Game Suggestions:

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, Sabre21, elmo3

Post Reply
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: carnifex

1) I'd like to be able to sort the ASSIGN PLANES window. The current interface is cumbersome. I have to click plane type for the detailed selection window to come up and it's pre-checked for all. Now I have to click deselect all then click the type of plane I want then another mouseclick to get the main list to display. I just want to sort the main list by plane type, then click to add from there. Super easy.

2) Another vote to get rid of the super-annoying "select all units" functionality. I move my FBD 1 hex, repair line. Click on other unit in hex. Click on other unit in hex. Move FBD 1 hex, click to repair. Click on other unit in hex. Click on other unit in hex. Etc. I don't know how else people play this game, but I NEVER EVER move whole stacks or even groups of units. One at a time, always. So much extra clicking.

3) I'd like to be able to load up an AI game and switch sides.

4) When the system asks you for a choice and you don't make one, it shouldn't make it for you. Example: I have 44 Corps, all at various Support Level settings. I click the SUPPORT LEVEL link, a window opens up, I change my mind and click X, oh noes all my Corps Support Levels are now zero. Same for AC CHANGE MODE, which defaults to AUTO. Click the link, click X, now they're all on MANUAL. Clicking X means NO CHANGE please.


1. Several folks have asked for this, I'll put this on the list to redo that sort function, but don't expect anything too soon due to other priorities

2. Thinking about it i do the same, I'll bring it up on the tester forum.

3. You can do this now by simply changing the ai to human and vice versa, then advance the turn.

4. I don't really understand this one. If you change the support level in a particular Hq, only that one is changed.
Image
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: Q-Ball

1. Greater ability for high-morale isolated units to hold-out, particularly ones that receive air supply.

2. Turn-Based VPs in the GC scenario, which would reward taking/holding territory more

3. Greater color difference between 3rd and 4th Romanian Armies (difficult to tell sometimes!. I realize colors are short, but a little green shading should do the trick

4. Rationalized Amphib landing rules. Soviets have too much ability to land troops over long distances in Black Sea. Several divisions landed over a few hexes is OK, but all the way in Romania....no. Plus, getting guys ashore is one thing, supplying them is another.

You also shouldn't be able to do any amphib landings in areas you don't have air superiority. Amphib vessels make easy targets.

1. We've been trying to make something like this happen for quite some time. It's better than it has been in the past but still needs work.

2. That might be a problem on victory condition balance. It would definitly up the vp costs to gain a particular victory level.

3. Specific colors won't change for now, but hopefully in the future the player will be able to change colors to suit themselves.

4. I will need to bring this up on the tester forum.
Image
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: morvael

Option to turn off all AI cheats that it currently enjoys, especially the major ones (unlimited rail capacity, no AP limit). The manual says some of these depend on difficulty settings but not all. I hate to see when I have closed the pocket minus one hex in zoc, but still 80% of units vanish from it next turn.

The ai does have its quirks and Gary does what he can to correct them. As for ai cheats, play on normal or easy then it won't get any extra help.
Image
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: Aurelian

The ability to set airbases to "no fly".

Hard to build a force of IL-4s to bomb Ploesti if they keep flying and get shot up.

Sounds like a good idea to me..I'll put it on the list.
Image
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: johntoml56

From the Production screen, when you click on an aircraft to see the factories etc could it also display the type eg fighter bomber of the aircraft; most are self evident but nice to have...

and i have already ementioned but in the Logistics report, for isolated units can it please display the map refs as a mimimum, link would be nice but perhaps over kill...

(and build a utility that penalises a user 40 admin points every time they spell morale as moral)

Definitely a low priority in putting aircraft types on the production page. I know one of the testers long ago wanted that, not sure why it never happened.

The map link has already been asked for and is on the list.
Image
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: assign from parent High Hq to Lower Hq request

Post by Sabre21 »

ORIGINAL: Murat30

best greetings, i apologize if this have been said before, but a feature i will really like is to allow the assign/form on parent headquarters, in example, sending support units from an Army HQ or Panzer Armee HQ to a subordinate Hq, and then, to the front line unit, i dont know the extra work needed to do that and if some bug may arise from my request, but it can really save time and help to control the support units that come as reinforcements, (aside the lock Hq feature that works well for that matter, if you use it, that is)

best regards and have good gaming all,

Alarick.

