Gary Grigsby’s War in the East
Moderadores: Hetzer, Moderadores Wargames
- Lannister
- Crack - Oberst
- Mensajes: 2799
- Registrado: 12 May 2009, 18:19
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Re: Gary Grigsby’s War in the East
Pero entonces no entiendo la situación siguiente:
Escenario tutorial,
Selecciono la unidad rusa:
19th Gds Rifle Div
Pertenece a la 3rd Sock Army (3/15).
Osea que me indica que esta a 3 hex. de su HQ pero que podría estar hasta 15 segun te entiendo.
Pero si la muevo a 6 hex, ya me sale el cuadrado rojo como de fuera de rango.
Escenario tutorial,
Selecciono la unidad rusa:
19th Gds Rifle Div
Pertenece a la 3rd Sock Army (3/15).
Osea que me indica que esta a 3 hex. de su HQ pero que podría estar hasta 15 segun te entiendo.
Pero si la muevo a 6 hex, ya me sale el cuadrado rojo como de fuera de rango.
![Imagen](https://i.imgur.com/KyilGVa.png)
- Brynden Tully
- Conscript - Obergefreiter
- Mensajes: 262
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- STEAM: Jugador
- Ubicación: por el tridente pabajo.
Re: Gary Grigsby’s War in the East
mira a ver si es que no puede trazar una linea sin ZOC hasta el HQ.
"Familia, deber, honor" Lema de la Casa Tully, vasallos de los Stark, Reyes en el Norte.
- Whizar
- Veteran - Leutnant
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Re: Gary Grigsby’s War in the East
Bueno todo esto esta en el manual y voy a intentar resumir un poco.Lannister escribió:Pero entonces no entiendo la situación siguiente:
Escenario tutorial,
Selecciono la unidad rusa:
19th Gds Rifle Div
Pertenece a la 3rd Sock Army (3/15).
Osea que me indica que esta a 3 hex. de su HQ pero que podría estar hasta 15 segun te entiendo.
Pero si la muevo a 6 hex, ya me sale el cuadrado rojo como de fuera de rango.
Los 5 hex de cualquier HQ es para temas de suministros y de combat support units (las unidades de combate, batallones, regimientos de apoyo a tropas).
Aparte de eso los HQ tiene support units (no confundir con las unidades de combate) que procuran suport a las unidades a su rango 5, 15, 45, 90, con las unidades de support que le sobren.
Los rangos tambien sirven para que los oficiales al mando puedan ejercer los checks (excepto los checkeos de moral y navales).
"Nunca molestes a tu enemigo cuando este cometiendo un error"Napoleon Bonaparte
¿Vosotros qué sois?,Informatico,periodista,... ¿Whizar qué eres?,¡Wargamero!
![Imagen](http://i1185.photobucket.com/albums/z352/whizar75/mc_intro.png)
¿Vosotros qué sois?,Informatico,periodista,... ¿Whizar qué eres?,¡Wargamero!
![Imagen](http://i1185.photobucket.com/albums/z352/whizar75/mc_intro.png)
- Ignikharion
- Conscript - Obergefreiter
- Mensajes: 256
- Registrado: 07 Dic 2008, 01:15
Re: Gary Grigsby’s War in the East
Parece que hay algún tipo de problema con el server MP del WitE. Espero que sea simplemente un tema de mantenimiento... ![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
Re: Gary Grigsby’s War in the East
SolucionadoIgnikharion escribió:Parece que hay algún tipo de problema con el server MP del WitE. Espero que sea simplemente un tema de mantenimiento...
![Ok :Ok:](./images/smilies/Ok.gif)
![Nervios :nervios:](./images/smilies/nervous.gif)
![Imagen](https://i.imgur.com/rtp8Elt.jpg)
"Narcissa cogió el libro y leyó para sus adentros, sobre extrañas gentes en un mundo extraño donde las cosas sucedían como debían suceder".
Sartoris - William Faulkner
Re: Gary Grigsby’s War in the East
Ya esta disponible la V1.03 Beta 2 – January 21, 2011
http://www.matrixgames.com/forums/tm.as ... 1�
http://www.matrixgames.com/forums/tm.as ... 1�
Change History:
V1.03 Beta 2 – January 21, 2011
Special Note – Please be aware that when a pop up box comes up asking for a value to be entered, if the X is pressed, the game reads this as entering a value of 0.
