Bugs and Problems

War in Russia is a free update of the old classic, available in our Downloads section.
JamesM
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Location: QLD, Australia

Post by JamesM »

RUSSIAN RINFORCEMENTS

I have been playing a 41 campaign with the Germans having some help. Also I change Marshall Vasillevskii leadership rating to 7. The interesting thing is that starting October/November I get massive reinforcements to the tune of 60 - 90 Rifle divisions, 20 Cavalry divisions, 2 tank corps and 4 mechanised corps. However, apart from this scale of reinforement which the original game never had, the tank and mechanised corps had assigned JSU-122 Assault guns. In the original these never started to appear until 1943.
RickyB
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Post by RickyB »

Originally posted by jamesm:
RUSSIAN RINFORCEMENTS

I have been playing a 41 campaign with the Germans having some help. Also I change Marshall Vasillevskii leadership rating to 7. The interesting thing is that starting October/November I get massive reinforcements to the tune of 60 - 90 Rifle divisions, 20 Cavalry divisions, 2 tank corps and 4 mechanised corps. However, apart from this scale of reinforement which the original game never had, the tank and mechanised corps had assigned JSU-122 Assault guns. In the original these never started to appear until 1943.
This is the same unfortunate bug mentioned elsewhere, where all reinforcements suddenly start showing up and all or nearly all for the entire game have arrived by the end of 1941. The reinforcements are showing up with their default equipment that they should have when they are actually scheduled for arrival, which is where the later equipment is coming from. It is a problem in the program, I believe, rather than the scenario, so it will have to wait for the programmer to fix. The Germans are getting Tigers and Panthers early, also.

------------------
Rick Bancroft
Semper Fi
Rick Bancroft
Semper Fi


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Rowdy
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Location: Alberta

Post by Rowdy »

Hey guys! I was playing through a game starting with scenario 41 to see when the replacement units start to show up for both sides. Divisions and btns start to show up at the begining of October. Eg/ the delayed wks schedule gets bumped up by 50% for each turn expired, the volks units go from 148wks to 90wks in one turn. This also applies to the soviet units as well. The air div are not affected. just wanted to let you know. Keep up the good work!!!
BobD
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Location: Kent, UK

Post by BobD »

Regarding the FFFFFFFF startup error, I get this too (this is my first attempt ever at WiR). I tried the rename-autoexec.bat-and-config.sys trick, but it made no difference.

Has anyone resolved this yet?? Its a shame because I can't try the game out!!

Best regards

Bob
Nick Papp
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Location: Chicago, Illinois
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Post by Nick Papp »

Originally posted by BobD:
Regarding the FFFFFFFF startup error, I get this too (this is my first attempt ever at WiR). I tried the rename-autoexec.bat-and-config.sys trick, but it made no difference.

Has anyone resolved this yet?? Its a shame because I can't try the game out!!

Best regards

Bob

Hi Bob,

Not positive, but there may be an answer.

Outside of renaming the Autoexec.bat and Config.sys you may want to try and free up additional memory. One of our Beta guys noticed that the game had been running at about 550kb of that first 640k of memory. The release version seems to have crept up to about 575kb. Not sure why, but it seems to have increased nonetheless.

You might try making a Boot Disk for Windows with a stripped down Config.sys and Autoexec. bat. Run it from the A: dirve in a warm boot. Then run Memmaker to load as much memory into the High and Upper memory area as you can. If you can get anything near 600kb, you should be fine.

BTW - this memory leak also seems to be the reason that the game comes up with "Insufficient Memory" error messages when a player is doing air routines. Anything over 600kb and this probelm seems to go away. Hope this helps.

Regards,

Nick

[FONT=Garamond][FONT=Arial Black]Magyar[/FONT][/FONT]

[FONT=Arial Narrow][FONT=Arial Black]"All battles are won in the end by infantrymen." [/FONT][/FONT]

[FONT=Arial Narrow]Field Marshall Viscount
BobD
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Location: Kent, UK

Post by BobD »

[QUOTE]Originally posted by Nick Papp:

Hi Bob,

Not positive, but there may be an answer.

...

Thanks Nick - I'll keep an eye on that. But Doh! WiR DID work after I rebooted the computer. Case of late night brain death I guess.

