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Author Topic: Gary Grigsby's War In The East (WITE)  (Read 26322 times)

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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #15 on: December 01, 2016, 10:43:46 PM »
These are monster games.....The biggest monster is "War In The Pacific Admirals Edition".

There are some smaller scenarios with WITE which are easier to handle.
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Offline Ruski

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Re: Gary Grigsby's War In The East (WITE)
« Reply #16 on: December 01, 2016, 11:16:20 PM »
Yep the smaller scenarios are a good way to learn the game but sooner or later you have to face the Beast,and play the big campaigns,,My friend has WITP and can't play it ..Don't know why he doesn't check them out before he buys them..I usually end up getting the games he can't handle..I played uncommon valor a long time ago not bad !! Smaller than WITP..What I'm hoping to get this month are Germany At War  good game tried the demo out..And Scourge of War Waterloo both on sale at Matrix,,,Looks good and reviewers like it and quite a few members here play it,,Went on line to the library here and reserved a couple books on Waterloo...We have a small library here in town but you can search their catalog and get books from the main library..Never hurts to learn a bit. 
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Semper FI

Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #17 on: December 01, 2016, 11:23:07 PM »
And Scourge of War Waterloo both on sale at Matrix,,,Looks good and reviewers like it and quite a few members here play it,,Went on line to the library here and reserved a couple books on Waterloo...We have a small library here in town but you can search their catalog and get books from the main library..Never hurts to learn a bit.

SOW WL is very immersive and entertaining. The great thing is that the books will give you a good point of reference and will increase your enjoyment. Especially when you are able to identify places, names etc.

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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #18 on: February 28, 2017, 07:09:04 PM »
Public Beta v1.10.00 is Now Available!

Hello Everyone,

We have a new update ready for Public Beta. If you have registered your copy of War in the East, you can download the latest beta update from our Members Club.

v1.10.00 February 02, 2017


    New Features
        1. Changed the way current turn losses are calculated and displayed. No longer they are reset after the first visit to the losses screen. Losses from Axis Logistics Phase, Axis Turn, Soviet Logistics Phase, and Soviet Turn are now recorded separately. It’s possible to see them separately, or all together, by selecting appropriate option of the “CURRENT TURN FILTER”, shown at the bottomright of the losses screen. This information may not be accurate during the first two player turns for ongoing games.
        2. Scenarios and games saved under this version will not load under older versions of the game.

    Bug fixes
        1. Reduced the possibility of crashes, especially during air interdiction and other battles.


    Data changes
        1. Minor changes to the translation file.



Happy Gaming!


Here are the changes that were in the 1.09.02 hotfix which are included in 1.10.00:

New features
1. Changed the way current turn losses are calculated and displayed. No longer they are reset after the first visit to the losses screen. Current turn losses (for both players) are now automatically reset at the start of each logistics phase. However, previous values of current turn losses are recorded just before that reset, and are added to the current values in the appropriate column on the losses screen. This means that for every player current turn losses show losses incurred since the start of the enemy player’s logistics phase. Unfortunately, due to data constraints current turn losses for individual ground elements and aircraft include only the losses since the start of last logistics phase. This information may not be accurate during the first two player turns for ongoing games.
2. Half of elements damaged during the current turn will no longer sometimes count as losses for the purposes of victory calculations, only permanent losses will count.
3. Reduced the chance of manpower factories being lost when a city suffered damage or (especially) was captured.
4. Occupied city manpower attrition will now happen only to German cities before 1/45, and Soviet cities (with the exception of cities considered to be part of Finland and Rumania) before 1/43.
5. Axis player will now get information about the total population that has migrated in their logistics phase log, just like the Soviet player. Also, both sides will now get information about the total population that is missing. This information may not be accurate for ongoing games.
6. Increased maximum shipping and amphibious capabilities of both sides by 50% to take into account increased unit load costs. The speed at which shipping and amphibious points are accumulated was not changed.
7. German aircraft production will be no longer reduced to 75% of ground production in 1945.
8. Reverted new feature #10 and #16 from 1.09.01, since they reduced bombing efficiency too much and altered inter-plane type balance.

