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RE: New! v01.01.15 Public Beta Available

Posted: Sun Oct 17, 2021 4:14 am
by loki100
ORIGINAL: Beethoven1

ORIGINAL: loki100

if you make it using the build screen, yes its clear, what status/TOE the formation will have. Realistically this only affects the Tank Corps (its very unlikely you'll have many mot brigades at Gds level before the Gds Mech corps can be formed). So since you can't build Tank Corps by on-map merger its pretty safe.

To make it using the build screen, wouldn't you have to send them to reserve? You generally would not want to do that if you can just form them on the map because you will lose CPP etc as well as time, as compared to simply forming them on the map and throwing them into a battle on the same turn they are formed.

well, worth stressing the obvious - tank brigades cannot be on the map so you can't construct a Tank Corps by combining on map (unlike say a Rifle Corps)

but no, they don't have to go to the reserve, just you do have to use the build screen.

At which stage I tend to refer to the manual and a table that took a fair bit of getting right:

Image

given how tank corps appear - they tend to draw in a lot of fresh elements as well as what was in the original brigades - I really wouldn't be throwing them into battle the turn they are formed

edit: just in case of confusion, the only Rifle Corps you can form before June 42 must be Gds, you can form Gds Cavalry from Dec 41 (so no problem there). But you can feasibly have the building blocks for a Gds Tank Corp or Gds Mech Corp before the relevant TOE is available. So all this rule does is to stop you building those 2 formations before the date they are available.

RE: New! v01.01.15 Public Beta Available

Posted: Sun Oct 17, 2021 7:35 am
by Beethoven1
ORIGINAL: loki100
ORIGINAL: Beethoven1

ORIGINAL: loki100

if you make it using the build screen, yes its clear, what status/TOE the formation will have. Realistically this only affects the Tank Corps (its very unlikely you'll have many mot brigades at Gds level before the Gds Mech corps can be formed). So since you can't build Tank Corps by on-map merger its pretty safe.

To make it using the build screen, wouldn't you have to send them to reserve? You generally would not want to do that if you can just form them on the map because you will lose CPP etc as well as time, as compared to simply forming them on the map and throwing them into a battle on the same turn they are formed.

well, worth stressing the obvious - tank brigades cannot be on the map so you can't construct a Tank Corps by combining on map (unlike say a Rifle Corps)

but no, they don't have to go to the reserve, just you do have to use the build screen.

At which stage I tend to refer to the manual and a table that took a fair bit of getting right:

Image

given how tank corps appear - they tend to draw in a lot of fresh elements as well as what was in the original brigades - I really wouldn't be throwing them into battle the turn they are formed

edit: just in case of confusion, the only Rifle Corps you can form before June 42 must be Gds, you can form Gds Cavalry from Dec 41 (so no problem there). But you can feasibly have the building blocks for a Gds Tank Corp or Gds Mech Corp before the relevant TOE is available. So all this rule does is to stop you building those 2 formations before the date they are available.


Thanks Loki, I think I was confused by the patch notes wording of "if an appropriate guards OB is not available, the newly formed corps will not be a guards unit." I thought that meant that it wouldn't form a Gds Rifle Corps if you were over the percentage limits of Gds units allowed or something like that, as compared to the OOB not being available.

Also I was thinking about Gds rifle corps more so than mech/tank corps, because I have not formed a single mech/tank corps in the StB scenario due to the AFV losses being so high even in the previous patch, whereas I had formed quite a few rifle corps and Gds rifle corps.

RE: New! v01.01.15 Public Beta Available

Posted: Mon Oct 18, 2021 7:25 am
by Darojax
Is it safe to upgrade from 01.01.09 (stable) to this new beta patch, during an ongoing game?

RE: New! v01.01.15 Public Beta Available

Posted: Mon Oct 18, 2021 9:59 am
by Joel Billings
Yes.

RE: New! v01.01.15 Public Beta Available

Posted: Mon Oct 18, 2021 12:01 pm
by wkuh
Finally have 01.01.15. Difficulty for me was registering or logging in to the download placard. Had assumed that being logged in to the game and the forum was enough.

Worth mentioning for others as that may be their problem as well.

RE: New! v01.01.15 Public Beta Available

Posted: Mon Oct 18, 2021 8:29 pm
by Hardradi
I am not sure if it my old PC but I have had two crashes to Desktop with the new patch. One was at the end of the air phase and the other was on loading.

The game has always been pretty stable for me. I think it has only crashed twice before this.

RE: New! v01.01.15 Public Beta Available

Posted: Tue Oct 19, 2021 12:37 pm
by Joel Billings
If you start experiencing non-repeatable crashes that others aren't, it may be a good idea to reinstall. We haven't had any reports of greater instability with the recent versions.

RE: New! v01.01.15 Public Beta Available

Posted: Thu Oct 21, 2021 12:04 am
by Hardradi
I had one more today. I will do a re-install.

