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Re: Gary Grigsby's War In The East (WITE)
« Reply #30 on: May 19, 2019, 03:49:15 PM »
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Re: Gary Grigsby's War In The East (WITE)
« Reply #31 on: August 19, 2019, 01:37:55 PM »
Gary Grigsby's War in the East Series >> WitE 1.12.00
18/08/2019

By Moravel

"Hello

Sorry for a long pause. I'm glad to report that WitE 1.12.00 is now finished, and the files were delivered to 2by3 (as of 10 seconds ago) for production and publication as new Public Beta.

Sincerely yours,
morvael

edit: And it really should be treated as beta, as changes to supply system will have far reaching consequences, some of which are left for you to discover. I suggest using it only for new games, and finishing games in progress using older version. "


Changelog







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Re: Gary Grigsby's War In The East (WITE)
« Reply #32 on: October 04, 2019, 03:15:41 PM »
Gary Grigsby's War in the East Series >> WitE 1.12.01
30/09/2019

Hello Everybody,

Thanks for your feedback!

We have another new Beta update for you all to play! Please download the patch from here

If you own the game on Steam or GOG it is also available to play from both clients!

For Steam

Right click on the game and select "Properties". Select the “Betas” tab. The Beta tag "Beta - Public Beta" will appear in the Beta dropdown list. Select it and close the Properties window. Steam should now update the game to the beta version. If the update does not start automatically, launch the game to force the update process or 'verify integrity of game files' from the 'Local Files' tab.


For GOG

Click the 'More' tab next to the 'Play' button - go to 'Settings', enable the Beta Channels and select the Beta channel from the channel dropdown.

Please see the changelog for the list of changes!

Happy Gaming!

Sam


Here is a hotfix 1.12.01 exe that addresses a few issues that have come up with the 1.12.00 public beta. Just unzip this file directly into your Gary Grigsby's War in the East directory.

Change list:

New features
1. Altered new feature #17 from 1.12.00. Artillery value will be included in bonus fort removal, just like engineer value. More gun types and weaker guns will also grant some artillery value now.
2. Altered new feature #15 from 1.12.00. Deliberate attacks that end up with a CV ratio 1.00 to 1 (or better) for the attacker result in a bonus fort removal with engineer and artillery value multiplied by square root of CV ratio. This is applied only after final odds were determined, and will not affect the outcome of this attack.
3. Altered new feature #19 from 1.12.00. Defending units will not retreat from battle that ended with odds 2.00 to 1 or better for the attacker if the fort in hex will be at level 4 or better. For heavy urban or working port level 12+ add 2 to fort level, for light urban or working port level 6+ add 1 to fort level.
4. Non-combat non-support units will have their HHQ set to top-level HQ for their nationality when rebuilt.
5. Improved the way in which final combat odds are calculated in case Soviet Attack Bonus is set to value other than NONE.

Bug fixes
1. Fixed a bug where Flakturm, Static LW, units containing immobile ground element, or units using not buildable TOE(OB) were rebuilt after being destroyed.
2. Fixed a bug where removing ground element from a unit in the editor didn’t clear all status variables, except number of ready elements.
3. Fixed a bug where combat messages didn’t appear in combat window.
4. Fixed a bug in offset moves, where enemy controlled hexes were not allowed to be selected as part of a movement path by forcibly relocating/routing units, which resulted in their immediate destruction.
5. Fixed a bug where units were not retreating towards supply source at highest priority.
6. Fixed a bug where bonus fort removal was not applied in battle that ended with odds 2.00 to 1 or better for the attacker while the fort in hex would prevent defender’s retreat.
7. Fixed a bug where bonus fort removal was applied in battle that ended with odds 1 to 1.00 or worse for the attacker.

WarInTheEast..1_hotfix.zip (1.66 MB)




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Re: Gary Grigsby's War In The East (WITE)
« Reply #33 on: November 02, 2019, 01:11:55 AM »
Gary Grigsby's War in the East Series >> Open Beta Update 1.12.02
14/10/19

Hello Everybody,

Me again! Once more, thanks for your feedback!

We have yet another new Beta update for you all to play! Please download the patch from here

If you own the game on Steam or GOG it is also available to play from both clients!

For Steam

Right click on the game and select "Properties". Select the “Betas” tab. The Beta tag "Beta - Public Beta" will appear in the Beta dropdown list. Select it and close the Properties window. Steam should now update the game to the beta version. If the update does not start automatically, launch the game to force the update process or 'verify integrity of game files' from the 'Local Files' tab.


For GOG

Click the 'More' tab next to the 'Play' button - go to 'Settings', enable the Beta Channels and select the Beta channel from the channel dropdown.

Please see the changelog below for the list of changes!

New Features
1. Distance and movement cost to supply source for the purposes of retreats is now properly traced through enemy territory (ignoring ZOC costs), which allows to select better retreat/displacement paths for isolated and encircled units. Adjusted retreat priorities. See Appendix A.
2. Improved the way in which final combat odds are calculated in case Soviet Attack Bonus is set to value other than NONE (for real this time).
3. Changed Soviet manpower multiplier from 50 to 55 in 1941, and from 40 to 45 in 1942. Changed Soviet manpower multiplier from 30 to 25 in 1944. So now it starts at 55 and drops 10 per year to 15 in 1945.
4. Soviet factory evacuation will now use separate rail capacity, equal to 75% of rail capacity available for resupply operations (which is equal to total rail capacity minus rail capacity reserved for unit transport).
5. Increased rail capacity by 10%.

