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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Beethoven1
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Re: Quick Questions Thread

Post by Beethoven1 »

RKhan wrote: Thu Feb 29, 2024 3:58 pm Its 1941 Soviet and I can only get Shap units to associate with SAD airbases.

Is this correct, and if so, what happens when SAD goes away?

Thank you!
There is no such thing as a SAD airbase. SAD is a categorization of Soviet AOG (not airbase). Some AOGs get deleted, but you should get other ones that you can assign planes to in the future.

So you can just ignore that until it comes up.
Vermin
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Re: Quick Questions Thread

Post by Vermin »

Wondering where the work on the editor is up to - I understood there had been some slowing down in progress as the dev was working alone and had limited time?
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RKhan
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Re: Quick Questions Thread

Post by RKhan »

Beethoven1 wrote: Thu Feb 29, 2024 5:19 pm
RKhan wrote: Thu Feb 29, 2024 3:58 pm Its 1941 Soviet and I can only get Shap units to associate with SAD airbases.

Is this correct, and if so, what happens when SAD goes away?

Thank you!
There is no such thing as a SAD airbase. SAD is a categorization of Soviet AOG (not airbase). Some AOGs get deleted, but you should get other ones that you can assign planes to in the future.

So you can just ignore that until it comes up.
thank you, sorry I said air base when I meant AOG.
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RKhan
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Re: Quick Questions Thread

Post by RKhan »

I'm learning the air war and setting up my own missions. However, my bombers keep flying un escorted even though there are plenty of fighters nearby in the same Air Command (NorthWest to be precise). My settings are the default.

Are there better settings I can use, or should I just not let the AI pick the aircraft for the mission and assign bomber and fighters to the mission myself?

R
RKhan
Karri
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Re: Quick Questions Thread

Post by Karri »

Vermin wrote: Fri Mar 01, 2024 11:19 am Wondering where the work on the editor is up to - I understood there had been some slowing down in progress as the dev was working alone and had limited time?
It hasn't progressed for a while now, and likely wont for a good while.
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Beethoven1
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Re: Quick Questions Thread

Post by Beethoven1 »

RKhan wrote: Fri Mar 01, 2024 2:09 pm I'm learning the air war and setting up my own missions. However, my bombers keep flying un escorted even though there are plenty of fighters nearby in the same Air Command (NorthWest to be precise). My settings are the default.

Are there better settings I can use, or should I just not let the AI pick the aircraft for the mission and assign bomber and fighters to the mission myself?

R
You should see a setting in the air directives called "Min AC(Esc)" which by default is "0 (0)"

If you change that setting, you can set the minimum number of planes it will fly a mission with. For example, if you set that as 10 (5), then it will only fly a ground attack mission if there are at least 10 bombers and 5 fighter escorts.

That can be a double edged sword though, because sometimes missions you expect to fly won't fly at all if you have that set (it can be tricky having planes in range of whatever is the right airbase and sometimes hard to tell if it will fly or not).
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RKhan
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Re: Quick Questions Thread

Post by RKhan »

Thank you Beethoven1.

I think not flying is better than losing scores of bombers.

R
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Karri
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Re: Quick Questions Thread

Post by Karri »

In editor in the ground elements tab you can click "edit ground types". This opens some values, one of which is "support need". What exactly does that mean?
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

Karri wrote: Wed Mar 06, 2024 5:37 pm In editor in the ground elements tab you can click "edit ground types". This opens some values, one of which is "support need". What exactly does that mean?
My assumption is this value goes into calculating the support need for a unit. I tried making a change, and it looks like it takes (number of elements x support need for that element type)/10 to calculate the support value of a unit.
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Re: Quick Questions Thread

Post by Karri »

Joel Billings wrote: Wed Mar 06, 2024 6:06 pm
Karri wrote: Wed Mar 06, 2024 5:37 pm In editor in the ground elements tab you can click "edit ground types". This opens some values, one of which is "support need". What exactly does that mean?
My assumption is this value goes into calculating the support need for a unit. I tried making a change, and it looks like it takes (number of elements x support need for that element type)/10 to calculate the support value of a unit.
Follow up: what does that mean in effect? Is it tied to support squads somehow?
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Re: Quick Questions Thread

Post by Denniss »

Yes, support need for all elements in a unit determines how many support squads a unit needs to satisfy the required support. I believe there's something in the manual if a unit's support is below a certain level it will have a negative impact in combat and possibly elsewhere as well.
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

I recall that some checks require either or both of a leader roll and a support check roll, like having admin failures during resupply. So if you're short of your support need, you can be impacted in many ways. Units do draw support help from the support of higher HQs, so it doesn't have to all be in the unit.
All understanding comes after the fact.
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RKhan
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Re: Quick Questions Thread

Post by RKhan »

It’s 1941 and my Soviet infantry in good terrain and level one forts consistently are depleted after a round of combat. 14,000 men gone. Seems to me most folks run around 50% losses. 190k loses per turn just from German grinding frontal assaults.