Thanks for the advice.

RE: New! v01.01.15 Public Beta Available

Posted: Sat Oct 23, 2021 2:40 pm
by Beethoven1
It randomly crashed just now for me also, I hadn't done anything right before other than clicking on the map (hadn't just been moving units or anything).

RE: New! v01.01.15 Public Beta Available

Posted: Sun Oct 24, 2021 1:14 pm
by dgrimes
Two observations.

Ground combat with combat message at level 7 flashes by on screen. The combat message detail message no longer seems to matter for ground combat. It still works for air to air combat and bombing.

Second in locations where there have been multiple attacks you are no longer able to click through both attacks using the combat display. (This started occurring several beta versions ago.)

RE: New! v01.01.15 Public Beta Available

Posted: Sun Oct 24, 2021 1:38 pm
by Erik Rutins
ORIGINAL: dgrimes
Second in locations where there have been multiple attacks you are no longer able to click through both attacks using the combat display. (This started occurring several beta versions ago.)

The UI for this changed with the scaling updates, but it's still possible.

RE: New! v01.01.15 Public Beta Available

Posted: Sun Oct 24, 2021 11:17 pm
by AlbertN
Can Fortified Units be disbanded even if within 8 hexes from the enemy?
It seems the whole starting line east of Bessarabia disappeared in one of my games vs a player - and that was not because of Axis forces attacking it.

RE: New! v01.01.15 Public Beta Available

Posted: Mon Oct 25, 2021 3:25 am
by MarkShot
Your game is cursed, you met the poltergeist of FM Paulus!

RE: New! v01.01.15 Public Beta Available

Posted: Mon Oct 25, 2021 3:31 am
by loki100
ORIGINAL: AlbertN

Can Fortified Units be disbanded even if within 8 hexes from the enemy?
It seems the whole starting line east of Bessarabia disappeared in one of my games vs a player - and that was not because of Axis forces attacking it.

yes

but, as explained a few times, units that are low on TOE and/or low on morale/experience (& stacked alone) can simply collapse either in the logistics phase or if an enemy unit later moves adjacent to them

so a good way to deal with the Soviet fortified lines is to isolate them without combat and they will collapse - saves you CPP. Not always possible but worth trying to achieve

RE: New! v01.01.15 Public Beta Available

Posted: Mon Oct 25, 2021 2:30 pm
by AlbertN
Hmm I did not wanted them to collapse admittedly, I wanted to use them as training grounds for my Romanians.
I have read of the collapse but I thought when they were isolated, not just because something went to picnic at 0 movement remaining adjacent to them, they dispersed!
I'd have gladly wasted Romanian CCPs in buckets for Romanian combat experience for the few units of worth they may have!

Though also other Fortified Units disappeared without being adjacent (The ones in the Pripet MArshes, not found them there) but I assume they did not started with 8 hexes of distance so they could be freely disbanded!


RE: New! v01.01.15 Public Beta Available

Posted: Tue Oct 26, 2021 3:45 am
by loki100
they can collapse when isolatd, as stated above.

I believe these are not then recorded in the lost unit chart due to the phase, if your opponent disbanded them then they are shown in the chart

so -- you can check

RE: New! v01.01.15 Public Beta Available

Posted: Wed Oct 27, 2021 4:42 am
by MarkShot
Possible bug: ACTIVATE AI AIR ASSIST does nothing on turn #1. So, if you delete anything, or clear out everything. There is no way to get it back. Works fine on follow on turns.

Thanks.

PS: Tested Road to Leningrad playing Germans vs AI

RE: New! v01.01.15 Public Beta Available

Posted: Wed Oct 27, 2021 12:09 pm
by Joel Billings
Yes, the AI assist does nothing on turn 1 by design. This way it will not alter our scenario designed ADs for the first turn. I think we mention this in the rules, but I realize it's a big manual.

RE: New! v01.01.15 Public Beta Available

Posted: Thu Oct 28, 2021 11:06 am
by MarkShot
BUG

Joel,

About the SHFT-y thing. Check the rollover text, it says something about "flak" which is obviously wrong.

Thanks.

RE: New! v01.01.15 Public Beta Available

Posted: Thu Oct 28, 2021 1:43 pm
by Joel Billings
Yes, just noticed that and mentioned it in my bug report on the "ground targets only" text over the last button. BTW, confirmed with Roger that this should be "Active Targets only" like in WitW (not sure why the manual changed). As for this issue with the rollover text, it's a bigger systemic issue. Click on one of the multi-step buttons like show recon. Then rollover another multi-state button (like show AD targets) and open up all the buttons and note the rollover text is from the prior button. It doesn't happen on 100% of the multi-state buttons, but it happens on several of them. Not sure how easy that will be to fix. For now you have to click on one of the buttons before the rollover for the complete set of buttons shifts over. Hope I didn't totally confuse you with this description.