PS: I think this site is amazing. Free games of such great quality is incredible. I am really looking forward to seeing the full download of SPWaW, PacWar, WoN, etc.

CONGRATS MATRIX, and keep up the great work!

Bob
Brian Sowman
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Joined: Sat Aug 26, 2000 8:00 am
Location: New Zealand

Post by Brian Sowman »

[QUOTE]Originally posted by Nick Papp:
To keep everything straight, please post any bugs, problems or hardware compatabiltiy issues to this thread.

Thanks,

Nick Papp

Nick I have not been able to get a report using the "double f" key.No "savedat.txt" file appears in the DIR folder.
Cheers, Brian
daniel123
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Location: Orlando

Post by daniel123 »

i was in the edit program and tried to reassign a german army to a different front hq. it asks for which one but will not do it. this is also true in the game its self.
Nick Papp
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Post by Nick Papp »

Originally posted by Brian Sowman:
Originally posted by Nick Papp:
To keep everything straight, please post any bugs, problems or hardware compatabiltiy issues to this thread.

Nick I have not been able to get a report using the "double f" key.No "savedat.txt" file appears in the DIR folder.
Cheers, Brian



Hey Brian,

I think this was added in for the Beta builds only to track what was happening in the game. I believe Arnaud disabled this when the final build went out. However now that we have more "playtesters" maybe this woould not be such a bad thing to add back in. We'll have to see.

You'd know if the savedat.txt were there...a full game run from the '41 Campaign grows to about 5 Mb of text in lenght!

Regards,

Nick

[FONT=Garamond][FONT=Arial Black]Magyar[/FONT][/FONT]

[FONT=Arial Narrow][FONT=Arial Black]"All battles are won in the end by infantrymen." [/FONT][/FONT]

[FONT=Arial Narrow]Field Marshall Viscount
User avatar
akbrown
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Location: Melbourne, Australia

Post by akbrown »

First up, as my first post here - a big thanks to Matrix for working on this great game. Please keep up the good work.

I would like to make a couple of observations. I have played the game as the German player vs Soviet Computer up until early October 1941, and I have noticed the following:

1) I have attacked Soviet units that were completely isolated from their, or any, HQ (ie. in a cut off pocket behind my lines), and have seen them be reinforced during combat with tank divisions. I don't think that this should be possible. In fact, I think that it should not be possible to send combat reinforcements to any unit that has supply of zero, cut off or not.

2) After capturing Kiev I sent the entire 4th Pz Army towards Moscow from the SW. The Soviet AI put up a screen of units to block my advance and in general seemed to be putting up a good defence in the north and center, but it left the south wide open. My minor allies walked into Sevastopol and Rostov unopposed, and Italian units are busy racing towards Stalingrad and the Caucuses oil fields with not an enemy in sight. The AI might need some tweaking, I think. At the very least it should make sure that every city within a certain range of an enemy unit should have something to defend it.

I hope that these observations are useful.

Regards,
Andrew Brown
ANDY BLACK
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Joined: Wed Sep 06, 2000 8:00 am

Post by ANDY BLACK »

Hi, dont know if anyone has mentioned this b4 but here goes,

1.BY november 41, as Russian player computer seems to have Volksgrendair Div.

2. What r Mxd fighters on German Side.

3.Computer playing as germans seems able to make his panzer corps jump 7 hexes to behind my lines at Moscow (about 04/01/42)

4.Russians able to have MECH corps 52-55 by Dec 41.

5.HOW do Russians Get JS-122 tanks by Dec 41

6. How do russians get SU-76 By Nov 41.

7.How do Russians Get T34*85 by Jan 42.

8. Over aggressive Computer Ai when playing as Germans.

Hope this helps keep up good work
Drew
Yverlok
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Location: NM, USA

Post by Yverlok »

Originally posted by Nick Papp:

Hey Brian,

I think this was added in for the Beta builds only to track what was happening in the game. I believe Arnaud disabled this when the final build went out. However now that we have more "playtesters" maybe this woould not be such a bad thing to add back in. We'll have to see.

You'd know if the savedat.txt were there...a full game run from the '41 Campaign grows to about 5 Mb of text in lenght!