Is this what the Reduced retreat option is meant to fix? Or is it wad? Still new to WITE 2 and I think the option was added post manual.

Thank you

R
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Vermin
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Re: Quick Questions Thread

Post by Vermin »

Commanders Report - Air - Pilots:
The manual says:
FREE The number of pilots who can be allocated to planes
POOL The number of pilots who could be allocated to
planes
What determines the difference between the can and the could?
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Joel Billings
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Re: Quick Questions Thread

Post by Joel Billings »

RKhan wrote: Fri Mar 08, 2024 10:57 pm It’s 1941 and my Soviet infantry in good terrain and level one forts consistently are depleted after a round of combat. 14,000 men gone. Seems to me most folks run around 50% losses. 190k loses per turn just from German grinding frontal assaults.

Is this what the Reduced retreat option is meant to fix? Or is it wad? Still new to WITE 2 and I think the option was added post manual.

Thank you

R
Those results are WAD, but some players feel it incentivizes grinding over encirclements. The reduced retreat option reduces this by bringing down retreat attrition on routed units (low morale units hit multiple times in a turn often rout). It was added due to player interest in seeing the grinding reduced. This gives players a choice. We're still waiting for more feedback on just how it plays out. When you're dealing with a game this big that takes a long time to play, it takes time to get that kind of feedback.
All understanding comes after the fact.
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Wiedrock
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Re: Quick Questions Thread

Post by Wiedrock »

Vermin wrote: Wed Mar 13, 2024 11:46 am What determines the difference between the can and the could?
Just ignore the words, I also wondered.
Vermin wrote: Wed Mar 13, 2024 11:46 am Commanders Report - Air - Pilots:
The manual says:
FREE The number of pilots who can be allocated to planes
POOL The number of pilots who could be allocated to
planes
General: you have unlimited pilots
Training: Trainied pilots reduce the average EXP of a AG less.
Pool: Here the newly trained Pilots end up (they can be "used" by every type [e.g. fighter, bomber, transport....]).
Free: Those Pilots were already in some AG at one point in time (I guess) and now they are free but can only be used again in the type of plane they were used before.
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Light4bettor
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Re: Quick Questions Thread

Post by Light4bettor »

Joel Billings wrote: Wed Mar 13, 2024 4:37 pm
RKhan wrote: Fri Mar 08, 2024 10:57 pm It’s 1941 and my Soviet infantry in good terrain and level one forts consistently are depleted after a round of combat. 14,000 men gone. Seems to me most folks run around 50% losses. 190k loses per turn just from German grinding frontal assaults.

Is this what the Reduced retreat option is meant to fix? Or is it wad? Still new to WITE 2 and I think the option was added post manual.

Thank you

R
Those results are WAD, but some players feel it incentivizes grinding over encirclements. The reduced retreat option reduces this by bringing down retreat attrition on routed units (low morale units hit multiple times in a turn often rout). It was added due to player interest in seeing the grinding reduced. This gives players a choice. We're still waiting for more feedback on just how it plays out. When you're dealing with a game this big that takes a long time to play, it takes time to get that kind of feedback.
From my perspective (I'm currently in a 41GC w/ Rkhan turn 11), Rkhan (Soviets) pulled back early game, Smolensk and Kiev, Odessa were conceded with no/token fight (in the center and south)- and Rkhan built quad walls of units (in the north and center) so at that point I'm looking at turn 6-7 with limited soviet casualties-maybe just over a million at that point (and no post week 1 encirclements) and I am near the limits of my logistical line at that point - so limited Movement points for my motorized Korps.

I'm faced with the limited time remaining before mud and not enough mp's to bash into those walls to encircle meaningful numbers of soviet units (I'm playing a more historical game- I tend not to pull mechanized forces and concentrate them to an ahistorical degree), therefore- in order to counteract the growing size of Soviets (over 3.3 million on map at turn 6-7) my only choice is to take the shots I can take to cause max numbers of casualties every-week before mud sets in. Most of the frontline forts I'm running into every turn in the center are level 2 (because of the nature of the retreat and build fort system).
Vermin
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Re: Quick Questions Thread

Post by Vermin »

Thanks Wiedrock!
Mkha2023
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Re: Quick Questions Thread

Post by Mkha2023 »

Hello,

pardon my ignorance: do i need to buy the Steel Inferno DLC to get the latest Core game updates? (like the OOB form NOV23).

Thanks,
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Wild
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Re: Quick Questions Thread

Post by Wild »

Mkha2023 wrote: Fri Mar 15, 2024 11:45 am Hello,

pardon my ignorance: do i need to buy the Steel Inferno DLC to get the latest Core game updates? (like the OOB form NOV23).

Thanks,
No you don't Steel inferno to get all the updates.
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