix very soon. Am I remembering this correctly or has my memory gone to mush? (my wife would say the latter, I'm sure!)

All the best,
Longstreet
RickyB
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Joined: Wed Jul 26, 2000 8:00 am
Location: Denver, CO USA

Post by RickyB »

Originally posted by Longstreet:
I seem to remember that there were comments about real problems with readiness loss in blizzard turns in version 3.0. I also seem to remember that someone from Matrix said that the programmer would work on a fix very soon. Am I remembering this correctly or has my memory gone to mush? (my wife would say the latter, I'm sure!)

All the best,
Longstreet
Your memory serves you right, although I made the comments and I am only a playtester, not a part of Matrix. After passing the information onto Arnaud, he is working on some changes, but we haven't gotten any word on the status or even what he will be doing. The discussions we had centered on the actual problem. The effect of blizzards on the Germans had not been changed, but there is some code (the start point for this project was the 1.10 release) present that caused the Axis readiness to be quartered before combat, leading to the seemingly strong Axis units shattering. I never played 1.10 so I don't know how the blizzards affected the Axis in that one, but it definitely wasn't this bad in 1.1 or 1.13x. Also, entrenchments do not effect the third combat phase - which is between the surviving squads, except the defender gets a small benefit in cities, which was an original design decision. Anyway, our guess is that the weakening of airpower, which in the past slaughter ground units, is leaving the Axis exposed to the shatter problem. Also, cities are also unexpectedly effected by the listed factors which made them just about worthless except for reducing the losses of men and readiness to blizzard weather, which I think the cities do still do.

The changes Arnaud is trying are related to reducing the blizzard effect of quartering the readiness - I suggested leaving it for units below entrenchment level 4 or something, but reducing it to a halving for highly entrenched units or in cities (which were also affected by the above factors - imagine that not being documented). Also, to benefit both sides, a consideration of entrenchments in the third phase was discussed, which would help in other situations where a fairly weak attacker is causing equal losses to the defender. Finally, an increase in effect of artillery, which does not cause a historical amount of damage, is being considered to offset the decrease in airpower, which should also help the Axis during the blizzard turns. These things would provide some good benefits to an Axis player who doesn't push the attack while still giving a chance for the Soviets to break through in most situations. Haven't heard from Arnaud as to what he decided to do, but he is working on it.

Don't know when he might finish things and get it to us for testing. Sorry it isn't more firm.
Rick Bancroft
Semper Fi


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Svar
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Location: China Lake, Ca

Post by Svar »

Originally posted by Longstreet:
I seem to remember that there were comments about real problems with readiness loss in blizzard turns in version 3.0. I also seem to remember that someone from Matrix said that the programmer would work on a fix very soon. Am I remembering this correctly or has my memory gone to mush? (my wife would say the latter, I'm sure!)

All the best,
Longstreet
I keep meaning to compare the Version 1.1 WIR to the new Version 3.0 WIR 12/41 blizzard combat routines but still haven't. I suspect that nothing has changed in the basic combat routine. What I did in the old 1.1 version was build a defensive position about 4 to 5 hexes back of my projected early 12/41 position in early 11/41. Then continue the attack with all the panzer and some of the infantry korps and retreat to the prepared defensive position in the last 11/41 turn. During the 12/41 turns I didn't move and just waited for the Soviet to advance to the prepared position. That takes over 4 turns and only in selected locations that can be easily defended with air power. If I didn't do that the 12/41 German turns could be a disaster.

I don't think the Soviet AI uses its advantage in 12/41 but where it does attack its effect is tremendous. Unfortunately a human player can exploit this advantage and completely unbalance the game. I also suspect that it was the AI not using this advantage that caused the huge advantage in the first place.

In the brief look at the blizzard 12/41 Soviet attacks in version 3.0 I saw not only the quartering of the normal German readiness value but sometimes the experience of the Soviet unit wasn't taken into account only the readiness.

Rick,
I use version 2.109 to check the traces file for version 3.0. Is this valid? I don't seem to be able to use traces in version 2.110.

Svar
RickyB
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Location: Denver, CO USA

Post by RickyB »

Originally posted by Svar:
Rick,
I use version 2.109 to check the traces file for version 3.0. Is this valid? I don't seem to be able to use traces in version 2.110.

Svar
Hey Svar,

I think for checking things like the blizzard that will work fine. Arnaud didn't change any of that toward the end, so the information you see should be the same within the limits of randomness. The only possible change might have been when he fixed the problem with weak units becoming invicible, but I believe that was fixed in 2.107 or x8. I did the same thing when I first looked into the blizzard issue, and saw the quartering of readiness for the first time.
Rick Bancroft
Semper Fi


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Mist
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Location: Russia, Moscow

Post by Mist »

I had 4-5 German divisions in Tikhvin fully supplied with readiness 99, arty/air support and entrenchment of 4+. CV displayed in my orders turn was about 60+. When Russians attacked this spot with aproximately equal force I saw the odds of 1:250+. How could it happen? The idea with quadruppling of readiness does not explain this strange thing.
RickyB
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Joined: Wed Jul 26, 2000 8:00 am
Location: Denver, CO USA

Post by RickyB »

Originally posted by Mist:
I had 4-5 German divisions in Tikhvin fully supplied with readiness 99, arty/air support and entrenchment of 4+. CV displayed in my orders turn was about 60+. When Russians attacked this spot with aproximately equal force I saw the odds of 1:250+. How could it happen? The idea with quadruppling of readiness does not explain this strange thing.
Hi Mist,

A number of factors come into play before the odds are calculated. The bombardment and AT phases occur, which not only kill men and equipment, but lower readiness, the "assault" phase, I believe it is, occurs, which results in the greatest percentage of losses. These phases can lower entrenchment, I think. Anyway, as a result, from what I saw testing it is that the Axis losses are based on being full readiness - 99% in this example - resulting in much higher losses, which appear to be taken from ONLY the quartered ready units, which is crazy. Thus, I think a lower readiness unit can be tougher than a high one because it has fewer men fighting out of its total. The net effect is that all or nearly all ready squads and equipment are destroyed leaving the unit extremely weak and thus at extremely high odds for what should be a low odds attack, even with quartered readiness considered.
Rick Bancroft
Semper Fi


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