New Features and Rule Changes
Eliminated German leader dismissals prior to 12/15/1941 (This was incorrectly reported fixed in v1.03 beta 1)
The AI has been improved so that it will be less likely to leave enemy units supplied by ports behind it’s lines. An example of this is that the German AI should be less likely to leave Odessa in Soviet control in the fall of 1941. Also improved the Soviet AI reaction to German moves into the Caucasus (sometimes it would respond with too many units). (This was incorrectly reported fixed in v1.03 beta 1)
Restricted Soviet Rifle brigades so they can’t merge into Rifle Divisions prior to May-1942.
Increased the Admin point cost for creating Soviet Rifle Divisions and Cavalry Divisions to 20 before May-1942.
Soviet Rocket and Heavy Tank units get automatic Guards status. (This was incorrectly reported fixed in v1.03 beta 1)
Made improvements in the AI to reduce/eliminate very poor ground attacks that were occasionally being made.
Missing Rule – Section 22.2 should contain an additional exception that states there will be no snow or mud during December 1941 and January 1942 (only Blizzard).
Rule Correction - The 110 in the last sentence of section 10.3 should be replaced with 120 (Axis Allied Frozen Garrisons).
Rule clarification – Naval Rifle Brigades may be used to create Rifle Corps.
Made some adjustments to the amount of CAP that intercepts fighter sweeps (airfield attacks with no bombers).
Vehicles produced by Axis Allies will be placed in the German National Pool.
Have disabled the production of cities in surrendered nations. Surrendered nations now show 0% production on the production screen.
Soviet air groups in the national reserve are not counted when determining if new Soviet Air Bases should be created.
The game now limits the amount of Soviet Guards Armies to 11 and Guards Tank Armies to 6.
Bug Fixes
Soviet Guard Corps should no longer have duplicate names. (This was incorrectly reported fixed in v1.03 beta 1)
Captured equipment of destroyed Soviet support units were going to the Finnish pool. Now, where the equipment goes will depend on the map location of the HQ, on map unit or City that the unit is attached to. (This was incorrectly reported fixed in v1.03 beta 1)
Fixed a problem with delayed SAD air bases that were disbanding. (This was incorrectly reported fixed in v1.03 beta 1)
Fixed text in the CR screen leader tab. (This was incorrectly reported fixed in v1.03 beta 1)
Fixed a bug that allowed the Admin Point total exceed 500 when a Soviet Front entered the game. Admin Points should never exceed 500.
Fixed a situation where an AI German unit that was totally surrounded was illegally picked up and placed back in friendly territory.
Added code to prevent the AI from evacuating factories from isolated cities.
Adjusted some issues with non-random weather where the exception cases listed in section 22.2 of the manual could occur in non-random weather. Now they should only appear when using random weather.
Fixed a problem where fort levels in a swamp hex could exceed 3.
Fixed a problem that in some situations was causing air recon to reduce the detection level of enemy units.
Fixes a problem that caused players not to be able to access their current Multiplayer games.
Fixed support units that were not being affected by their HQ’s supply shortages and were receiving more than they should.
Fixed some incorrect values in the supply details for support units.
Fixed a problem causing HQ’s to not send all their supply dumps to units that needed them.
Fixed a problem causing Fighter Bomber groups to fly bomber missions even when set to Fighter mode. Fixed another problem that could in some cases cause Fighter bomber groups that were showing they were set to fighter missions to not fly intercepts.
Fixed a problem causing oversized groups to appear on the air strike list.
Ground elements in a unit will no longer upgrade if the upgrade is to equipment types that are not in the OB of the unit.
When ground elements are sent back to the pool because they do not belong in a unit’s OB, once they are all sent back to the pool the ground element slot will be removed from the unit. Previously the slot would remain as 0 and could block other appropriate equipment from being added to the unit.
Made some refinements that can allow a unit to have more different types of tanks as long as the totals are within the OB of the unit. In the past, some units would be overstrength because they would not allow a different tank into the unit even though it was of the appropriate type for the OB.
Fixed Axis Allies so that they use the German vehicle pool when needed to generate certain motorized replacement squads (ex. Hungarian motorcycle squads in Hun. Armored Division). In the past they might not get these replacements because they required Hungarian vehicles.
Partisan units will no longer generate "no longer frozen” messages in the logistic event log.
Fixed a bug that could cause ground support to target a non-participating ground unit that was stacked with a ground unit that was in the battle. Also altered the targeting routine so that ground support can be split over several target units instead of always concentrating on one target unit per combat.
Fixed a bug where fortified units could be forced to rout move away from enemy units. Now, if a fortified unit is so weak that it would normally displace, it will be disbanded.
