Public Beta v1.09.01 is Now Available!

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, elmo3, Sabre21

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Mamluke
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RE: Public Beta v1.09.01 is Now Available!

Post by Mamluke »

ORIGINAL: morvael

Working port is a port through which you can get supplies, which means level*damage% is greater than or equal 1.


could you provide a pratical exemple please? Im in 1942 as Axis and I might have to rely on the port of Novorosisk for Supply, (in case of a "Kouban Brigehead" situantion were to develop,) I don't want to miscalculate this. ( I know supplies can still flow from Kerch but please do humor me).
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morvael
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RE: Public Beta v1.09.01 is Now Available!

Post by morvael »

It will just allow to rebuild rail close to the port, but supplies will still be drawn from the port hex, as this will be the only hex counting as connected to supply grid. At least you will have more rail to connect to the main grid from Rostov, if you'll manage to link the bridgehead with mainland. I had exact the same situation as you describe and it annoyed me that my FBD couldn't do anything around the port.
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Mamluke
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RE: Public Beta v1.09.01 is Now Available!

Post by Mamluke »

should have been more specific, I also wanted to know how much damage can the port have to start Working, for exe: Novorossisk is level 10, at 60% damage, will it start working?
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morvael
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RE: Public Beta v1.09.01 is Now Available!

Post by morvael »

90%, so pretty fast. That's why it's an important target. Some 4 turns after capture it will work.
BrianG
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RE: Public Beta v1.09.01 is Now Available!

Post by BrianG »

Any answer to the 9.00 showing in war in east lower right after upgrade.

I thought I did it right at least once. Still shows 9.00

Thanks


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morvael
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RE: Public Beta v1.09.01 is Now Available!

Post by morvael »

At least one should say .01
Or your patching process didn't succeed.
BrianG
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RE: Public Beta v1.09.01 is Now Available!

Post by BrianG »

just redid

still shows 1.09

into which folder should the zip file be placed?

Thanks
BrianG
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RE: Public Beta v1.09.01 is Now Available!

Post by BrianG »

and they download folder say 1.09 not 1.09.01
Denniss
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RE: Public Beta v1.09.01 is Now Available!

Post by Denniss »

If you are using the game update you'll only get the release version 1.09.
To get the 1.09.01 Beta you have to follow the link in the first post of this thread, download the .01 beta, unpack the downloaded zip file and start the unpacked file (an .exe) to install.
WitE dev team - (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
BrianG
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RE: Public Beta v1.09.01 is Now Available!

Post by BrianG »

success. Somehow I downloaded the 1.09 and not the 9.01.

all good
JamesM
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RE: Public Beta v1.09.01 is Now Available!

Post by JamesM »

ORIGINAL: jamesm

ORIGINAL: GrauWolf80

Awesome, thanks for the continual updates.

Question though, has anyone else noticed a drastic change in first turn airfield bombing efficiency? In my 3rd attempt now, but the results just are not anywhere close to games prior to v1.09.01

Thoughts?

I noticed the same thing when I started a new game playing the soviets. I ran the first term 8 times to check, the highest lost was 1636 aircraft while the lowest was 1484 aircraft.

Morvael, any ideas when the hotfix will be available?
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morvael
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RE: Public Beta v1.09.01 is Now Available!

Post by morvael »

I'll ask Joel if we can do this the hotfix way or the patch way. What about Steam users if we go the hotfix way? And if we go the patch way then probably we'll hit the Christmas break where Matrix is not publishing, so there would be no gain from rushing the patch to put it in their pipeline.
JamesM
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RE: Public Beta v1.09.01 is Now Available!

Post by JamesM »

ORIGINAL: morvael

I'll ask Joel if we can do this the hotfix way or the patch way. What about Steam users if we go the hotfix way? And if we go the patch way then probably we'll hit the Christmas break where Matrix is not publishing, so there would be no gain from rushing the patch to put it in their pipeline.
Thank you
jimhatama
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RE: Public Beta v1.09.01 is Now Available!

Post by jimhatama »

whats the meaning of AV in brackets near Support/need on air hq?
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morvael
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RE: Public Beta v1.09.01 is Now Available!

Post by morvael »

How many support you need from aircraft only.
RoflCopter4
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RE: Public Beta v1.09.01 is Now Available!

Post by RoflCopter4 »

Is it at all possible that the current rule restricting airbases from assisting air supply to units that are in newly captured territory could be reconsidered? I'm not entirely sure why I can't use an airbase I move next to a unit to supply that unit just because of the fact that it is recently converted. It seems you still get the massive cargo losses you get from not having an airbase there at all. Aren't the airbase units supposed to represent airfields? If there is enough of an infrastructure set up to enable me to launch Ju 52s loaded up with fuel, surely there is enough for them to land? I get that the HQ dumps were being abused (I never even considered doing that), and changing that is fine. It would just take some of the sting out of this update if I could at least not lose 80% of the cargo supplied to units like you do presently. Obviously it doesn't make any sense to be supplying units that haven't even moved into enemy ZOC, so basically there just doesn't seem to be any way to avoid this under this patch.
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morvael
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RE: Public Beta v1.09.01 is Now Available!

Post by morvael »

This is necessary to prevent over-the-top logistics capabilities to advancing panzer spearheads.
Think of it that it requires a few days to setup a fully functioning airfield for heavily loaded transports. You can't land them on a strip of uneven terrain like the nimble fighters can.
And moving infrastructure is not as easy as those unrealistic moveable airbases suggest.
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GamesaurusRex
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RE: Public Beta v1.09.01 is Now Available!

Post by GamesaurusRex »



Once again I bow to Morvael 'The God of Fix' and his band of merry coders ! THANKS FOR GREAT WORK ! So... now time to launch another GC.. Merry Christmas to all !
"Real Life" is a game... THIS is war !
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pompack
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RE: Public Beta v1.09.01 is Now Available!

Post by pompack »

The Soviet losses seem extraordinarily high in many combats

playing as Soviets, better CV calculation, Germans with 15% boost in all categories, currently at T9

ex. Soviet attack 6.86/1 Sov air only, Rout! Rumanian loss 100, Sov loss 1607
ex. Soviet attack 6.92/1 Sov air only, Italian loss 64, Sov loss 695
ex. Soviet attack 5.51/1 both light air, Rumanian loss 38, Sov loss 612
ex. German attack, 6.61/1. Sov air, German loss 31, Sov loss 602 (no rout)
ex. German attack, 2.54/1, no air, German los 109, Sov loss 1062 no rout
ex. German attack, 1.00/1 SCOUT! German air, German loss 48, Sov loss 328

These are typical examples. What is different is the occurrence of 10 to 20 to one exchange rates without routs. And I have never seen a 16/1 unfavorable rate when the opponent routs!
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morvael
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RE: Public Beta v1.09.01 is Now Available!

Post by morvael »

15% boost has significant impact on default ratios, which are more favourable to the Soviets. Game is not balanced for difficulty level other than 100. It's meant only to give the AI an edge it needs against human player.

At least until September all Soviet units suffer extra losses in battle, especially when retreating. And don't forget "combat events" (counterattacks and fighting withdrawals, which help higher skilled defender).

CV ratios mean only that you have numerical superiority at the end of combat and how did your leader/morale/experience rolls went. They have no impact of losses in battle, in which higher skilled units and/or defending units always deal much more damage than the attacker. Winning a battle is more about being last man standing, than loss ratios.
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