Quick Questions Thread

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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loki100
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by loki100 »

ORIGINAL: Rosencrantus

What exactly would happen if you were playing a PBEM game but the two players have different game versions installed? How bad would the problems be?

well at the worst its cheating, most likely if one player has missed a patch then no big deal, for the most part patches are save tolerant (up and down)
ORIGINAL: Stephan61

Reference Production.

Currently playing 1941 Campaign as Axis and noticed on the Logistic Reports that a few elements cannot be built due to lack of Oil.
I have priority repair on all captured Oil Factories.

Question: Is there any other way to influence the Production System (namely OIL production) other than.

1: Priority Repair damaged Oil Factories
2: Add Construction Units.
3: Ensure the Rail Network is connected.

Do I need to add a Depot on the Factory City Hex? for example.


For practical reasons you can ignore this. The production model in WiTE2 is very different and this affects the way the raw inputs interact to produce the useable stuff.

Crudely in WiTE1 arms pts and supply really mattered (esp for the Soviet player), they are now simply inputs. What matters is the (usually) capped production limits for chassis, final items and that also affect most of the generic production too.

this short post will give you some ideas: https://www.matrixgames.com/forums/tm.asp?m=4988522
Stephan61
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by Stephan61 »

ORIGINAL: loki100
ORIGINAL: Rosencrantus

What exactly would happen if you were playing a PBEM game but the two players have different game versions installed? How bad would the problems be?

well at the worst its cheating, most likely if one player has missed a patch then no big deal, for the most part patches are save tolerant (up and down)
ORIGINAL: Stephan61

Reference Production.

Currently playing 1941 Campaign as Axis and noticed on the Logistic Reports that a few elements cannot be built due to lack of Oil.
I have priority repair on all captured Oil Factories.

Question: Is there any other way to influence the Production System (namely OIL production) other than.

1: Priority Repair damaged Oil Factories
2: Add Construction Units.
3: Ensure the Rail Network is connected.

Do I need to add a Depot on the Factory City Hex? for example.


For practical reasons you can ignore this. The production model in WiTE2 is very different and this affects the way the raw inputs interact to produce the useable stuff.

Crudely in WiTE1 arms pts and supply really mattered (esp for the Soviet player), they are now simply inputs. What matters is the (usually) capped production limits for chassis, final items and that also affect most of the generic production too.

this short post will give you some ideas: https://www.matrixgames.com/forums/tm.asp?m=4988522

Cheers mate.

So there is little economic benefit from spending the AP to repair the Oil Production Factory (adding extra Oil resource).

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loki100
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by loki100 »

ORIGINAL: Stephan61
....

Cheers mate.

So there is little economic benefit from spending the AP to repair the Oil Production Factory (adding extra Oil resource).


aye, I personally file the production system into a box marked 'it does stuff' and play the rest of the game. As the Soviets its worth repairing some of the big resource sites you recapture (Nikolaev is one) so there are a few instances but in the main the system is constrained by the various production caps and usually it will produce enough of the inputs to meet those caps.

the game design from WiTE1 to WiTW has always avoided creating meaningful shortages in part as it then becomes harder to code, so more need to introduce player agency and the whole thing tips towards being a bit of an industrial management sim.
squatter
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by squatter »

Why is it that when I use air transport I seem to have no control over how many missions the transports fly? I’m selecting a single air group, and hitting launch, and the selected group flies five or six sorties. Is there no way to limit to one or two sorties?
carlkay58
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by carlkay58 »

There is another 'button' next to Launch. It is a toggle between 'Multiple Missions' and 'Single Mission'.
squatter
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by squatter »

Thanks Carlkay - I had taken the “multiple missions” button to mean “launch multiple missions”, didn’t realise it’s a toggle.
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MishaTX
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by MishaTX »

ORIGINAL: loki100



aye, I personally file the production system into a box marked 'it does stuff' and play the rest of the game. As the Soviets its worth repairing some of the big resource sites you recapture (Nikolaev is one) so there are a few instances but in the main the system is constrained by the various production caps and usually it will produce enough of the inputs to meet those caps.

the game design from WiTE1 to WiTW has always avoided creating meaningful shortages in part as it then becomes harder to code, so more need to introduce player agency and the whole thing tips towards being a bit of an industrial management sim.

I'm personally fine with that, but just to be clear: There is no benefit to me from, say, dedicating an FBD to connect an oil producing facility to the rail network? It's quite important to the Axis in particular since there are so many other rail hexes that you might want to repair instead in order to get your freight forward.
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juv95hrn
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by juv95hrn »

If my Soviet Odessa garrison is forced to retreat, will they all march into a prison camp, or will some cling to life rafts and sail off to Sevastopol? (sorry if this has been asked before). Thanks!

EDIT:

Found it!