You can currently manually assign su's from an hq to a subordinate in a couple way or you can choose to automate it by selecting a support level other than locked or 0. Su's that come in as reinforcements go to either Stavka or OKH and you can assign them from those hq's for no cost in ap's. I think it might get a bit too complex trying to select an su from the reinforcement screen and assign it an hq there prior to its arrival.
Image
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: Manstein63

Would it be possible for the Barbarossa scenario to be extended through to April 1942 .With automatic victory for the Germans if they hold all citys from Lenningrad  to Moscow and Rostov as well as Sevastopol  but also have weekly victory points awarded to the Soviet Player for holding onto Minsk Kiev Dneperpetrovosk & other major cities. It would alow newer players the chance to experience all weather conditions as well as attack & defense & would give the more experienced players a chance to play quicker game & to test how new upgrages are working without having to commit to a full GC.
Manstein63

Players can create their own scenarios. The limit though is 10 victory cities per side. You can assign weekly vp's for these cities too. The guys that created these scenarios, many of them have moved on to other things so other than Trey and a revised scenario Jyri is working on, I don't foresee too many new tester developed scenarios coming out. I would like to see player generated ones.
Image
User avatar
cookie monster
Posts: 1690
Joined: Sun May 22, 2005 10:09 am
Location: Birmingham,England

RE: Game Suggestions:

Post by cookie monster »

ORIGINAL: Sabre21

ORIGINAL: carnifex

4) When the system asks you for a choice and you don't make one, it shouldn't make it for you. Example: I have 44 Corps, all at various Support Level settings. I click the SUPPORT LEVEL link, a window opens up, I change my mind and click X, oh noes all my Corps Support Levels are now zero. Same for AC CHANGE MODE, which defaults to AUTO. Click the link, click X, now they're all on MANUAL. Clicking X means NO CHANGE please.

4. I don't really understand this one. If you change the support level in a particular Hq, only that one is changed.

I'll explain.

In the commanders report. You click on HQ tab.

Then click on support level.

Then click on cancel, while providing no input to the check box.

Presto, all HQ's in the list now have zero as the support level.

It's actually quite a nice gotcha.
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: Q-Ball

Right now, it is too easy to game the combat results in a PBEM, simply by closing out. You can run a combat over and over and over until you get a result that you want. While I don't think an opponent has done this to me in a PBEM (I trust mine), I can see the potential for abuse. The result is that you can do combats over and over, roll "all 6s", and there is nothing your opponent can do about that.

To counter that, I propose one of the following changes:

1. Inability to take back moves in a PBEM. The excellent Battlefield series had this ability; once you moved something, you were stuck. Occasionally you made a legit mistake and kind of screwed yourself, but otherwise it worked well.

This probably would be a major coding change, so understand if that's not possible.

OR

2. Some sort of indication on how lady luck has gone in combats; a "die-roll" history. A few turns it should get to a large enough sample size that almost all games will be in the 45%-55% range. If I was playing a game in turn 18, and my opponent was having 75% luck on die rolls, I would be very suspicious. The game would probably end at that point. Anyone abusing this will stop if they know they are being watched.

#2 would go a long way to keeping a lid on outsized combat results

This has always been one of my pet peeves. I pushed hard to get any type of cheating minimixed..same with game mechanics that allow for gamey tactics. I like your number 1 idea unfortunately it can't really be done with how this game engine is. The game would need to save after every single unit moves a single hex or makes a single combat. The game just doesn't record this stuff until it is saved, so the ability to reload will always be an issue in pbem. At least on the server this is monitored and acted upon if abused.
Image
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: cookie monster

ORIGINAL: Sabre21

ORIGINAL: carnifex

4) When the system asks you for a choice and you don't make one, it shouldn't make it for you. Example: I have 44 Corps, all at various Support Level settings. I click the SUPPORT LEVEL link, a window opens up, I change my mind and click X, oh noes all my Corps Support Levels are now zero. Same for AC CHANGE MODE, which defaults to AUTO. Click the link, click X, now they're all on MANUAL. Clicking X means NO CHANGE please.

4. I don't really understand this one. If you change the support level in a particular Hq, only that one is changed.

I'll explain.

In the commanders report. You click on HQ tab.