Independent regiments (not broken down divisions) were not paying the +2 extra to move into an enemy controlled hex. This has been fixed so they pay the extra cost.
Fixed a problem so that when a unit is broken down, the support/need values will immediately be divided by 3 on the unit detail display.
Fixed a bug that could cause the text in the multiplayer screen to be off center when the screen is maximized.
Fixed a possible crash bug caused by the Aircraft fuel usage formula getting a divide by zero.
The build cost is now shown correctly in the aircraft tab in the editor.
Fixed the Inventory Compare display for aircraft.
Data Fixes
added a “regiment” of 108 security squads to the 41 Security Division TOE
reduced this “regiment” to a “battalion” of 36 squads in the 42 Security Division TOE
Changed ground element (732 - ""Partisan Squad"") type to ""Partisan Squad"" (52), a newly created type. Done to limit Partisan Squads to partisan units. In games using this new data, Partisan Squads will not be used in non-partisan units.
Reintroduced I-15bis(272) and fixed the armaments and ratings for the IAR37/38/39 planes
Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will allow the formation of Guards Tank Corps in April 1942 (previously only non-Guards Tank Corps could be formed prior to July 1942.
- Chokai
- Regular - Feldwebel
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Re: Gary Grigsby’s War in the East
Estupendo, a por el.
Re: Gary Grigsby’s War in the East
Thanks!!!!!!!
![Aplauso :aplauso:](./images/smilies/aplausos.gif)
![Aplauso :aplauso:](./images/smilies/aplausos.gif)
![Aplauso :aplauso:](./images/smilies/aplausos.gif)
Re: Gary Grigsby’s War in the East
Nuevos cambios para la V1.03 Beta 3.
Give us another day of testing, and if it still holds up, then it will be up to Matrix as to how quickly they can get it posted as a public beta. Here's the current list of changes (it's a big list of changes as you can see):
V1.03 Beta 3 – February 7, 2011
· New Features and Rule Changes
1. Rule addendum and rule change – Units defending in Heavy or Light Urban terrain receive a doubling of their Combat Value when determining the winner and loser of the battle. This doubling is in addition to all other modifiers previously reported. Prior to this version, this doubling also applied to defenders in Swamp, Rough, Mountain and Heavy Forest terrain. This has been removed, so the doubling now only occurs in Heavy or Light Urban terrain.
2. New Rules – Routed units may not move via rail or naval transport. Routed units will not change their TOE.
3. New Rule – Each turn there is a chance that a unit’s morale will be lowered by 1 or 2 points if its morale exceeds it’s national morale by 30 points or more.
4. New Rule – Axis leaders that are limited to Army and Corps commands only that achieve the rank of Feldmarschall are permitted to command Armies.
5. New Rule – Isolated units will fire only ¼ as much as they would if they were not isolated in order to save ammunition.
6. New Rule - On map Soviet air groups with no aircraft can be disbanded automatically before 1943.
7. Rule Change – For combat value reductions due to ammo/fuel/supply shortages, these will be limited such that all units will be considered to have at least a minimum of 25% of each of these items.
8. Rule Change - Reduced the Soviet manpower production multipliers to 50 in 1941 (from 55) and 45 in 1942 (from 50).
9. Rule Change – Made changes so that the experience for ground elements newly introduced to a unit due to a TOE change will be based on the average of similar ground class elements in the unit. If no such elements exist, the national morale will be used to build the new elements.
10. Rule Change – The chance of manpower migration will decline once the city’s manpower is less than 50% of its population. Also, note that the manual is incorrect in that there is no limit to the amount of migration that can occur in a turn.
11. Rule Changes - Changed the way support squads are handled during the replacement phase: 1) Support squads are not sent to a unit if additional support is not required 2) Support conversion happens at the end of the replacement phase, when there is less chance that conversion will be needed. 3) Experience reduction from support conversion is based on the existing experience and number of existing rifle squads versus the number of converted squads.
12. Rule Change - Experience reduction caused by replacements is more based on the relative amount of replacements received.
13. Rule Change and New Rule - Doubled the rail capacity costs for factory rail movement. No factory movement is allowed on the June 22, 1941 turn.
14. Rule Change – The 2nd Polish Army mentioned in section 19.3 of the manual will never enter the game before 1944.
15. Rule Changes – Production changes: 1) Reduced Heavy Industry output and resource consumption. Each HI point now uses 500 resources to produce 500 supplies. 2) Reduced Armament output and supply consumption. Each Armament factory now uses 50 supply points to produce 200 armament points. 3) Reduced fuel production. One fuel factory now uses 300 oil to produce 300 fuel.