Bug fixes
1. Fixed a bug where the number of damaged men was fluctuating up and down while combat was observed on higher message level setting. The game will no longer try to add an estimate of men that may become disabled once damaged elements will be lost or returned to the pool during next friendly logistics phase. Only really disabled men will now count as damaged.
2. Fixed a bug where only the last set of AA weapons fired was displayed in combat report, when multiple flights (batch of planes from a single air group) flew during a single air mission.
3. Fixed a bug where scroll button would not appear on offline combat report for city bombing missions. It should now appear more often, but there is no guarantee it will work every time.
4. Fixed a bug where hidden log was exported to the text file.
5. Fixed a bug where the percentage of supply on hand at the start of resupply was unnecessarily doubled.
6. Fixed a bug where HQ units (including air bases and rail repair units) were forcing partisans to relocate upon being unloaded.
7. Fixed a bug where isolated city manpower attrition might have been improperly calculated in case of multiple manpower factories in the same city, and also recorded as lost by a wrong player.
8. Fixed a bug where damaged (or captured) city manpower attrition might have been recorded as lost by a wrong player.
9. Fixed a bug where occupied city manpower attrition for Axis cities happened during Soviet logistics phase.
10. Fixed a bug where truck changes might not have been properly recorded for some withdrawing Soviet units (though they rarely withdraw, at least in campaigns).
11. Fixed a bug where entrained combat units that have retreated from battle were not detrained.
12. Fixed a bug where it was possible to move units stopped at sea to an adjacent land hex using normal movement, bypassing amphibious restrictions.
13. Fixed a bug where it was impossible to continue naval/amphibious movement of units stopped at sea.
14. Fixed a bug where it was possible to unload units at sea.
15. Fixed a bug where Soviet motorized divisions were not given new number upon being reformed as or upgraded to rifle divisions, if there already was another rifle division with the same number.
16. Fixed a bug where it was impossible to assign an existing support unit from higher HQ(s) using the “ASSIGN” function, if that support unit’s TOE was not yet available.
17. Fixed a bug where depleted units were not automatically relocated (or destroyed if isolated) like routed units, and could be attacked, but didn’t show up in battle report (resulting in battles with no one, if all of the defending units were depleted).
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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #19 on: April 01, 2017, 02:23:24 PM »
German Guide to WitE 1.0
By Pelton. An accomplished player


German Guide to WitE 1.0 : HERE
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Offline budd

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Re: Gary Grigsby's War In The East (WITE)
« Reply #20 on: April 01, 2017, 06:16:10 PM »
Pelton, any chance you have a PDF of all that info? The campaign game has always been too much for me.
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Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

Offline Pelton

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Re: Gary Grigsby's War In The East (WITE)
« Reply #21 on: April 01, 2017, 08:23:33 PM »
Yes I have it.

Send me a pm with an email.
« Last Edit: April 01, 2017, 08:27:54 PM by Pelton »
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Offline Pelton

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Re: Gary Grigsby's War In The East (WITE)
« Reply #22 on: April 01, 2017, 08:36:48 PM »
Anyone wants a pdf.

PM with email
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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #23 on: July 04, 2017, 06:50:24 PM »
Public Beta v1.11.00 is Now Available!

 If you have registered your copy of War in the East, you can download the latest beta update from our Members Club.

v1.11.00 June 07, 2017


New Features
        1. It will be now impossible to build more than 600 Soviet air groups. This is necessary to prevent the game from crashing when reaching the limit of 32000 active aircraft.
        2. Improved scenario check utility, it will now report on-map units with no delay and no location. Previously units had to be frozen in order to be reported.
        3. Heavy Armored Cars will now have AP ammo as default ammo type.
        4. Added three new ground element types: Heavy SP Artillery (same as SP Artillery), CS Armored Car (same as Heavy Armored Car, but with HE ammo as default ammo type), and Very Heavy Flak (same as Heavy Flak, but with doubled support need, swap blockade, and requiring high match).
        5. Improved some parts of AI code, resulting in up to 78% processing time reduction.
        6. It will be now impossible to assign units to HQs that are overloaded by 100% or more.
        7. Mount modifiers (to accuracy and rate of fire) will now be added to selected weapon details in ground element compare window.
        8. Improved battle report details, it will now show correct number of men in DESTROYED group (it should be equal to LOST men - sum of men actually killed and captured in combat), and DAMAGED group (it should be equal to DAM men - men actually disabled in combat). DISRUPTED group remains unchanged (total number of men in disrupted elements).
        9. Scenario check utility will set units to their default motorized status. Trying to manually set unit motorized status in the editor will reset it to its default motorized status. “Mot.” in unit name will now be recognized by the default motorized status routine and treated properly, just like “Motorized” was.
        10. Air bases in 1941 will not work for the purposes of airhead supply, and will not remove air drop penalty.
        11. Only German Luftwaffe and Soviet air bases will work for the purposes of airhead supply, and will remove air drop penalty.
        12. It will be now impossible to detach Static LW Flak units from cities (like Flakturm units).
        13. It will be now impossible to disband Flakturm and Static LW Flak units.
        14. Air groups about to arrive to national reserve will not upgrade/swap aircraft (but they will still affect other groups by being included in surplus/lack calculations).
        15. Included latest engine changes from newer games (improved performance, memory leaks removed).
        16. Version number under which the game was started will be printed in the logistics phase log, next to version number under which the last logistics phase was ran. For older games there will be a single number printed, denoting similar kind of information.
        17. Scenarios and games saved under this version will not load under older versions of the game.