Then click on support level.

Then click on cancel, while providing no input to the check box.

Presto, all HQ's in the list now have zero as the support level.

It's actually quite a nice gotcha.

I suspected you were referring to the CR. I believe that capabiliy was added in so a player could in fact change everything at once.
Image
User avatar
pompack
Posts: 2585
Joined: Sun Feb 08, 2004 1:44 am
Location: University Park, Texas

RE: Game Suggestions:

Post by pompack »

ORIGINAL: Manstein63

ORIGINAL: pompack
Well, the trouble with that is I would much prefer to trust my opponent in order to retain the ability to do intermediate saves as insurance against a power failure (or Bill Gates seizing my computer and killing the game in order to update a Windows function I don't use)

I agree (apart from the Bill Gates Thing) you should always assume your opponent is honest. It was mearly a suggestion for the more cynical among us.
Manstein63

Ah, I was just irritated because it happened this morning; I was doing a WitP PBEM which doesn't allow the power-down warning to spike right out in front of me).

On a more serious note, my comment was simply on balancing a trade. Because I do tend to be a bit cynical, I only do PBEM with people with whom I have built a trusting relationship (usually via forum interaction, sometimes for years); such a practice does tend to keep my pool of opponents rather small. I would like to see a method that would allow easier access so to speak, but only if I don't have to accept a some level of risk of losing turns. I have found that I really, really, really hate to redo a turn that I almost completed before the power failed. And yes, I am too cheap to get a UPS or keep the batteries in my laptop (historically the reason I buy a new laptop is due to battery failure in the old one; those suckers cost almost as much as a new laptop once they get obsolete!)
User avatar
Manstein63
Posts: 688
Joined: Wed Jun 30, 2010 7:58 pm

RE: Game Suggestions:

Post by Manstein63 »

Pompack then you would appreciate auto save as it would update the file every so often so that if you did power down you wouldn't lose your entire turn.
Manstein63
'There is not, nor aught there be, nothing so exalted on the face of god's great earth, as that prince of foods. THE MUFFIN!!!'

Frank Zappa (Muffin Man)
JAMiAM
Posts: 6127
Joined: Sun Feb 08, 2004 6:35 am

RE: Game Suggestions:

Post by JAMiAM »

ORIGINAL: Sabre21
ORIGINAL: cookie monster

ORIGINAL: Sabre21




4. I don't really understand this one. If you change the support level in a particular Hq, only that one is changed.

I'll explain.

In the commanders report. You click on HQ tab.

Then click on support level.

Then click on cancel, while providing no input to the check box.

Presto, all HQ's in the list now have zero as the support level.

It's actually quite a nice gotcha.

I suspected you were referring to the CR. I believe that capabiliy was added in so a player could in fact change everything at once.
Andy, you're still misunderstanding. No keyboard input, in other words cancelling out by hitting the X button to close, after the dialogue is opened, will end up inserting a "0" into the support level of all the HQs. Pavel is aware of this, but said that fixing is sort of complicated. It wouldn't hurt to ask him if it can be looked at again.

The problem is that the game is expecting some input, and will, by default cause a "0" to be the input, even if none is desired or executed.
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: JAMiAM

ORIGINAL: Sabre21
ORIGINAL: cookie monster




I'll explain.

In the commanders report. You click on HQ tab.

Then click on support level.

Then click on cancel, while providing no input to the check box.

Presto, all HQ's in the list now have zero as the support level.

It's actually quite a nice gotcha.

I suspected you were referring to the CR. I believe that capabiliy was added in so a player could in fact change everything at once.
Andy, you're still misunderstanding. No keyboard input, in other words cancelling out by hitting the X button to close, after the dialogue is opened, will end up inserting a "0" into the support level of all the HQs. Pavel is aware of this, but said that fixing is sort of complicated. It wouldn't hurt to ask him if it can be looked at again.

The problem is that the game is expecting some input, and will, by default cause a "0" to be the input, even if none is desired or executed.

