1.040 Public Beta feedback

Gary Grigsby’s World at War is back with a whole new set of features. World at War: A World Divided still gives complete control over the production, research and military strategy for your side, but in this new updated version you’ll also be able to bring spies into the mix as well as neutral country diplomacy, variable political events and much more. Perhaps the largest item is the ability to play a special Soviet vs. Allies scenario that occurs after the end of World War II.

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gingerbread
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1.040 Public Beta feedback

Post by gingerbread »

or maybe this is mostly wishlist for 1.5...

Bur some feedback:

When I took France (Glory '39), no less that 6 french naval units ended up in England as Free French - could be a statistical fluke, but I think is does warrant further testing

The die mod to bombardment rolls is being applied in situation that perhaps was not intended, e.g say (this is Barbarossa) the Tac in E Poland is fired on by flak but survives and retreats to Kiev where it is subsequently fired on by flak again. It is then "fired upon" and will be penalized - the flak recieves +3.

Something should be done to targeting! Panzers target Art or Flak (if no enemy Arm is present) when the chances of taking the area would be better if they targeted Inf. I suggest that unless the probability of winning is .95+ with standard targeting , panzers should shift to a new type of "area control targeting", i.e. Inf, and this could be indicated in the battle mouse over, just like combined arms is.

I suggest that pop should be recovered from disbanded units if disbanded in an area of the same nationality.

Areas adjacent to a sea zone should not modify transport capacity unless it belongs to an active nation, i.e. at war in the political window. As it is now, german transports in the Southern Baltic Sea are affected by the still neutral Baltic States.


Great effort in keeping this game alive, thanks!

g
WanderingHead
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RE: 1.040 Public Beta feedback

Post by WanderingHead »

Thanks for the feedback!
ORIGINAL: gingerbread
When I took France (Glory '39), no less that 6 french naval units ended up in England as Free French - could be a statistical fluke, but I think is does warrant further testing
Everyone keep an eye out for it. There is the possibility that the changes I made for French naval units interact in some subtle way with some other action. If the surrender causes them to move to sea before the destruction/escape is computed then that would be an example ... though I'm pretty sure that that does not happen.
ORIGINAL: gingerbread
The die mod to bombardment rolls is being applied in situation that perhaps was not intended, e.g say (this is Barbarossa) the Tac in E Poland is fired on by flak but survives and retreats to Kiev where it is subsequently fired on by flak again. It is then "fired upon" and will be penalized - the flak recieves +3.
Strikes me as fine. Not really intended per se, but a reasonable course of events. One could argue in tha chaos of retreat after retreat the planes have a harder time beating a retreat the second time without getting shot down in the process.
ORIGINAL: gingerbread
Something should be done to targeting! Panzers target Art or Flak (if no enemy Arm is present) when the chances of taking the area would be better if they targeted Inf. I suggest that unless the probability of winning is .95+ with standard targeting , panzers should shift to a new type of "area control targeting", i.e. Inf, and this could be indicated in the battle mouse over, just like combined arms is.
I'd say that's just part of the uncertainty of war.
ORIGINAL: gingerbread
I suggest that pop should be recovered from disbanded units if disbanded in an area of the same nationality.
Yes, this has been brought up before and I tend to agree. But maybe only 1/2 of the pop, just to discourage gameyness.
ORIGINAL: gingerbread
Areas adjacent to a sea zone should not modify transport capacity unless it belongs to an active nation, i.e. at war in the political window. As it is now, german transports in the Southern Baltic Sea are affected by the still neutral Baltic States.
I'd have to play around with it to see what you mean. Do you mean that a Neutral region is treated as a hostile region? If so, I'd agree it should change although I wouldn't be in a rush to do it.
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gingerbread
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RE: 1.040 Public Beta feedback

Post by gingerbread »

ORIGINAL: WanderingHead
ORIGINAL: gingerbread
The die mod to bombardment rolls is being applied in situation that perhaps was not intended, e.g say (this is Barbarossa) the Tac in E Poland is fired on by flak but survives and retreats to Kiev where it is subsequently fired on by flak again. It is then "fired upon" and will be penalized - the flak recieves +3.
Strikes me as fine. Not really intended per se, but a reasonable course of events. One could argue in tha chaos of retreat after retreat the planes have a harder time beating a retreat the second time without getting shot down in the process.
My point is that the mods are stacked. A +/-1 to the DF, for what ever the reason, will in addition to that also yield a +/- 3 to the die roll.
If I recall, you introduced it to penalize unsuplied units (good idea!) but you caught more than those with the implementation you made, for instance 1st winter germans.
ORIGINAL: WanderingHead
ORIGINAL: gingerbread
Something should be done to targeting! Panzers target Art or Flak (if no enemy Arm is present) when the chances of taking the area would be better if they targeted Inf. I suggest that unless the probability of winning is .95+ with standard targeting , panzers should shift to a new type of "area control targeting", i.e. Inf, and this could be indicated in the battle mouse over, just like combined arms is.
I'd say that's just part of the uncertainty of war.

Well, I assume that you have read the code that handles targeting. Having played quite a lot, I have a hunch that Arm will favor Art or AA as targets if there are no enemy Arm and all enemy Inf is targeted by friendlies.


In any case, I will make a more elaborate proposal:

If the attacker has both Arm and Inf/Mil/Para (IMP) in a battle, the type of unit that was the first to enter the enemy area influences targeting - in the first is an IMP, battle is for control (think D-Day - use Paras to modify the coastal artillery); if Arm is moved first, the battle is destructive i.e. arm will favour Art/AA as per my "hunch".
ORIGINAL: WanderingHead
ORIGINAL: gingerbread
I suggest that pop should be recovered from disbanded units if disbanded in an area of the same nationality.
Yes, this has been brought up before and I tend to agree. But maybe only 1/2 of the pop, just to discourage gameyness.
The free Soviet Mil could be made as a separate nationality (Workers Nation or something) so that they get used in the front and not tucked away somewhere safe. If so, the full 2 pop should be fine.
ORIGINAL: WanderingHead
ORIGINAL: gingerbread
Areas adjacent to a sea zone should not modify transport capacity unless it belongs to an active nation, i.e. at war in the political window. As it is now, german transports in the Southern Baltic Sea are affected by the still neutral Baltic States.
I'd have to play around with it to see what you mean. Do you mean that a Neutral region is treated as a hostile region? If so, I'd agree it should change although I wouldn't be in a rush to do it.

Here I made myself unclear: The area of the Baltic states while a neutral state does not but when annexed by the Sovjets it does even when there is yet no war.
To see what I mean, start a '39 game, move a Trans into Baltic Sea - it then has 25 pts, take Poland (up to 35 pts), run the turn and due to that the Baltic States are then Soviet, it's down to 25 again in Fall '39.
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Marshall Art
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Joined: Sat Aug 06, 2005 5:19 am

RE: 1.040 Public Beta feedback

Post by Marshall Art »

Not sure if this has been noted somewhere else - I have noticed that the German vet sub was able to get 3 shots of early in the game, with an Attack value of 2... I have 3 games ongoing and all 3 showed the same pattern, almost like a standard feature... Not a huge issue but I wonder if it can happen again later...
SGT Rice
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Joined: Sun May 22, 2005 3:05 pm

RE: 1.040 Public Beta feedback

Post by SGT Rice »

Actually figured this one out ... if you read the torpedo rules carefully you'll note that subs 'auto-reload' whenever they move and have no more than half their torpedo capacity (and in range of friendly port). That means that the U-boat (with its initial capacity of 2 torpedoes) will always reload if it fires on the first turn and subsequently moves.

GG A World Divided Playtester
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