Bug fixes
        1. Fixed a bug where certain inactive units could be included in the UNITS column on production screen.
        2. Fixed a bug where the game crashed during logistics phase when doing aircraft cleanup if aircraft data was corrupted. There will be a chance now to reclaim slots properly and continue such games. This will not help if the game crashes during air mission resolution.
        3. Fixed a bug where motorized engineers (Motor-Engr Squad) were missing engineer bonuses, and were not blocked from initial pool building.
        4. Fixed a bug where clicking on the name of certain game preferences (“Soviet Combat Bonus”, “CV Mode”), rather than clicking on current value, resulted in advancing the selection by two choices instead of only one.
        5. Fixed a bug where there was no message about AA units arriving as reinforcements, when those units appeared directly in cities.
        6. Fixed a bug where upgrading to bigger TOE variant was not properly blocked for some older games, started before patch 1.08.05, resulting in units with no TOE.
        7. Fixed a bug where detection level was not cleared for destroyed units, so they were visible on the next turn when rebuilding.
        8. Fixed a bug where new partisan units could be formed from the remnants of other destroyed partisan units.
        9. Fixed a bug where empty or depleted partisan units could be destroyed in the logistics phase when located next to enemy unit or when empty (sometimes immediately after creation).


Scenario & data changes
        1. Thorough check/verification of ammunition usage for all elements. Some odd ammunition usage values corrected, grouping guns of similar caliber and barrel length for a more generic approach on ammo usage.
        2. Cut down Sapper squads in Soviet 1941/42 units - they did not employ specialist/offensive Engineers similar to german Pioneer squads until late 1942/early 1943.
        3. Review of Flak regiments.
        4. All scenarios (where applicable):
        a. HQ support level set to zero, formation role set to Security (only affects AI) for 101-103 RHG Command HQs.
        b. Increased port in Ochakov (84,107) to 10, accounting for missing/impossible-to-add facilities in Nikolaev.
        c. Soviet versions of M15 CGMC and M17 MGMC (both SP Flak) added to database, a factory added to Lend Lease Pacific (either M15 or later M17).
        d. Addition of Berlin/Vienna Flaktowers (as normal AA units).
        e. Addition of limited fighter air defense at frozen airfields near Berlin, Leipzig, and Prag, to offer some fighter protection (all withdraw at the end of 1944).
        f. Addition of several low-experience static training divisions, representing training divisions, frozen with either disband or unlock late-war.
        g. Review of vehicle factories:
        g.i. Hungary: add 2x1 points to Budapest,
        g.ii. Italy: add 4 points to Turin,
        g.iii. Soviet Union: vehicle factories increased from 140 to 150, mainly by increasing Gorky to 2x30 and reducing/regrouping others.
        5. 1941-45 Campaign and some 1941 scenarios:
        a. Changed German 1st Cavalry Division to motorized with 50 MPs (was largely motorized, operated with motorized units).
        b. Reactivated Soviet 27th Mech Corps, arrives with 104th, 105th Tank and 106th Motorized Infantry divisions near Voronezh on turn 4.
        6. 1941-45 Campaign, Operation Barbarossa, Road to Dnepopetrovsk:
        a. Added 1st Rum. Railroad Command - Romanian FBD-like repair unit with limited capabilities, disbands mid 9/41; 5x Rum. Rail construction units attached to it.
        b. Delayed 7th Naval Infantry Brigade to mid 8/41, arrives near Sevastopol.
        c. Delayed 8th Naval Infantry Brigade to mid 9/41, arrives near Novorossiysk.
        d. Added 9th Naval Infantry Brigade, arrives in Kerch on turn 9.
        7. Fixed incorrect setup of 203rd Panzer Regiment in 1942-45 Campaign, by placing it on map (E of 16th Army); added MPs and set to Reserve mode.
        8. Three Soviet divisions in Operation Typhoon were starting on Axis-controlled hexes, changed them to Soviet control.
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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #24 on: October 20, 2017, 06:17:13 PM »
Gary Grigsby's War in the East has been updated to version 1.11.00!


This version adds a tremendous amount of changes, among all:

•   Improvements to stability, and speed of play vs the AI.
•   Removal of several exploits.
•   More information about losses in battle, and overall losses.
•   Reduced garrison micromanagement.
•   Manpower statistics in logistics phase log.
•   Better automatic manpower and ground element management resulting in stronger units.
•   Data export to CSV.
•   Balance adjustments.
•   UI improvements.
•   New "CV Mode" game option.
•   New ground element types.
•   74 new features, 41 bug fixes, 33 scenario changes, and 240 data changes.
•   Note: Games started or saved with 1.11.00 are no longer backwards compatible with older versions.

