RE: New Public Beta V1.07.12 for WitE
Posted: Sat Dec 14, 2013 12:27 am
You never know...
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: morvael
It's not about their selection of targets, but what kind of target they are. Some of these values have minor impact on combat, but I cleaned them up nevertheless. I will check usage of this value when I will have time and will report it to you.
ORIGINAL: Priapus1
Great work. One question:
● Light Flak from vehicle to artillery
● Heavy Flak from vehicle to artillery
● Heavy Infantry Gun from infantry to artillery
● Light Artillery from vehicle to artillery
Does this mean these units will only attack artillery, or that it is their preference if they have multiple choices for targets?
to Morvael and team. Started solo play. Rifle grenade blowing 41' Soviet tanks, hand grenade damaging rifles. Cool to watch detailed report.ORIGINAL: Baris
Rifle grenade blowing 41' Soviet tanks, hand grenade damaging rifles. Cool to watch detailed report.
ORIGINAL: Andrew Loveridge
3. Formula Change - Improved the formula which decides whether a unit should be motorized or not. By default all armor, mechanized, motorized, SP artillery, HQ and airbase units will be motorized. Support units attached to motorized combat units will be also motorized (such units will be demotorized when attached back to HQ, unless it’s their natural state). Units containing “Motorized “ or “SP “ in their TOE suffix will be also motorized (this is for flavor, to make units like “Motorized Flak Battalion” or “LW Motorized Flak Battalion” or “LW SP Light Flak Battalion” show up as motorized). It may require advancing to the next turn for the motorized status to adjust properly. Previously, support units attached to motorized combat units had requirements like motorized units, but their motorized status was still showing up as non-motorized.
ORIGINAL: Andrew
1. Fixed a bug with some support units attached to HQ units being resupplied nearly for free. For example a support unit had 132 tons of supply added at a cost of just 1 supply dump from the HQ; also all needs below 1 ton (2000lbs) were resupplied for free.
2. Fixed a bug with HQ units reporting their supply needs as fuel needs. When the supply stock was above 100% of supply needs, this generated negative fuel need and reduced global cost of moving supplies in vehicles and fuel.
3. Fixed a bug with support units attached to combat units, and construction units attached to FBD/NKPS units, not reporting their needs to proper HQ unit, causing said HQ to have supply shortages when it shouldn’t.
4. Fixed a bug with support units attached to combat units not being able to return excess fuel.
5. Fixed a bug with support units attached to combat units to always require fuel (even when full), if another support unit created earlier, attached to the same combat unit, required fuel.
6. Fixed a bug with support units attached to combat units to generate higher vehicle need (1/10 of their parent unit vehicles, instead of 1/10 of their own vehicles) and with support units attached to HQs to generate lower vehicle need (0 instead of 1/10 of their own vehicles).
27. Fixed a bug with units not on buildup and having trucks equal to their need not to respond to truck shortage by giving up their vehicles.
36. Hiwis and pilots in airbases and soldiers in damaged elements will now eat.
37. Hiwis will now require trucks to carry them in motorized units.
38. Horses will now eat half of fodder even when stationary, with the other half reserved for paying for movement.
39. Infantry elements in cavalry units will now require horse wagons to carry them.
ORIGINAL: Andrew
55. Fixed a bug with secondary (other than in first slot) weapons in ground elements that belong to infantry and mechanized infantry classes having much reduced chance to fire. The idea behind the rule was to limit effectiveness of secondary weapons, like machine guns on tanks and side arms of gun crews, but it doesn’t look realistic when a 10-man squad armed with 8 rifles, a single SMG and a single LMG is severely limited in using that SMG and LMG, which are actually operated by dedicated soldiers.
56. Fixed a bug where large blast weapons (blast 10 and above) were limited from hitting more than one target with a single shot due to ammo expenditure check being made before large blast allowed another hit from that shot (and usually due to rate of fire less than 2, they were already limited to just a single shot at given range).
ORIGINAL: Bletchley_Geek
Very nice work Morvael, I got some questions.
ORIGINAL: Andrew Loveridge
3. Formula Change - Improved the formula which decides whether a unit should be motorized or not. By default all armor, mechanized, motorized, SP artillery, HQ and airbase units will be motorized. Support units attached to motorized combat units will be also motorized (such units will be demotorized when attached back to HQ, unless it’s their natural state). Units containing “Motorized “ or “SP “ in their TOE suffix will be also motorized (this is for flavor, to make units like “Motorized Flak Battalion” or “LW Motorized Flak Battalion” or “LW SP Light Flak Battalion” show up as motorized). It may require advancing to the next turn for the motorized status to adjust properly. Previously, support units attached to motorized combat units had requirements like motorized units, but their motorized status was still showing up as non-motorized.
What's the actual impact of this? Does this mean that up to now the pressure on the vehicle pools from tear and wear were substantially lower than it should?
ORIGINAL: Andrew
1. Fixed a bug with some support units attached to HQ units being resupplied nearly for free. For example a support unit had 132 tons of supply added at a cost of just 1 supply dump from the HQ; also all needs below 1 ton (2000lbs) were resupplied for free.