Regards,

Nick
I found it by chance, using the keys ALT + R. The files I've been getting are only around 40-50k, though. Would be nice if there were more (as I described in my post in "Division Strength and Size"), but it's better than nothing. Image

Svar
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Location: China Lake, Ca

Post by Svar »

This post is from a guy who started playing WIR in 1984 on an old Atari 800XL machine, transitioned to an Amiga 16-bit then 32-bit machine with Second Front, and finally upgraded to an IBM clone Pentium machine for Gary Gribsby's WIR in 1994. Needless to say I have a lot of history with this particular game and when I saw WIR TMP downloaded it to play on my latest 500 MHz Pentium III machine. I have played the German side through 10/41 and noticed some things that might be bugs so will be making posts to point them out. I have the Gary Gribsy's WIR version 1.1 and the manual with my present machine and think my son-in-law still has Second Front with my last Amiga machine. Hopefully he has the manual because there is valuable data in it and I can see the changes Gary made when he developed the last version of WIR. I am well aware of the bug that brings all the land force reinforcements in before the end of 1941 and that is why I have stopped playing and have time to investigate bugs, having all those understrength divisions competing for replacement personnel looks like a show stopper for now.

The first thing I want to know has to do with production capabilities. I checked WIR and WIR TMP for the differences in the German production capabilities at the start of the war and noticed that for AFVs they are essentially identical. The only difference being the production of the Pz-IIIh at Kassel and Berlin not having to wait 1 week for the conversion from the Pz-IIIg. The aircraft production is a different story. The Bf-109F/G is missing the 2 factory from Vienna and the 5 factory from Leipzig. The Fw-190A is missing the 1 factory from Kassel and the 4 factory at Danzig has been changed to a 3*(106) factory although it can be easily converted to a 3*(4) factory. The Ju-88A factories at Mannheim and Berlin have been changed from 10s to 8 and 6 respectively. The B.R.20 and Ju-52 factories in Rome and Berlin have been changed from 10s to 6s. The S.M.79 5 factory that was in Florence has been moved to Milan and I don't know where the S.M.84 5* factory that was in Milan will show up (I'll have to check that). Finally there is a Macchi C.202 1 factory in Florence when the original WIR had it enter later (I'll have to check where). Have these changes been made for play balance or has the factory growth been accelerated and these changes made to compensate?

I noticed the starting replacement pools very different between the two versions of the game also but want to check the total numbers both in the field and in the pools to see if the aggregate is equivalent. This is a start, I have a lot more to talk about but need to do more research before I post the results. By the way, David Heath, thank you and all your people at Matrix Games for the great job of resurrecting some great old classics.

[This message has been edited by Svar (edited September 08, 2000).]
Bulsi
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Post by Bulsi »

2) After capturing Kiev I sent the entire 4th Pz Army towards Moscow from the SW. The Soviet AI put up a screen of units to block my advance and in general seemed to be putting up a good defence in the north and center, but it left the south wide open. My minor allies walked into Sevastopol and Rostov unopposed, and Italian units are busy racing towards Stalingrad and the Caucuses oil fields with not an enemy in sight. The AI might need some tweaking, I think. At the very least it should make sure that every city within a certain range of an enemy unit should have something to defend it.

_________________________________________

I don't know how much further you have gotten into '41 (and I have yet to have time to play this version), but as I recall, that was pretty common behavior. I think you will see that as you get close to stalingrad you will start to see the defense pile up.

The supply lines get pretty tricky on the caucasus, so be careful with those units when winter draws nigh....its too easy to "hang" some Korps out and to take a hammering in Blizzard.
Yogi Yohan
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Post by Yogi Yohan »

No butts about it: the Germans have FAR to many tanks in the initial setup. I found this table of tank strenght based on Jentz's "Panzertruppen" at
http://www.freeport-tech.com/WWII/011_germany/_afv_41-06-22.htm

and made some changes to the 41 campaign using the scenario editor and editwir. The result was not perfect: i had to count PzKpfw 35(t) as PzKpfw 38(t)(closest match) and added PzKpfw Is to the recon vehicle count for those divisions equipped with them. I also had to pool small allocations (Pz IVs mostly) so that at if divisions did not have a correct complement, then at least PzKorps had.