16. Rule Change – The undo command will no longer work once an air mission has been flown. This prevents a player moving an air base, using it as a staging base for a mission and then undoing the air base’s move.
17. Rule Change – Increased the amount of Admin points charged for the formation of Rifle Corps to 20 prior to 1943.
18. Rule Clarification – Units that rout may only move to cities/towns that are less than 24 hexes away and which are on a linked rail line or are a linked port. If they are unable to rout move to a valid HQ or city/town, they will surrender.
19. Formula Change – Lowered the chance of a unit getting morale increases from combat if the unit’s morale already exceeds its national morale.
20. Formula change – Increased the chance that defending fighters will be able to intercept recon missions.
21. Formula Change - Made an adjustment to the section 15.8.1 rule in the rules addendum regarding units that have no hex to retreat to. Originally this rule never applied to units with a morale of greater than 75. Now it never applies to units with a morale greater than 60. Also, the chance of this happening to qualifying units has been reduced.
22. Rule Change – There are now less restrictions for changing the aircraft in an air group. Aircraft can be changed if:
1. Aircraft types are the same
2. Tactical Bombers can switch to Fighter Bombers
3. Fighter Bombers can switch to Tactical Bomber if the group is trained as bombers
4. Fighter Bombers can switch to Fighters or Jet Fighters if the group is trained as fighters
5. Fighters can switch to Fighter Bombers and Jet Fighters
6. Jet Fighters can switch to Fighter Bombers and Fighters
7. NBAP groups can switch only to U-2 Tactical Bombers
9. ZG groups can switch to Night Fighters and Fighter Bombers
10. JG groups cannot switch to the Bf110
11. Groups with the Bf110 cannot switch to the Bf109
The AI can use these new rules to swap aircraft in the group automatically.
23. Formula Change – The chance and amount of morale reduction incurred by isolated units in the logistics phase has been reduced.
24. Formula Change – Larger sized construction support units will be more likely to be sent to repair rail hexes with damage greater than 19.
25. Formula change - Increased the amount of planes destroyed during training, but decreased the impact of each lost plane on the group’s experience (less pilots assumed killed).
26. New Interface - Added an interface window to provide information when upgrading aircraft. Accessed from the group detail window when the group is set for Manual Aircraft Change. Click on the word ‘Manual’. The window will display the possible aircraft alternatives and for each, the amount of aircraft in the pool, the amount of aircraft in air groups, and the number of factories. Allows for navigation to appropriate information windows and back. Also allows players to compare aircraft.
27. Improved German AI first turn script in the 1941-45 Campaign.
· Bug Fixes
1. Fixed the bug that was allowing game options to be changed after the start of a PBEM game.
2. Fixed a bug where Army Group south was not splitting into AGA and AGB in March 1943.
3. Fixed a bug where a lack of suitable leaders was causing AGB to arrive without a leader. A leader will be appointed, although it may be one that is of a lower than normally required rank.
4. Fixed a bug inserted in 1.03 beta 2 that caused FBD units to pay an extra +2 MPs when entering an enemy controlled hex.
5. Fixed a bug where ground elements that change to another element due to a TOE change were losing experience. Fixed a bug that could be altering the experience and fatigue of ground elements during a TOE change.
6. Fixed a typo in the production messages in Event Log - ""aircaft"" -> ""aircraft""
7. Made changes to the map popup function which may be a possible solution for the popup issue where the message “View this unit” becomes the only text shown.
8. Increased the probability of artillery and infantry weapons being produced from armaments.
9. Deleted the temp file created when a Multiplayer game is saved to the server.
10. Fixed a bug where the Yes/No dialog state was not reset when you answer No to the end the turn question.
11. Fixed a bug in the AI that was allowing the Axis AI to move isolated units illegally out of their pocket and back to their friendly lines.
12. Support squad conversion to rifle squads is now being properly limited to 30 per unit per turn.
13. Fixed a bug involving vehicle usage during the replacement phase.
14. Fixed a bug with the non-random weather that could cause incorrect clear or mud weather in the May to June 19 timeframe.
15. Fixed a bug where partisans could attack a rail hex 6 hexes away. The limit of 5 hexes should now apply.
16. Fixed a bug causing captured ports to generate shipping points for the Axis player. Captured ports should not generate shipping points.
