Siege mortars.....

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HansBolter
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Siege mortars.....

Post by HansBolter »

My campaign just entered May of '42 and the Siege Mortar battalion has been sitting in the Reserve box for a very long time with its OB stuck at zero.

There is one Karl siege mortar identified as having been produced and sitting in the pool, but the game engine refuses to transfer it from the production pool to the Siege Mortar battalion in the reserve box.

The VP bonus deadline for the conquest of Sevastopol is rapidly approaching and I have no siege artillery to deploy against it.

How can I rectify this?
Hans

AlbertN
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Re: Siege mortars.....

Post by AlbertN »

Check if the Pool is the Active or Transfer one.
If it is the 'Transfer' one with utmost chances is a damaged piece that got removed from one of the existing unit, and is stuck in the Transfer Pool.
Roughly 25% of the Transfer Pool goes into the Active Pool each turn (which amusingly means that if 10000 tanks are in it, 2500 gets repaired, but if only 10 tanks are only 2.5 are) but I do not know how it works when there is less than 4 items in the Transit Pool.

The Siege Mortar cannot be produced (it has a -1 in the limit per turn, which means it's out of production) so there are high chances that Siege Mortar unit as of now can simply be disbanded (to recycle the 400ish men into the Support Squads) and you have to make do with other artillery.
IF it will ever get out of the Transit Pool, that single gun, you ought to get later on other Siege Artillery equipment.

BUT the game has since eons a problem with fitting equipment into TOEs of various genre, so that I believe an infant would have more success in fitting a cube into a square hole and a sphere in the circular hole, than WITE2 to fit in with Panzer III a Panzer Division that wants Panzer IV and Panthers, but there are none at hand yet you have 100+ Pz III at avail and all are classed as Medium Tanks. Or that it will remove your still functional K3 guns from the unit to park them in the pool to replace them with other guns, and never place them again around.
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HansBolter
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Re: Siege mortars.....

Post by HansBolter »

Just effing wonderful!
Hans

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tm1
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Re: Siege mortars.....

Post by tm1 »

HansBolter wrote: Wed Dec 04, 2024 2:16 pm My campaign just entered May of '42 and the Siege Mortar battalion has been sitting in the Reserve box for a very long time with its OB stuck at zero.

There is one Karl siege mortar identified as having been produced and sitting in the pool, but the game engine refuses to transfer it from the production pool to the Siege Mortar battalion in the reserve box.

The VP bonus deadline for the conquest of Sevastopol is rapidly approaching and I have no siege artillery to deploy against it.

How can I rectify this?
Hi
I am no expert on these things but in one of my earlier games way back I had the same trouble with the siege gun unit and in fact a lot of other units sitting in the Reserve TB I finally figured out the problem which may be a issue for you.
If you have screen shot of the unit and of the Units TOE it could explain something.
But here is how I figured what I was doing wrong myself

TOE.jpg
TOE.jpg (714.83 KiB) Viewed 607 times

I could not figure out why a unit sitting in Res TB wasn't refitting then I figured out I had not adjusted the TOE to 100 or whatever level you wanted once I worked that out that you had to manually change the TOE number things fell into place, that could possibly be the issue ?
Change MAX TOE to 100

regards
Sarge11
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Re: Siege mortars.....

Post by Sarge11 »

some advice that was given to me, at the beginning of the game move all ur siege mortars to German high command, so they are not getting damaged in some corps hqs. lock ur SU support and hand it out when you need it. I have always had them available once cities are surrounded, just be sure to send them back to high command after each city conquest
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