You can download the patch from here

Version 1.11.00 Changelog

New Features
1. It will be now impossible to build more than 600 Soviet air groups. This is necessary to
prevent the game from crashing when reaching the limit of 32000 active aircraft.
2. Improved scenario check utility, it will now report on-map units with no delay and no
location. Previously units had to be frozen in order to be reported.
3. Heavy Armored Cars will now have AP ammo as default ammo type.
4. Added three new ground element types: Heavy SP Artillery (same as SP Artillery), CS
Armored Car (same as Heavy Armored Car, but with HE ammo as default ammo type),
and Very Heavy Flak (same as Heavy Flak, but with doubled support need, swap
blockade, and requiring high match).
5. Improved some parts of AI code, resulting in up to 78% processing time reduction.
6. It will be now impossible to assign units to HQs that are overloaded by 100% or more.
7. Mount modifiers (to accuracy and rate of fire) will now be added to selected weapon
details in ground element compare window.
8. Improved battle report details, it will now show correct number of men in DESTROYED
group (it should be equal to LOST men - sum of men actually killed and captured in
combat), and DAMAGED group (it should be equal to DAM men - men actually disabled
in combat). DISRUPTED group remains unchanged (total number of men in disrupted
elements).
9. Scenario check utility will set units to their default motorized status. Trying to manually
set unit motorized status in the editor will reset it to its default motorized status. “Mot.” in
unit name will now be recognized by the default motorized status routine and treated
properly, just like “Motorized” was.
10. Air bases in 1941 will not work for the purposes of airhead supply, and will not remove air
drop penalty.
11. Only German Luftwaffe and Soviet air bases will work for the purposes of airhead supply,
and will remove air drop penalty.
12. It will be now impossible to detach Static LW Flak units from cities (like Flakturm units).
13. It will be now impossible to disband Flakturm and Static LW Flak units.
14. Air groups about to arrive to national reserve will not upgrade/swap aircraft (but they will
still affect other groups by being included in surplus/lack calculations).
15. Included latest engine changes from newer games (improved performance, memory
leaks removed).
16. Version number under which the game was started will be printed in the logistics phase
log, next to version number under which the last logistics phase was ran. For older
games there will be a single number printed, denoting similar kind of information.
17. Scenarios and games saved under this version will not load under older versions of the
game.


But the changelog is truly huge, so be sure check it out  here
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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #25 on: March 01, 2018, 01:07:19 AM »
Gary Grigsby's War in the East has been updated to Public Beta version 1.11.01!

You can download the patch from Members Area or from the Public Area

Please feel free to check the patch notes below for all the new features and changes made.


New Features

1. Isolated units will be allowed to build forts up to level 2, rather than 1.
2. Optimized check that prevents assigning units to HQs that are overloaded by 100% or more. It should now take less time to reassign units, either manually or automatically.
3. Reduced the cost of Soviet fort units, from 16 to 8 in June 1941, and from 8 to 4 between July and October 1941.
4. Increased the radius in which fort level 1 is allowed to be built - from 20 to 25 hexes from unfrozen, supplied enemy combat units.
5. Increased the radius in which fort level 2 is allowed to be built - from 3 to 4 hexes from unfrozen, supplied enemy combat units. Fort level 2 will be also allowed to be built in any town, as well as in heavy woods, rough, and mountain terrain. However, in mountain terrain fort level 2 will be the maximum level (as in swamp).
6. Minimum base rail supply modifier for both sides changed from 25% to 10% (before weather effect is applied).
7. Base Axis rail supply modifier will be decreased by 20 (instead of 10) before November 1941, and by 10 (instead of 0) before April 1942.
8. HQ build up base cost will be now equal to 1 AP per 5000 men (as before) plus 1 AP per 75 guns plus 1 AP per 50 AFVs, in order to better match supply needs of infantry vs artillery vs motorized units (artillery units need ammo, motorized units need fuel), and also increase the cost of this operation. For example when calculated alone the cost changes as follows: 41b Panzer Division from 4AP to 12AP, 41a Infantry Division from 4AP to 8AP, 43 Breakthrough Artillery Division from 3AP to 9AP.
9. It will be now impossible to disband Soviet army-level air HQs.
10. The game will now offer better hints when it’s impossible to load a scenario, or a saved game, from an uninstalled expansion.
11. Ground elements shown in replacement tables displayed in the logistics phase log will be presented in the same order as elements on production screen.
12. Mortar, rocket and MG units will have the same movement sound as artillery, anti-tank and anti-air units.
13. Major improvement to German translation. Changed the way shortened names are translated. Instead of shortening first, and then translating word by word (which usually failed), the name will be first translated, and only then shortened. Added German short names, updated English short names. Unit names in general, as well as leader and HQ names in battle reports, various windows and other reports will be now properly translated.
14. It will be now impossible to perform HQ build up in frozen HQs.
15. Reduced German vehicle class ground element repair bonus from 10 to 5 in 1941-1944, and from 5 to 0 in 1945.
16. Slightly increased post combat losses, more for attackers/victors than for defenders/losers.
17. Adjusted fighting withdrawal combat event, so that artillery and support elements can suffer some losses, even when it happens. Adjusted counterattack combat event, so that artillery and support elements can suffer some losses, even when it doesn’t happen.
18. Added new traction type - towed (existing types are: stationary, foot, horse, vehicle). Elements with this traction type always use fuel (like “vehicle” traction type), but require additional vehicles (one per element, except when static) to tow them (foot and horse elements require additional vehicles and use fuel only in motorized units). Changed default traction type for Medium Flak, Heavy Artillery, Heavy Flak, Heavy AT Gun, and Medium Flak/AT ground element types from horse to towed. Changed default traction type for Very Heavy Flak ground element type from horse to stationary.
19. Added the ability to define custom traction type for each ground element, instead of using default value based on ground element type.
20. On-map units with stationary elements (either in unit or in TOE) will be rendered immobile by having 0 MP and 0 SMP (like forts, partisan units and certain HQs). Support units with stationary elements will be prevented from being detached from cities, just like “Flakturm” and “Static LW Flak” units. All those units will be treated as static and fort units for the purpose of calculating vehicle need.
21. Added several new unit-related tests to scenario check tool.
22. Changed the availability of various ammo types (reduced HVAP availability for early war Axis and late war Soviets; increased HEAT availability for late war Soviets; increased AP and reduced HE availability for the Axis). HVAP ammo will be selectable on longer ranges, while HEAT ammo will be selectable on shorter ranges. This applies only if several types of ammo are available for given device.
23. Tactical Bomber aircraft type redesignated Dive Bomber (it was operating as such according to game mechanics). EW aircraft type changed to Ground Attack (mostly identical to Dive Bomber, but attacking like a slightly better version of Fighter Bomber when operating as bomber). Patrol aircraft type changed to Strategic Recon (identical to Recon). Float and Torpedo Bomber aircraft types hidden in the editor. Non-German air groups can switch between Recon and Strategic Recon types freely. All air groups can switch between Dive Bombers and Ground Attack types freely.
24. Added the ability to define percentage of production going to the East Front for individual German and Italian ground elements and aircraft.