Still, the result was somewhat closer to the actual figures. This is what i got with the REPORT feature:

-- Tanks in inventory ---

Type On map In pool Total
PzKpfw IIf 1197 200 1397
R-35(f) 157 200 357
PzKpfw 38t 488 200 688
PzKpfw 38tE 288 0 288
PzKpfw IIIf 339 0 339
PzKpfw IIIg 354 200 554
PzKpfw IIIh 505 200 705
PzKpfw IVd 220 0 220
PzKpfw IVe 245 200 445
M-13/40 290 100 390
StuG IIIb 415 200 615
JPz I 202 400 602

Total 4700 1900 6600

This is somewhat higher than Jent's figures, but we must remember there are the Rumanian, Hungarian, West Front and Italian Front units in there as well, and the JPzs and StuGs were not included in the table either. A list of the actual complement of each batallion follows below (only tank batallions, haven't touched the others):

1/1st Panzer Bn 72 PzKpfw IIIh 90 %
2/1st Panzer Bn 42 PzKpfw IIf 90 %
3/1st Panzer Bn 54 PzKpfw IVd 90 %
1/3rd Panzer Bn 0 PzKpfw IIIj 95 %
2/3rd Panzer Bn 0 PzKpfw IIIj 95 %
3/3rd Panzer Bn 0 PzKpfw IVe 95 %
1/6th Panzer Bn 60 PzKpfw IIf 90 %
2/6th Panzer Bn 84 PzKpfw IIIh 90 %
3/6th Panzer Bn 54 PzKpfw IVd 90 %
1/35th Panzer Bn 42 PzKpfw IIf 90 %
2/35th Panzer Bn 78 PzKpfw IIIh 90 %
3/35th Panzer Bn 60 PzKpfw IIIf 90 %
1/31st Panzer Bn 12 PzKpfw IIf 95 %
2/31st Panzer Bn 6 PzKpfw IIIf 95 %
3/31st Panzer Bn 6 PzKpfw IVd 95 %
1/11th Panzer Bn 48 PzKpfw IIf 90 %
2/11th Panzer Bn 60 PzKpfw 38t 90 %
3/11th Panzer Bn 60 PzKpfw 38t 90 %
1/25th Panzer Bn 84 PzKpfw IIf 95 %
2/25th Panzer Bn 84 PzKpfw 38tE 95 %
3/25th Panzer Bn 84 PzKpfw 38tE 95 %
1/10th Panzer Bn 60 PzKpfw 38tE 95 %
2/10th Panzer Bn 60 PzKpfw 38tE 95 %
3/10th Panzer Bn 30 PzKpfw IVd 95 %
1/33rd Panzer Bn 36 PzKpfw IIf 95 %
2/33rd Panzer Bn 72 PzKpfw IIIh 95 %
3/33rd Panzer Bn 24 PzKpfw IVd 95 %
1/7th Panzer Bn 48 PzKpfw IIf 90 %
2/7th Panzer Bn 54 PzKpfw IIIh 90 %
3/7th Panzer Bn 54 PzKpfw IIIg 90 %
1/15th Panzer Bn 48 PzKpfw IIf 85 %
2/15th Panzer Bn 48 PzKpfw IIIg 85 %
3/15th Panzer Bn 42 PzKpfw IVe 85 %
1/29th Panzer Bn 54 PzKpfw 38t 90 %
2/29th Panzer Bn 54 PzKpfw 38t 90 %
3/29th Panzer Bn 60 PzKpfw IVe 90 %
1/4th Panzer Bn 48 PzKpfw IIIf 90 %
2/4th Panzer Bn 72 PzKpfw IIIg 90 %
3/4th Panzer Bn 21 PzKpfw IVd 90 %
1/36th Panzer Bn 42 PzKpfw IIf 95 %
2/36th Panzer Bn 72 PzKpfw IIIg 95 %
3/36th Panzer Bn 21 PzKpfw IVd 95 %
1/8th Panzer Bn 42 PzKpfw IIf 85 %
2/8th Panzer Bn 40 PzKpfw IIIh 85 %
3/8th Panzer Bn 10 PzKpfw IVd 85 %
1/2nd Panzer Bn 48 PzKpfw IIf 85 %
2/2nd Panzer Bn 48 PzKpfw IIIg 85 %
3/2nd Panzer Bn 48 PzKpfw IIIf 85 %
1/39th Panzer Bn 60 PzKpfw IIIh 90 %
2/39th Panzer Bn 60 PzKpfw IIIg 90 %
3/39th Panzer Bn 84 PzKpfw IIf 90 %
1/18th Panzer Bn 60 PzKpfw IIIf 80 %
2/18th Panzer Bn 60 PzKpfw IIIf 80 %
3/18th Panzer Bn 66 PzKpfw IVe 80 %
1/27th Panzer Bn 54 PzKpfw 38t 90 %
2/27th Panzer Bn 54 PzKpfw 38t 90 %
3/27th Panzer Bn 66 PzKpfw IIf 90 %
1/21st Panzer Bn 60 PzKpfw 38t 80 %
2/21st Panzer Bn 60 PzKpfw 38t 80 %
3/21st Panzer Bn 60 PzKpfw IVe 80 %
1/5th Panzer Bn 35 PzKpfw IIf 70 %
2/5th Panzer Bn 45 PzKpfw IIIh 70 %
3/5th Panzer Bn 17 PzKpfw IVe 70 %
1/204th Panzer Bn 5 PzKpfw IIf 60 %
2/204th Panzer Bn 5 PzKpfw IIf 60 %
3/204th Panzer Bn 5 PzKpfw IIIf 60 %
1/201st Panzer Bn 5 PzKpfw 38t 60 %
2/201st Panzer Bn 5 PzKpfw 38t 60 %
3/201st Panzer Bn 5 PzKpfw 38t 60 %
1/100th Panzer Bn 65 PzKpfw IIf 70 %
1/101st Panzer Bn 56 PzKpfw IIf 70 %
103rd Panzer Bn 84 PzKpfw IIf 90 %
125th Panzer Bn 47 PzKpfw IIf 90 %
160th Panzer Bn 52 PzKpfw IIIf 90 %
100th Panzer Bn 66 PzKpfw IIf 90 %
101st Panzer Bn 66 PzKpfw IIf 90 %
102nd Panzer Bn 66 PzKpfw IIf 90 %