2. Fixed a bug with HQ units reporting their supply needs as fuel needs. When the supply stock was above 100% of supply needs, this generated negative fuel need and reduced global cost of moving supplies in vehicles and fuel.
3. Fixed a bug with support units attached to combat units, and construction units attached to FBD/NKPS units, not reporting their needs to proper HQ unit, causing said HQ to have supply shortages when it shouldn’t.
4. Fixed a bug with support units attached to combat units not being able to return excess fuel.
5. Fixed a bug with support units attached to combat units to always require fuel (even when full), if another support unit created earlier, attached to the same combat unit, required fuel.
6. Fixed a bug with support units attached to combat units to generate higher vehicle need (1/10 of their parent unit vehicles, instead of 1/10 of their own vehicles) and with support units attached to HQs to generate lower vehicle need (0 instead of 1/10 of their own vehicles).
27. Fixed a bug with units not on buildup and having trucks equal to their need not to respond to truck shortage by giving up their vehicles.
36. Hiwis and pilots in airbases and soldiers in damaged elements will now eat.
37. Hiwis will now require trucks to carry them in motorized units.
38. Horses will now eat half of fodder even when stationary, with the other half reserved for paying for movement.
39. Infantry elements in cavalry units will now require horse wagons to carry them.
#2 Looks to me as a quite important thing, that goes a long way to explain why logistics seemed so easy to me. #38 is also quite big, as both the Soviet and the German army rely quite a bit on horse-drawn carriages, this would make generic supply less abundant as well. Has this - and the rest of the fixes which might seem minor but kind of accumulate - made a noticeable difference in the gameplay?
ORIGINAL: Andrew
55. Fixed a bug with secondary (other than in first slot) weapons in ground elements that belong to infantry and mechanized infantry classes having much reduced chance to fire. The idea behind the rule was to limit effectiveness of secondary weapons, like machine guns on tanks and side arms of gun crews, but it doesn’t look realistic when a 10-man squad armed with 8 rifles, a single SMG and a single LMG is severely limited in using that SMG and LMG, which are actually operated by dedicated soldiers.
56. Fixed a bug where large blast weapons (blast 10 and above) were limited from hitting more than one target with a single shot due to ammo expenditure check being made before large blast allowed another hit from that shot (and usually due to rate of fire less than 2, they were already limited to just a single shot at given range).
Are we to expect higher casualty rates in combat? #55 looks like a quite huge thing to me.
ORIGINAL: Bletchley_Geek
What's the actual impact of this? Does this mean that up to now the pressure on the vehicle pools from tear and wear were substantially lower than it should?
#2 Looks to me as a quite important thing, that goes a long way to explain why logistics seemed so easy to me. #38 is also quite big, as both the Soviet and the German army rely quite a bit on horse-drawn carriages, this would make generic supply less abundant as well. Has this - and the rest of the fixes which might seem minor but kind of accumulate - made a noticeable difference in the gameplay?
Are we to expect higher casualty rates in combat? #55 looks like a quite huge thing to me.
ORIGINAL: gradenko_2000
Can someone break down the practical, in-game effects of these changes, or perhaps the "developer intent" behind them?
ORIGINAL: Toidi
From top of my head, there are 2 extra issues: (1) I think the blast radius was responsible for the leaders casualties in HQ - in .11 I regularly bomb hq with *not a single* casualty of a leader - and hope that this patch will not change that. (2) with infantry weapons attacking tanks, the chances were reduced, I think because of too many tanks being destroyed by AT rifles.
ORIGINAL: morvael
1) Most of these changes are cosmetic - support units attached to motorized unit were already using trucks like they were motorized, but it wasn't reflected in the description. And the "Motorized Flak" units are few in number, this is done only to improve historical accuracy. The German truck need should stay the same (they have a mix of SUs attached to HQs and combat units all the time), early Soviet truck need should go up (SUs in HQs weren't using trucks), late Soviet truck need should go down (once they start attaching SUs to combat units, they truck need will not raise as such). Wear & tear from moving supplies will be higher in bad weather, but the other categories of truck losses should go down (esp. from movement).
2) #2 wasn't actually that big, as the HQ itself doesn't use many supplies. #1 was the biggest and resulted in hundreds of dumps left at the HQ which shouldn't be there (lowering the truck need & use and improving supply status for the next turn). Yes, those fixes accumulate over turns making logistics less lax and thus maybe finally they will work as intended from the beginning.
3) #55 is indeed big but it was so logical to fix this that I couldn't resist. As I say - now that secondary weapons finally work, perhaps some (grenades, satchel charges, panzershrecks) could be reduced in their effectiveness.
ORIGINAL: Maximeba
Can someone please help. I am trying to download version 12 with no luck. When I go to the members club I see the game War in the East. When I click on it I see a hyper link for version 12. When I click on that hyper link it take me to a site to purchase the game. What am I doing wrong?
Thanks,
Wes