17. Fixed a bug in small scenarios where rail hexes out of the playable map area were sometimes not functioning properly (causing issues with the supply system).
18. Fixed a bug with aircraft that could result in players getting a “no more slots available” when attempting to upgrade aircraft.
19. All damaged elements were being returned to the pool whenever a ground unit changed its OB. This was not intended and has been changed so it does not happen.
20. In small scenarios with limited production, made sure that only the supplies needed for the reduced production levels are expended.
21. Fixed the interface so that when in recon mode, right clicking on the right side panel will bring up the air base detailed information window instead of launching a recon mission.
22. Fixed a bug where the AI was improperly railing factories out of cities adjacent to enemy units.
23. Fixed a bug where non-Rumanian units attached to a Rumanian HQ could still be listed as attached to the HQ after it had become a Soviet unit upon Rumanian surrender.
24. In some cases, Finnish units were incorrectly able to attack once they were over the Finnish no attack line. This has been corrected so that until the 2 Leningrad hexes have been taken, the Finns can never attack when south of the line.
25. Fixed the G hotkey so that it will never assign a non-security unit to a RHG HQ.
26. When using FOW, the fogged up CV values of enemy units were not being saved off when saving a game and cleared properly when exiting a game. This could lead to anomalies in CV values when repeatedly loading save games. This was only a display issue and did not impact the unit’s real CV in combat. This has been fixed.
27. Fixed a bug that prevented Soviet Amphibious landings against enemy controlled hexes.
28. Fixed a bug where Rumanian units were being allowed to move north of the Axis Ally Limit Line.
29. Fixed a bug where aircraft could be removed from the production pool.
· Data and Scenario Changes
1. The following data files were changed: wrdevice.dat, wrleader.dat, wrac.dat, wrob.dat.
2. Tweaked the blast radii of many of the devices to correct for rounding errors.
3. Changed the German 88mm Anti-tank Gun to Heavy AT-Gun type. This change should keep the 88mm ATG out of units it shouldn’t go to as well as keeping lighter ATGs out of German heavy anti-tank gun battalions.
4. Corrected the number of hand grenades (as devices) in Panzer Grenadier Squads 99 & 100. It read 8 but should have been 1.
5. Changed all ground element end dates of 5/45 or later to a consistent 9/45. This fix is to correct production stopping in games going past 5/45 for many ground elements.
6. Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will fix the problem where 3 guard tank brigades could not be merged into a Tank Corps and 2 guards and 1 non-guards were merging into regular Tank Corps.
7. Added OB 393 43 Heavy Panzer Battalion (-) to be the TOE for the 101st SS Heavy Panzer Battalion.
8. Changed Slovakian leaders so they can command both ground and air HQ’s.
9. Added OB 470 44c SS Panzer Division for the Tigerless Wiking Division. OB 115 has been renamed from 44c SS Panzer Division to 44d SS Panzer Division.
10. Changed Go 145C(48) type to Tactical Bomber
11. Reduced the build limit for the U-2(transp) to 5 and U-2(recon) to 2.
12. Changed FW 190F type to Tactical Bomber
13. Changed FW 190G type to Tactical Bomber
14. Modified build limit for Ta 152H to 4
15. Added drop tanks for the FW190G, increasing its range
16. Renamed Bf 109G-6/R6 to Bf 109G-6/R2
17. Changed production rates and build limits for Fw-190 planes
18. Fixed FW190 and U-2 production in scenarios
19. Changed the Rifle Squad in the 42 Motorized Brigade (OB 93) from ground element 797 (not produced till 1943) to in production element 793.
20. Changed the production start date of the Reconnaissance Squad (776) from 9/42 to 4/42 to correspond to available date of 42 Motorized Brigade.
21. Changed a couple of Soviet Air Leaders for 1941 Campaigns and scenario
22. Removed the 6th Panzer Army from arrival schedule
23. Added 101st SS Heavy Panzer Battalion to all campaigns to arrive on 12 Nov 43 and withdraw on 9 Jan 44
24. 1st SS Panzer Division arrival date bumped up a couple of weeks to 12 Nov 43 (was 2 Dec 43)
25. 1943 Campaign German leader changes
26. Standardized German Corps names across the campaigns and scenarios. Replaced the 'XL' in all German Corps names with 'XXXX'
_____________________________
All understanding comes after the fact.
-- Soren Kierkegaard
Re: Gary Grigsby’s War in the East
thanks horse!!!
esos posibles cambios en los grupos aéreos!!!
se acabo ju87b.