I got it now..sounds more like a bug. First time I've seen that one. I'll remind Pavel.
Image
User avatar
Mynok
Posts: 12108
Joined: Sat Nov 30, 2002 12:12 am
Contact:

RE: Game Suggestions:

Post by Mynok »


There might not be any way to distinguish between the event of X'ing the window and hitting enter. It may just return the input and an 'empty' field is turned into the number 0. Then it updates.
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
User avatar
gingerbread
Posts: 3075
Joined: Thu Jan 04, 2007 1:25 am
Location: Sweden

RE: Game Suggestions:

Post by gingerbread »

It is rather counter-intuitive; standard meaning of 'Cancel' is 'Exit without changes', in WitE it means 'Set to 0 and exit'.
User avatar
gingerbread
Posts: 3075
Joined: Thu Jan 04, 2007 1:25 am
Location: Sweden

RE: Game Suggestions:

Post by gingerbread »

Sabre21, please take a moment and give feedback to my earlier post, reproduced below. Helpless gave a partial feedback to the first, but did not comment the mandatory disband date aspect, nor no:s 2 & 3.
ORIGINAL: gingerbread

1) Re-evaluate the NKVD Border Regiments. They should never get any replacements (to make them shatter eventually if attacked) and should have a disband date like the Tank XX's. They are a-historically useful now.

2) Add some DL to entrained units to represent aerial recon of main feeder lines (i.e. the rails on the map). This should get interdiction up. (Please also "tell" the AI about this.)

3) The Rudel discussion made me remember some details about which rail lines the Soviets re-gauged in the Baltic States and eastern Poland. This is from memory as I do not have the FitE rules;
a) the Riga-Pskov was broad gauge
b) not all lines south of the Pripet marshes were made broad gauge
Incorporating this could slow down the drive to Leningrad while also increasing the pace in the south, at least west of the Dnepr.
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: gingerbread

Sabre21, please take a moment and give feedback to my earlier post, reproduced below. Helpless gave a partial feedback to the first, but did not comment the mandatory disband date aspect, nor no:s 2 & 3.
ORIGINAL: gingerbread

1) Re-evaluate the NKVD Border Regiments. They should never get any replacements (to make them shatter eventually if attacked) and should have a disband date like the Tank XX's. They are a-historically useful now.

2) Add some DL to entrained units to represent aerial recon of main feeder lines (i.e. the rails on the map). This should get interdiction up. (Please also "tell" the AI about this.)

3) The Rudel discussion made me remember some details about which rail lines the Soviets re-gauged in the Baltic States and eastern Poland. This is from memory as I do not have the FitE rules;
a) the Riga-Pskov was broad gauge
b) not all lines south of the Pripet marshes were made broad gauge
Incorporating this could slow down the drive to Leningrad while also increasing the pace in the south, at least west of the Dnepr.

1. Pavel gave the best answer for 1. I am not familiar enough with them to really comment. He is the best source for this kind of info.

2. It makes sense that entrained units should be easier to spot, I'll add that to the list.

3. As for the different rail guages, the maps were created with historical maps of the time and reviewed several times over. Pavel is the main poc for this type info again. He has far better historical data than anyone of us other testers.
Image
User avatar
Manstein63
Posts: 688
Joined: Wed Jun 30, 2010 7:58 pm

RE: Game Suggestions:

Post by Manstein63 »

Another suggestion
Allow Rail Movement either side of a broken rail hex & also maybe you could allow all rail repair units to have an option for manual control as that would benifit the Axis in the earlier stages.
Manstein63
'There is not, nor aught there be, nothing so exalted on the face of god's great earth, as that prince of foods. THE MUFFIN!!!'

Frank Zappa (Muffin Man)
User avatar
Sabre21
Posts: 7877
Joined: Fri Apr 27, 2001 8:00 am
Location: on a mountain in Idaho

RE: Game Suggestions:

Post by Sabre21 »

ORIGINAL: Manstein63

Another suggestion
Allow Rail Movement either side of a broken rail hex & also maybe you could allow all rail repair units to have an option for manual control as that would benifit the Axis in the earlier stages.
Manstein63

The first part of your request is already on my list of suggestions, the second half though won't happen. It would have to be pretty complex to prevent abuse and I just don't see any extra effort being put into it. Right now you have limited control by assigning them to various Hq levels that will only send them out to repair rail within their own command radius. So if you want them to repair rail near the Hq, place them in the corps Hq's. You can also manually return them back to the Hq if you don't like where they are.
Image
Post Reply

Return to “Gary Grigsby's War in the East Series”