Bug fixes

1. Fixed a bug where eligible support units attached to HQs were not assisting in fort construction.
2. Fixed a bug in Sudden Death victory conditions, that could incorrectly show Axis Major or Axis Minor victory instead of Soviet Decisive victory.
3. Fixed a bug where hexes around Lake Ladoga weren't detected as coastal zone hexes for the purposes of finding max fort level allowed in hex, while hexes not in any coastal zone (inland) were detected as coastal zone hexes, thus allowing fort level 2 everywhere on the map (except around Lake Ladoga), contradicting rules as designed.
4. Fixed memory leak in translation file loading code (courtesy of Pavel Zagzin).
5. Fixed a bug where certain texts were written into scenario check file without attempting translation.
6. Fixed a bug where battle statistics were not cleared for every new battle.
7. Fixed a bug where it was sometimes possible to perform HQ build up with merged units when it shouldn’t be allowed (incorrect merge of “at start of turn” movement points - selecting lowest instead of highest value).
8. Fixed a bug where sorting of “Range to HQ” and “MP to HQ” columns in Commander’s Report was broken.
9. Fixed a bug where stationary elements (of type Naval Gun, actually not used in the game) could require fodder for horses or vehicles and fuel.
10. Fixed a bug where units with 0 max MP could get 100 SMP when adjusted in the editor.
11. Fixed a bug where some support units attached to cities could be shown as being isolated when starting a new scenario, and checking them without first moving a single unit.
12. Fixed a bug where it was impossible to set surrender flag for Yugoslavia in the editor. Disabled the ability to set surrender flag for Germany and Soviet Union.
13. Fixed a bug where it was possible to attach support units to cities outside of active map area.
14. Fixed a bug where surrendered countries were not initialized properly on scenario start. The game now makes sure their air groups and units are deleted, their pools emptied and all non-generic factories removed. Yugoslavia, Bulgaria, and Finland are also set to neutral control.
15. Fixed a bug where the game was not aware of the need to build and not decompose new ground elements, if they were present only in TOEs, while units still used obsolete ground elements.
16. Fixed a bug where in supply status was cleared for support units attached to cities during certain part of the logistics phase, and they were unable to return extra trucks.
17. Fixed a bug where rail in Imatra (on Finnish-Soviet border) was changed to Axis rail on every scenario load, or new game start.
18. Fixed a bug where one Guards Rifle Division, one Rifle Division, and one Guards Rifle Brigade formed a Rifle Corps instead of a Guards Rifle Corps.
19. Fixed a bug where aircraft usage of soon withdrawing air groups was not included in aircraft usage totals, affecting upgrade/swap procedure.
20. Fixed a bug where reserve aircraft could be moved to the applicable production pool even from understrength air groups. A full strength air group will now be able to return only one reserve aircraft to the pool.
21. Fixed a bug where some air groups equipped with Fw 190F or Fw 190G could be forcibly converted to bomber-trained on new game start.
22. Fixed a bug where aircraft loadout adjustment could replace bombs on dive bombers with some LMGs in very rare circumstances.
23. Fixed a bug where there was no combat message reporting fighters downed by defensive fire from attacked bombers, as well as those reporting fighters downed in a dogfight.
24. Fixed a bug where air to air combat mode was based solely on mission of the attacked aircraft. Made sure fighters of all types, as well as agile (crew of 1, climb of at least 2000) recon, and tactical bomber aircraft (mostly based on light fighter airframes) are able to enter dogfight mode, instead of flying straight like heavy bombers.