Era mas rentable pegarle un tiro al piloto antes de salir!!!.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
esos posibles cambios en los grupos aéreos!!!
![Aplauso :aplauso:](./images/smilies/aplausos.gif)
![Aplauso :aplauso:](./images/smilies/aplausos.gif)
Era mas rentable pegarle un tiro al piloto antes de salir!!!.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Re: Gary Grigsby’s War in the East
Ha salido ya la V1.03 Beta 3
http://www.matrixgames.com/forums/tm.asp?m=2722936
http://www.matrixgames.com/forums/tm.asp?m=2722936
We have a new version of Public Beta 1.03 for Gary Grigsby's War in the East in the Members Club now. It includes a host of changes and tweaks, listed below. Please give it a try, and let us know what you think. You will need to Register your game, if you haven't already. Please remember this is a beta, but we do hope to make all these changes, plus those in the previous versions, official as soon as possible.
New Features and Rule Changes
1) Rule addendum and rule change – Units defending in Heavy or Light Urban terrain receive a doubling of their Combat Value when determining the winner and loser of the battle. This doubling is in addition to all other modifiers previously reported. Prior to this version, this doubling also applied to defenders in Swamp, Rough, Mountain and Heavy Forest terrain. This has been removed, so the doubling now only occurs in Heavy or Light Urban terrain.
2) New Rules – Routed units may not move via rail or naval transport. Routed units will not change their TOE.
3) New Rule – Each turn there is a chance that a unit’s morale will be lowered by 1 or 2 points if its morale exceeds it’s national morale by 30 points or more.
4) New Rule – Axis leaders that are limited to Army and Corps commands only that achieve the rank of Feldmarschall are permitted to command Armies.
5) New Rule – Isolated units will fire only ¼ as much as they would if they were not isolated in order to save ammunition.
6) New Rule - On map Soviet air groups with no aircraft can be disbanded automatically before 1943.
7) Rule Change – For combat value reductions due to ammo/fuel/supply shortages, these will be limited such that all units will be considered to have at least a minimum of 25% of each of these items.
8 ) Rule Change - Reduced the Soviet manpower production multipliers to 50 in 1941 (from 55) and 45 in 1942 (from 50).
9) Rule Change – Made changes so that the experience for ground elements newly introduced to a unit due to a TOE change will be based on the average of similar ground class elements in the unit. If no such elements exist, the national morale will be used to build the new elements.
10) Rule Change – The chance of manpower migration will decline once the city’s manpower is less than 50% of its population. Also, note that the manual is incorrect in that there is no limit to the amount of migration that can occur in a turn.
11) Rule Changes - Changed the way support squads are handled during the replacement phase: 1) Support squads are not sent to a unit if additional support is not required 2) Support conversion happens at the end of the replacement phase, when there is less chance that conversion will be needed. 3) Experience reduction from support conversion is based on the existing experience and number of existing rifle squads versus the number of converted squads.
12) Rule Change - Experience reduction caused by replacements is more based on the relative amount of replacements received.
13) Rule Change and New Rule - Doubled the rail capacity costs for factory rail movement. No factory movement is allowed on the June 22, 1941 turn.
14) Rule Change – The 2nd Polish Army mentioned in section 19.3 of the manual will never enter the game before 1944.
15) Rule Changes – Production changes: 1) Reduced Heavy Industry output and resource consumption. Each HI point now uses 500 resources to produce 500 supplies. 2) Reduced Armament output and supply consumption. Each Armament factory now uses 50 supply points to produce 200 armament points. 3) Reduced fuel production. One fuel factory now uses 300 oil to produce 300 fuel.
16) Rule Change – The undo command will no longer work once an air mission has been flown. This prevents a player moving an air base, using it as a staging base for a mission and then undoing the air base’s move.
17) Rule Change – Increased the amount of Admin points charged for the formation of Rifle Corps to 20 prior to 1943.
18) Rule Clarification – Units that rout may only move to cities/towns that are less than 24 hexes away and which are on a linked rail line or are a linked port. If they are unable to rout move to a valid HQ or city/town, they will surrender.
19) Formula Change – Lowered the chance of a unit getting morale increases from combat if the unit’s morale already exceeds its national morale.
20) Formula change – Increased the chance that defending fighters will be able to intercept recon missions.
21) Formula Change - Made an adjustment to the section 15.8.1 rule in the rules addendum regarding units that have no hex to retreat to. Originally this rule never applied to units with a morale of greater than 75. Now it never applies to units with a morale greater than 60. Also, the chance of this happening to qualifying units has been reduced.