(Ah, forgot to tell, used editwir to change the names to the full PzKpfw designation, since there is room).
PMCN
Posts: 625
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Location: Germany

Post by PMCN »

Hello,
I must say I am impressed with the game it plays far more
realistically than previous versions but I have noticed a few bugs...

1. CAP does not seem to funtion. I have had russian air groups bomb my airfields and no german fighters intercepted. The airfields in question had only ME110 and JU88 both of which were set to ground support but adjacent to that HQ was another one with 2 groups of ME109s 1 set to CAP the other to escort. Neither intercepted.

2. The previously mentioned bugs where units were created after combat had forced a retreat, and the time warp in 1941.

3. I can't be sure if it is occuring but one annoying thing in the old game was that reconquoring a city did you little good. Although the city reverted to your control you did not get the population back. And for the russians this is critical.

4. In the new manual it states there is a extra delay for user changes to production but I changed some factories and only the standard 4 week delay showed up. So that part of the code must not be implementing itself.

5. After a Finnish unit occupied the bridge hex north of leningrad it was reported as supply level 5, not as supply level 0 (July of 41 when the finish supply lines are short). Also I was very surprised that the russian unit it attacked shattered. Zukov was in command and the unit had base
readinesses of 60's. But I have seen this in the early versions as well.
For some reason boosting the readiness of units makes them more vulurable to shatter.

6. I still can not understand why units take losses in France. Before the invasion there was no significant combat and the germans routinely sent units there to recover. Yet even at a replacement level of 80 the units
drop in strength. (Not a bug but an annoying feature all the same).

7. A comment on the fortification level. You might want to consider using the old method if the city is at a SL>0 and the new method when its supply level is 0.