Scenario & data changes

1. Road to Dnepropetrovsk: fixed names of construction units attached to Rumanian rail repair unit, so that it will get more MP per turn.
2. Road to Kiev: replaced FBD 5 with Rumanian rail repair unit.
3. All scenarios: number of support squads in Soviet HQs reduced to realistic levels.
4. Several campaigns: reduce Pioneer Squads in 1st Skijager Bde to 1.
5. Added disbands for 75th Mountain Construction Bn and 369th (Croat) Infantry Rgt (2/43).
6. Changed withdrawals to disbands for 85th Mountain Pioneer Bn and III/111th Mountain Howitzer Bn.
7. Soviet Guards units with a separate TOE will use a better MG from 1943 on.
8. General strengthening of Soviet Cavalry Corps.
9. Ensure the Soviet 76mm ZiS guns will get into service by mid 1942 in Guards units, and by the end of 1942 in all other units.
10. Fixed date bug with 1941 Sapper Squad.
11. All Nebelwerfer/Jagdpanzer units renamed to Werfer/Panzerjager.
12. Modified setup of LG2 air groups in 1941-45 Campaign, and some early 1941 scenarios.
13. Modified artillery set up in German Airlanding, Mountain, Jager, and Light Infantry Divisions.
14. Numerous small scenario fixes.
15. Standardized layout of scenario description files. Author credits added to base game scenarios.
16. Fixed control of hexes outside playable area in late war scenarios to better resemble actual frontlines and deny certain resources.
17. KV-1 M1940 (now with proper F-32 main gun) made producible until 9/41, replacing KV-1 M1941 in combat units.
18. All BAK Air Corps HQs will now disband.
19. Permanently frozen Hungarian infantry brigades/divisions will now retain smaller TOE compared to “released” combat divisions.
20. Fixed LT-38E production bug, resulting in 900 of these being built.
21. Soviet Tank Divisions rebuilt with historical equipment.
22. Removed scheduled Soviet Tank Brigades with the same numbers as existing Tank Divisions.
23. Stalingrad to Berlin: properly freezing Hungarian home defense units.
24. Adjusted Hungarian front and home defense units across multiple scenarios, ensuring home defense units will become reserve divisions, while front divisions will become infantry divisions.
25. Renaming five 100-series Hungarian divisions back to standard naming scheme.
26. Some duplicate Hungarian divisions renamed or removed, missing units added.
27. 1st Hungarian Cavalry Brigade will now disband in early 1942, and will be replaced by an Axis Elite 1st Cavalry Division which is frozen until May 1944.
28. German Fi 156 production cut in half (not a true recon aircraft).
29. Unused/improper Italian 20mm anti-tank gun replaced by 75mm mountain gun; adjusted Italian mountain division OBs to use it.
30. Added Italian 75/32 75mm field gun (available January 1943), modifying front infantry/celere divisions and light gun battalions to switch to this gun.
31. Added Italian 149/13 howitzer, delaying the 149/19 gun to 1943; adjusted Italian heavy howitzer battalions accordingly.
32. Operation Blue, Winter 42/43, and Stalingrad to Berlin: added Italian garrison forces to Balkan area.
33. Many changes to Italian units, their equipment and OBs, using a reduced OB for Balkan garrison forces and strengthened/better equipped OBs for front units.
34. Reduced range of German 105mm and 150mm howitzers. Introduced longer range versions, available from 1943. Wespe and Hummel SP artillery adjusted accordingly.
35. Reworked setup of Finnish coastal brigades. Some will be present on the map as permanently frozen units in Helsinki, Turku, Kotka, and Porvoo. Some will be no longer available.