22) Rule Change – There are now less restrictions for changing the aircraft in an air group. Aircraft can be changed if:
1. Aircraft types are the same
2. Tactical Bombers can switch to Fighter Bombers
3. Fighter Bombers can switch to Tactical Bomber if the group is trained as bombers
4. Fighter Bombers can switch to Fighters or Jet Fighters if the group is trained as fighters
5. Fighters can switch to Fighter Bombers and Jet Fighters
6. Jet Fighters can switch to Fighter Bombers and Fighters
7. NBAP groups can switch only to U-2 Tactical Bombers
9. ZG groups can switch to Night Fighters and Fighter Bombers
10. JG groups cannot switch to the Bf110
11. Groups with the Bf110 cannot switch to the Bf109
The AI can use these new rules to swap aircraft in the group automatically.
23) Formula Change – The chance and amount of morale reduction incurred by isolated units in the logistics phase has been reduced.
24) Formula Change – Larger sized construction support units will be more likely to be sent to repair rail hexes with damage greater than 19.
25) Formula change - Increased the amount of planes destroyed during training, but decreased the impact of each lost plane on the group’s experience (less pilots assumed killed).
26) New Interface - Added an interface window to provide information when upgrading aircraft. Accessed from the group detail window when the group is set for Manual Aircraft Change. Click on the word ‘Manual’. The window will display the possible aircraft alternatives and for each, the amount of aircraft in the pool, the amount of aircraft in air groups, and the number of factories. Allows for navigation to appropriate information windows and back. Also allows players to compare aircraft.
27) Improved German AI first turn script in the 1941-45 Campaign.
Bug Fixes
1) Fixed the bug that was allowing game options to be changed after the start of a PBEM game.
2) Fixed a bug where Army Group south was not splitting into AGA and AGB in March 1943.
3) Fixed a bug where a lack of suitable leaders was causing AGB to arrive without a leader. A leader will be appointed, although it may be one that is of a lower than normally required rank.
4) Fixed a bug inserted in 1.03 beta 2 that caused FBD units to pay an extra +2 MPs when entering an enemy controlled hex.
5) Fixed a bug where ground elements that change to another element due to a TOE change were losing experience. Fixed a bug that could be altering the experience and fatigue of ground elements during a TOE change.
6) Fixed a typo in the production messages in Event Log - ""aircaft"" -> ""aircraft""
7) Made changes to the map popup function which may be a possible solution for the popup issue where the message “View this unit” becomes the only text shown.
8 ) Increased the probability of artillery and infantry weapons being produced from armaments.
9) Deleted the temp file created when a Multiplayer game is saved to the server.
10) Fixed a bug where the Yes/No dialog state was not reset when you answer No to the end the turn question.
11) Fixed a bug in the AI that was allowing the Axis AI to move isolated units illegally out of their pocket and back to their friendly lines.
12) Support squad conversion to rifle squads is now being properly limited to 30 per unit per turn.
13) Fixed a bug involving vehicle usage during the replacement phase.
14) Fixed a bug with the non-random weather that could cause incorrect clear or mud weather in the May to June 19 timeframe.
15) Fixed a bug where partisans could attack a rail hex 6 hexes away. The limit of 5 hexes should now apply.
16) Fixed a bug causing captured ports to generate shipping points for the Axis player. Captured ports should not generate shipping points.
17) Fixed a bug in small scenarios where rail hexes out of the playable map area were sometimes not functioning properly (causing issues with the supply system).
18) Fixed a bug with aircraft that could result in players getting a “no more slots available” when attempting to upgrade aircraft.
19) All damaged elements were being returned to the pool whenever a ground unit changed its OB. This was not intended and has been changed so it does not happen.
20) In small scenarios with limited production, made sure that only the supplies needed for the reduced production levels are expended.
21) Fixed the interface so that when in recon mode, right clicking on the right side panel will bring up the air base detailed information window instead of launching a recon mission.
22) Fixed a bug where the AI was improperly railing factories out of cities adjacent to enemy units.
23) Fixed a bug where non-Rumanian units attached to a Rumanian HQ could still be listed as attached to the HQ after it had become a Soviet unit upon Rumanian surrender.
24) In some cases, Finnish units were incorrectly able to attack once they were over the Finnish no attack line. This has been corrected so that until the 2 Leningrad hexes have been taken, the Finns can never attack when south of the line.
25) Fixed the G hotkey so that it will never assign a non-security unit to a RHG HQ.