Again, I am very impressed by the game, and I hope the fixes are out soon Image

Paul McNeely
Svar
Posts: 379
Joined: Thu Sep 07, 2000 8:00 am
Location: China Lake, Ca

Post by Svar »

In another thread Ed Cogburn mentions that the scenario editor adds tanks and planes to the replacement pools when you modify a scenario. I tried that with the old WIR and got almost exactly the same pool levels seen in WIR TMP. When I compared the starting levels of tanks both in the field and in the pools from WIR and WIR TMP, I found that the added pool levels in WIR TMP before the replacement phase that takes place before you can place orders in 6/22/41 are:
Pz-II 800
Czech 38T 700
Czech 38T(E) 700
Pz-IIIg 700
Pz-IIIh 700
Pz-IVe 600
M-13/40 100
Stug-IIIb 600
JPz-1 800

By the time you see the replacement pools the game engine has distributed some of those tanks to the field and that really complicates things because it not only raises the levels of understrength units but upgrades obsolete tanks to more modern models. The net effect of this is there are 550 tanks more in the field in WIR TMP than in WIR so even reducing all the replavement pools to 0 would leave 463 tanks more in WIR TMP than WIR as there were only 87 tanks in the pool for the case I looked at.

I will check the airplanes next and someday do the same thing for the Russians as I'm sure the scenario editor does the same thing for them.
Ed Cogburn
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Post by Ed Cogburn »

Originally posted by Svar:
In another thread Ed Cogburn mentions that the scenario editor adds tanks and planes to the replacement pools when you modify a scenario. I tried that with the old WIR and got almost exactly the same pool levels seen in WIR TMP.
The "bug" here is in the scenario editor, and has been there from the beginning. The difference is the obwir file in WIR TMP has been modified using the scenario editor and has those extra tanks/planes while the obwir in the original WIR is free of the extra tanks/planes. Perhaps they used the scenario editor, but fixed the tank/plane numbers by using editwir.exe afterward?
Svar
Posts: 379
Joined: Thu Sep 07, 2000 8:00 am
Location: China Lake, Ca

Post by Svar »

I just finished an experiment comparing the previous WIR versus WIR TMP with regard to the extreme weather of the Russian winter of 41/42. The WIR manual states during blizzard turns in 1941 all Axis forces east of Warsaw lose 10% of the infantry squads before the replacement phase and when they attempt to move may lose a random amount of equipment due to the extreme cold temperatures. The documentation that came with the predecessor games to Gary Grigsby's WIR explained that the Germans were not prepared for the severity of the Russian winters and that in December 1941 there was a particulary severe blizzard that decimated the Axis forces. WIR TMP modified the infantry squad lose to 2%. When I started the WIR TMP game it seemed to me that the winter of 41/42 was more severe than it had ever been in any of the previous versions of this game, hence the experiment.

First the random lose of equipment is all on nothing in WIR TMP whereas in WIR the random lose was in the amount of what was lost. This is probably a bug. Also, if the readiness of the unit is above 50% there doesn't seem to be any lose of equipment. The results of the weather check after running both versions through January and February 1942 (I assumed December 1941 was unchanged since previous versions of the game had blizzard weather almost all the time):

WIR TMP
Blizzard Snow Rain
Jan 42 90% 5% 5%
Feb 42 90% 5% 5%

WIR

Jan 42 70% 20% 10%
Feb 42 25% 65% 10%

As can be seen there is a big difference between the two. If this was intended it is not documented. All that severe weather (blizzard) makes life more difficult for the Axis side. Not only that the equiptment lose is still in effect in 1942 during blizzard turns.
Christian Blex
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Joined: Sun Sep 10, 2000 8:00 am
Location: Muenster, Germany

Post by Christian Blex »

Very nice to play WIR once again.

Just found a bug version 2 that I discovered in the original game:

after occupying the city of Baku, the rail supply does not run through this hex for the german site.

Oil production grows much to fast !! Although I conquered the Caucasus in Spring 42, the Russian player still has more than 100 points in oil production. I have nearly 400 points on the German site. I suggest that oil production will only rise to the starting values, after reducing it by bombing or conquest.
It would be nice, if producton facilieties can be conquered.
In Second Front you were able to change the armor equipment regardless of the type of equipment (e.g. light tank destroyers into medium ones). Don`t know why this was changed in WIR.

Waiting for Pacific War !

Christian
"Kotzen und kleckern!!!"
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