Device changes

1. [52] WGr 210: anti-soft changed from 0 to 100, anti-air changed from 0 to 200, rate of fire changed from 0 to 1, blast changed from 5 to 15.
2. [53] 75mm Cannon: anti-air changed from 0 to 140.
3. [101] X-Gerat: name changed from X-Gerat to X-Geraet.
4. [103] Y-Gerat: name changed from Y-Gerat to Y-Geraet.
5. [130] Anti-Tank Grenade: type changed from Flame to Squad Weapon.
6. [181] Panzerfaust: anti-soft changed from 0 to 100.
7. [186] 2in Mk II Mortar: accuracy changed from 1 to 50.
8. [194] Panzerschreck: anti-soft changed from 0 to 60.
9. [254] 105mm Flak38 AA Gun: range changed from 6000 to 5000.
10. [261] 7.92mm Twin MG34 TMG: name changed from 7.92mm Twin MG34 TMG to 7.92mm Twin MG13 TMG, range changed from 1500 to 1000, rate of fire changed from 86 to 50.
11. [270] Nahverteidigungsgerat: name changed from Nahverteidigungsgerat to Nahverteidigungsgeraet.
12. [299] 20mm M35 Gun: name changed from 20mm M35 Gun to 20mm 20/65 Gun.
13. [303] 37mm KwK36 L/45 Gun: penetration changed from 47 to 50.
14. [304] 37mm PaK36 L/45 Gun: name changed from 37mm PaK36 L/45 Gun to 37mm Pak36 L/45 Gun, penetration changed from 47 to 50.
15. [308] 37mm 37/40 Gun: penetration changed from 55 to 46.
16. [319] 50mm PaK38 L/60 Gun: name changed from 50mm PaK38 L/60 Gun to 50mm Pak38 L/60 Gun.
17. [320] 47mm PaK(t) L/43.4 Gun: name changed from 47mm PaK(t) L/43.4 Gun to 47mm Pak(t) L/43.4 Gun, penetration changed from 72 to 80, anti-armor changed from 9 to 8.
18. [321] 45mm M37/38 Gun: anti-armor changed from 8 to 10.
19. [322] 45mm M32/34 Gun: anti-armor changed from 8 to 10.
20. [323] 47mm Boehler L/32 Gun: anti-armor changed from 9 to 10, anti-soft changed from 40 to 42.
21. [324] 47mm 47/40 Gun: penetration changed from 70 to 78, anti-armor changed from 9 to 10, anti-soft changed from 40 to 42.
22. [339] 75mm KwK40 L/48 Gun: accuracy changed from 775 to 800.
23. [340] 75mm StuK40 L/48 Gun: accuracy changed from 775 to 800.
24. [341] 75mm PaK39 L/48 Gun: name changed from 75mm PaK39 L/48 Gun to 75mm Pak39 L/48 Gun, accuracy changed from 775 to 800.
25. [343] 75mm PaK40 L/46 Gun: name changed from 75mm PaK40 L/46 Gun to 75mm Pak40 L/46 Gun.
26. [346] 76mm PaK36 L/51.5 Gun: name changed from 76mm PaK36 L/51.5 Gun to 76mm Pak36 L/51.5 Gun.
27. [349] 75mm 75/27 Gun: heat changed from 0 to 70.
28. [350] 75mm leFK Field Gun: heat changed from 0 to 70.
29. [352] 76mm ZiS-3 Gun: heat changed from 73 to 75.
30. [353] 76mm ZiS-3 Field Gun: range changed from 14080 to 14500, heat changed from 73 to 75.
31. [354] 75mm 75/34 Gun: heat changed from 0 to 70.
32. [355] 65mm 65/17 Gun: heat changed from 0 to 55.
33. [356] 75mm leIG 18 Gun: heat changed from 0 to 70.
34. [357] 75mm 75/18 Gun: range changed from 1500 to 2000, heat changed from 0 to 70.
35. [367] 76mm F-34 Gun: heat changed from 73 to 75.
36. [368] 76mm ZiS-5 Gun: heat changed from 73 to 75.
37. [370] 76mm M27/39 Gun: heat changed from 0 to 75.
38. [371] 75mm Skoda L/48 AA Gun: range changed from 2000 to 4800.
39. [372] 85mm KS-12 AA Gun: range changed from 2000 to 4500.
40. [373] 83.5mm vz.22 AA Gun: range changed from 2000 to 4500.
41. [374] 76mm M31/38 AA Gun: range changed from 2000 to 4500.
42. [375] 75mm 75/46 AA Gun: penetration changed from 90 to 120, range changed from 2000 to 4500.
43. [381] 88mm PaK43/1 L/71 Gun: name changed from 88mm PaK43/1 L/71 Gun to 88mm Pak43/1 L/71 Gun.
44. [382] 88mm PaK43 L/71 Gun: name changed from 88mm PaK43 L/71 Gun to 88mm Pak43 L/71 Gun.
45. [383] 90mm 90/53 AA Gun: range changed from 3000 to 5000.
46. [390] 105mm StuH42 L/28 Gun: heat changed from 90 to 100.
47. [391] 105mm 105/25 Gun: heat changed from 0 to 100.
48. [393] 105mm leFH18 Howitzer: range changed from 12000 to 11600, heat changed from 90 to 80.
49. [402] 100mm 100/17 Howitzer: heat changed from 0 to 90.
50. [404] 128mm PaK44 L/55 Gun: name changed from 128mm PaK44 L/55 Gun to 128mm Pak44 L/55 Gun, penetration changed from 239 to 258, anti-armor changed from 47 to 46, anti-soft changed from 187 to 185, rate of fire changed from 4 to 5.
51. [405] 122mm M-30 Howitzer: heat changed from 0 to 120.
52. [408] 122mm M-30S Gun: heat changed from 0 to 120.
53. [409] 75mm PaK 97/38 L/36 Gun: name changed from 75mm PaK 97/38 L/36 Gun to 75mm Pak97/38 Gun.
54. [416] 150mm sFH18 Howitzer: range changed from 16500 to 14600.
55. [441] 600mm Gerat 040 L/8.44 Mortar: name changed from 600mm Gerat 040 L/8.44 Mortar to 600mm Geraet 040 Mortar.
56. [442] 300mm M-30 Rocket: range changed from 3100 to 3000.
57. [444] 76mm M1902 Gun: heat changed from 0 to 70.
58. [566] 75mm Vickers AA Gun: range changed from 2000 to 4500.
59. [577] 80mm Bofors AA Gun: range changed from 2000 to 4500.
60. [578] 76mm F-22-USV Field Gun: heat changed from 0 to 75.
61. [579] 76mm F-22 Gun: heat changed from 0 to 75.
62. [613] 37mm M1A2 AA Gun: anti-armor changed from 7 to 5, anti-soft changed from 28 to 20, anti-air changed from 28 to 20, range changed from 2000 to 2500.
63. [622] 210mm M35 Howitzer: name changed from 210mm M35 Howitzer to 210mm 210/22 Howitzer.
64. [625] 128mm Twin Flak40 AA Gun: penetration changed from 258 to 239, anti-armor changed from 44 to 46, anti-soft changed from 176 to 185, anti-air changed from 176 to 185, range changed from 11700 to 5000.
65. [629] 128mm Flak40 AA Gun: penetration changed from 258 to 239, anti-armor changed from 44 to 46, anti-soft changed from 176 to 185, anti-air changed from 176 to 185, range changed from 11700 to 5000.
66. [630] 20mm M35 AA Gun: name changed from 20mm M35 AA Gun to 20mm 20/65 AA Gun.
67. [636] 105mm 105/14 Howitzer: heat changed from 0 to 80.
68. [641] 75mm GebG 36: heat changed from 89 to 70.
69. [527] 149mm 149/13 Howitzer.
70. [528] 105mm leFH18/40 Howitzer.
71. [529] 150mm sFH18M Howitzer.
72. [561] 300mm M-31 Rocket.
73. [562] 47mm 47/32 Gun.
74. [628] 75mm 75/18 Howitzer.
75. [672] 37mm Pak36 L/45 Gun.
76. [673] 50mm Pak38 L/60 Gun.
77. [674] 75mm Pak40 L/46 Gun.
78. [676] 76mm F-32 Gun.
79. [678] 7.92mm FG42 Rifle.
80. [685] 75mm 75/32 Gun.