26) When using FOW, the fogged up CV values of enemy units were not being saved off when saving a game and cleared properly when exiting a game. This could lead to anomalies in CV values when repeatedly loading save games. This was only a display issue and did not impact the unit’s real CV in combat. This has been fixed.
27) Fixed a bug that prevented Soviet Amphibious landings against enemy controlled hexes.
28) Fixed a bug where Rumanian units were being allowed to move north of the Axis Ally Limit Line.
29) Fixed a bug where aircraft could be removed from the production pool.
30) Fixed a bug where a player could move a unit and then perform an HQ buildup and then undo the previous move and regain the AP spent on the HQ buildup. Now, once an HQ buildup is performed, no moves done prior to it are undoable.
Data and Scenario Changes
1) The following data files were changed: wrdevice.dat, wrleader.dat, wrac.dat, wrob.dat.
2) Tweaked the blast radii of many of the devices to correct for rounding errors.
3) Changed the German 88mm Anti-tank Gun to Heavy AT-Gun type. This change should keep the 88mm ATG out of units it shouldn’t go to as well as keeping lighter ATGs out of German heavy anti-tank gun battalions.
4) Corrected the number of hand grenades (as devices) in Panzer Grenadier Squads 99 & 100. It read 8 but should have been 1.
5) Changed all ground element end dates of 5/45 or later to a consistent 9/45. This fix is to correct production stopping in games going past 5/45 for many ground elements.
6) Renamed OB 402 to 42b Guards Tank Corps and added OB 404 42a Guards Tank Corps to correspond with OB 79 42a Tank Corps. This will fix the problem where 3 guard tank brigades could not be merged into a Tank Corps and 2 guards and 1 non-guards were merging into regular Tank Corps.
7) Added OB 393 43 Heavy Panzer Battalion (-) to be the TOE for the 101st SS Heavy Panzer Battalion.
8 ) Changed Slovakian leaders so they can command both ground and air HQ’s.
9) Added OB 470 44c SS Panzer Division for the Tigerless Wiking Division. OB 115 has been renamed from 44c SS Panzer Division to 44d SS Panzer Division.
10) Changed Go 145C(48) type to Tactical Bomber
11) Reduced the build limit for the U-2(transp) to 5 and U-2(recon) to 2.
12) Changed FW 190F type to Tactical Bomber
13) Changed FW 190G type to Tactical Bomber
14) Modified build limit for Ta 152H to 4
15) Added drop tanks for the FW190G, increasing its range
16) Renamed Bf 109G-6/R6 to Bf 109G-6/R2
17) Changed production rates and build limits for Fw-190 planes
18) Fixed FW190 and U-2 production in scenarios
19) Changed the Rifle Squad in the 42 Motorized Brigade (OB 93) from ground element 797 (not produced till 1943) to in production element 793.
20) Changed the production start date of the Reconnaissance Squad (776) from 9/42 to 4/42 to correspond to available date of 42 Motorized Brigade.
21) Changed a couple of Soviet Air Leaders for 1941 Campaigns and scenario
22) Removed the 6th Panzer Army from arrival schedule
23) Added 101st SS Heavy Panzer Battalion to all campaigns to arrive on 12 Nov 43 and withdraw on 9 Jan 44
24) 1st SS Panzer Division arrival date bumped up a couple of weeks to 12 Nov 43 (was 2 Dec 43)
25) 1943 Campaign German leader changes
26) Standardized German Corps names across the campaigns and scenarios. Replaced the 'XL' in all German Corps names with 'XXXX'
- Chokai
- Regular - Feldwebel
- Mensajes: 519
- Registrado: 12 Mar 2008, 23:57
- STEAM: Jugador
- Ubicación: Hashirajima
Re: Gary Grigsby’s War in the East
Estupendo, este parche si que es realmente crítico. Va a modificar el juego bastante (probablemente va a ser el parche mas importante hasta que llegue el que revolucione el tema aéreo) ... ya veremos.
Re: Gary Grigsby’s War in the East
instalado!!!!.
thanks!!!!.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
thanks!!!!.
- Buntke
- Regular - Unterfeldwebel
- Mensajes: 453
- Registrado: 03 Jul 2006, 17:58
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- Ubicación: Perdido en el frente
Re: Gary Grigsby’s War in the East
Instalando y probando. Momento oportuno que estoy en pleno invierno de alemán.
![Imagen](http://img159.imageshack.us/img159/9103/amadeobannerhc5.png)