"23.12.5. Effects of Routing
When a combat unit routs, it has its CV set to zero and
then the unit performs a displacement move (23.13). Units
can rout through a port to another port without additional
impact (other than normal rout/retreat attrition)."
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loki100
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by loki100 »

ORIGINAL: MishaTX

ORIGINAL: loki100



aye, I personally file the production system into a box marked 'it does stuff' and play the rest of the game. As the Soviets its worth repairing some of the big resource sites you recapture (Nikolaev is one) so there are a few instances but in the main the system is constrained by the various production caps and usually it will produce enough of the inputs to meet those caps.

the game design from WiTE1 to WiTW has always avoided creating meaningful shortages in part as it then becomes harder to code, so more need to introduce player agency and the whole thing tips towards being a bit of an industrial management sim.

I'm personally fine with that, but just to be clear: There is no benefit to me from, say, dedicating an FBD to connect an oil producing facility to the rail network? It's quite important to the Axis in particular since there are so many other rail hexes that you might want to repair instead in order to get your freight forward.

yes, very much my view.

even if it there was a real reward, you'd have the problem of the very slow repair rate for oil production and of limited rail cap in the region (at least for where the larger Soviet assets are located) to move it to your refineries in any case
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warspite1
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by warspite1 »

Just got the first Soviet turn back and was expecting to see a turn replay.... How do I see what happened in the preceding player turn please?
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loki100
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by loki100 »

ORIGINAL: warspite1

Just got the first Soviet turn back and was expecting to see a turn replay.... How do I see what happened in the preceding player turn please?

not a game feature

best trick is to set the ground battles to display, that'll show where/if they attacked and can be very informative
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Bamilus
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by Bamilus »

You can also look in the CR to see the list of battles and details, as well. I typically try to sort and locate the bigger battles. You can click and it will take you to the hex.
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juv95hrn
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by juv95hrn »

I am trying to move a land units from Kronstadt into Oranianbaum Fortress. There are 1 spot open. I cant move by land, and when I try to naval transport it shows MP, but the unit wont move when right clicking.

There is a German land unit straight east of Oranienbaum, on one of the hexsides with the small blue triangels, is it blocking any movement into the fort this way?

Of course the Oranienbaum City Fortress isnt full, and, as said, there is a spot for a new Land Unit, along with the CF and the Fort Unit in the Hex.

EDIT:

Oranienbaum is an inland port, and the Germany unit is blocking the river by being adjacent.
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Balou
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by Balou »

I have a logistics question:
H2H game, Minsk captured in T1 together with tons of fuel/supplies.
1. Why does the unit (20 PzD in Minsk) right on top of this treasure cove send it's trucks back to Suwalki ? I know that my new depot in Minsk is not connected to the rail grid, but isn't the distribution of supplies linked to trucks ?
2. Why is the depot empty in T2, railyard damage is minor ?
3. It is more confusing since when you fly in supplies, they will immediatly show up in the depot.

Thanks for help.

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juv95hrn
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by juv95hrn »

As the Soviets I get very little bomber support when the Germans attack, if any.

I have mostly set up Level Bombers AOGs to support the Fronts with default ground support directives. Shouldnt they be able to support all the Armies in the Front then? Or do I have to make individual bomber directives for all armies?

Fighers fly to intercept from my AOGs that are set to ground support my armies.

Is there a Central Front Air Command HQ? I think I have lost it somehow...

Whats better? Assign many AOGs to support an entire Front, or micro manage smaller AOGs to individual Armies, with their own Air Directives for only one army at the time?
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loki100
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by loki100 »

as ever it depends, but I tend rarely to set GS below front level.

reasons for no bombers - deployment location/battle location (ie range to target), dire leadership rolls. I tend to get decent enough allocations even early on but it is a bit hit and miss

early on at least one Front will lack an air command, so set one up to do GS for 2 fronts. later on they get one each and then you even have an extra one (or 2 - I forget)

remember that historically Central Front covered the region south of Smolensk in Aug/Sept 41 and was de-activated after Guderain's southern offensive and not brought back into active use till 1943. Bryansk Front took over what was left of its original command
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by zasgard »

Are there any other options beyond the NATO counters if so, what are they? 3d units?
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loki100
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by loki100 »

ORIGINAL: zasgard

Are there any other options beyond the NATO counters if so, what are they? 3d units?

in game there is a set of stylised counters as an option.

there are a number of mods that make a variety of changes
zasgard
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by zasgard »

ORIGINAL: loki100

ORIGINAL: zasgard

Are there any other options beyond the NATO counters if so, what are they? 3d units?


in game there is a set of stylised counters as an option.

there are a number of mods that make a variety of changes

So, 3d sprites are an option? Something like panzer corp graphics?

Thank you
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RE: Truck Summary in logistics Phase Report is hard to understand:

Post by nukkxx5058 »

Please !!! Please, I'm begging the devs : No 3D of no sort ! Keep it a true authentic board game.
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