But the changelog is truly huge, so be sure check it out  here
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Offline Asid

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Re: Gary Grigsby's War In The East (WITE)
« Reply #26 on: May 17, 2018, 03:03:19 PM »
War in the East has been officially updated to version 1.11.01!



You can download the update from here

The changelog is very long (see the full version here), but here you can see some important highlights:

-    Introduced Dive Bomber aircraft type.
-    Added towed traction type, and the ability to specify traction type
for each element.
-    Increased HQ build up costs, especially for motorized units.
-    Improved German translation.
-    Reworked ammo availability.
-    Changed fort building rules, and Soviet fort unit AP costs.
-    Fixed several very important bugs.
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Re: Gary Grigsby's War In The East (WITE)
« Reply #27 on: May 17, 2018, 07:07:18 PM »

The library of WitE resources: here

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Re: Gary Grigsby's War In The East (WITE)
« Reply #28 on: June 16, 2018, 09:47:10 PM »
War in the East Beta Update 1.11.03

Hi Everyone,

War in the East has a new update available for you!

The update will be available for download from the Members Area as well as the Public Download Area.


Please see below for the full list of changes in this version.

New Features

1. Reworked New Feature #5 from 1.11.02. Air groups will have their own national morale level, based on regular national morale increased by 5. There will be also the following modifiers: +10 for German air groups before 1943, +5 for German air groups before 1945, +5 for Finnish air groups, +10 for Soviet Guards air groups. This value can never be lower than 25, and higher than 99. Air group national morale will be seen next to air group morale on air group details screen.
a) Morale and experience of newly built Soviet air groups will be equal to 75% of current Soviet air group national morale.
b) Morale increase for air groups sent to reserve will be equal to 50% of their morale distance towards national morale (rounding up).
c) Immediate morale increase for Soviet air groups becoming Guards will be equal to 10.

Bug Fixes

1. Fixed a bug where it was possible to regain APs spent on HQ buildup by timing it properly with an undoable action and using the undo function.
2. Fixed a bug where it was impossible to enter password for the first time in a new PBEM game.

Happy Gaming!
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Re: Gary Grigsby's War In The East (WITE)
« Reply #29 on: September 29, 2018, 01:53:53 PM »
Gary Grigsby's War in the East Series >> New manual


Created by: Chris21wen
Updated Manual v1.2 Download

This manual includes all 'New features' from all patches up to and including the latest. They are pasted as they appear in the 'WhatsNew.pdf'

Sections 1-5 and 20-24 are complete. The section in between are partially complete.

Changed text is in green anything I'm not sure off or has not been done yet is still red but that doesn't mean I'm completely sure of the green stuff. Please read and comment on it and let me know of wrong, unclear, tuping errors etc. but beaware that morveal is currently working on the supply system.
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