Bug fixes
1. Fixed a bug where isolated units making a displacement move were able to move out of pockets.
2. Fixed a bug where units making a displacement move were paying ZOC costs for crossing rivers.
3. Fixed a bug where it was still impossible to change HHQ of a unit with 0 AP remaining.

Appendix A - retreat priorities

● number of enemy controlled hexes to supply source may not be worse than in current hex
● number of MP to supply source may not be worse than in current hex
● number of land + rail hexes to supply source may not be worse than in current hex
● less than 3 units in hex (f)
● lowest number of combat units in hex (f, c)
● highest number of non-combat units in hex (f, c)
● lowest number of non-combat units in hex (f, h)
● highest number of combat units in hex (f, h)
● lowest number of units in hex (f)
● lowest retreat cost in MP
● preferred direction of retreat
● random pick (20% chance)

Items marked with (f) apply only to friendly controlled hexes. Items marked with (c) apply only to combat units. Items marked with (h) apply only to non-combat units.

Units making a retreat or displacement move may expend up to their maximum possible MP allowance, and may not move through water hexes. All units must be able to move at least one hex to conclude movement successfully, but units making a displacement move will try to move up to one quarter of their MP allowance, rounding down, in hexes (they may move less than that, provided they move at least one hex). Units in supply (those that were not isolated at start of their last turn) making a displacement move may move through enemy controlled hexes, and ignore ZOC costs while doing so.


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Re: Gary Grigsby's War In The East (WITE)
« Reply #34 on: June 09, 2020, 01:07:20 AM »
Gary Grigsby's War in the East Open Beta 1.12.03
1/24/2020


Hi Everybody,

The dev team have been busy working on your feedback and we have a new beta available for you!

Please download the patch from here

It is also available on the following platforms:

For Steam

Right click on the game and select "Properties". Select the “Betas” tab. The Beta tag "Beta - Public Beta" will appear in the Beta dropdown list. Select it and close the Properties window. Steam should now update the game to the beta version. If the update does not start automatically, launch the game to force the update process or 'verify integrity of game files' from the 'Local Files' tab.


For GOG

Click the 'More' tab next to the 'Play' button - go to 'Settings', enable the Beta Channels and select the Beta channel from the channel dropdown.

Please see the changelog below for the list of changes!

New Features
1.   Highlighting units in poor supply will now mark with red own units that are more than 100 MP or 25 hexes from railhead, and with yellow own units that are more than 57 MP or 18 hexes from railhead (which is where penalties to resupply from railhead drop below 50%). Bear in mind that since 1.12.00 hexes from railhead are measured along the same path as MP are, not in a straight line.
2.   It will be now again possible to trace land supply through Kerch strait (counts as major river).
3.   Added or updated the following short forms:
a.   English: Brandenburg Brdbg, Fallschirmjager FJ, Fallschirmjaeger FJ, Fuehrer Fu., Grenadier Gren., Grossdeutschland GD, Nederland Ndl
b.   German: Fallschirmjäger FJ, Führer-Begleit Fü-Begl., Führer-Grenadier Fü-Gren., Großdeutschland GD, Nederland Ndl
4.   Added "match flags" to ground elements. Elements of the same match family sharing at least one non-zero match flag (when examined as binary value), will be treated as having accepted match between them. This will allow them to be used in place of each other by the replacements routines. Maximum number of flags is 31 (per family). See Appendix A.
5.   Increased the chance for German Infantry Divisions destroyed on or after 8/44 to rebuild as Volksgrenadier Divisions from 20% to 80%.
6.   Rail repair units, airbases, HQs, and support units attached to them will not shatter in combat when forced to relocate from hex in which the battle occured.
7.   Improved retreats and displacement moves, so that units will be able to reposition in situations where previously they would be destroyed. Unit will also take lower casualties due to retreats.
8.   Disabled automatic scaling of the application due to Windows DPI settings. Font size will be adjusted automatically to maintain original size as best as possible. This will prevent images from getting blurry and/or fonts from getting too large to fit into their alloted areas. To enable previous behaviour set DPI scaling to "System" or "System (enchanced)" in application's compatiblity settings. There is now also a new command line argument "-noFontResize" that disables font size adjustment within the application.
9.   Soviet AI will no longer build new and disband existing units in scenarios with unit rebuild disabled. Also, no units will be disbanded in scenarios shorter than 25 turns.
10.   Added "no match flags" to ground elements. Elements of the same match type sharing at least one non-zero no match flag (when examined as binary value), will be treated as having no type match between them. This will prevent them from being used in place of each other by the replacement routines. Maximum number of flags is 31 (per type). See Appendix A.
11.   Units that were supplied via sea (port) supply will be marked as such in unit's details window. These units will not be able to displace through enemy lines towards friendly territory, as is possible for units supplied overland during the same enemy's turn that they were encircled.
12.   Reduced the speed at which partisan squads are recruited from countryside, and the chance for combat ready partisan units to spawn new units.
13.   Changed repair modifier for Snow weather from -5 to -10, for Blizzard from -15 to -20, and for Mud from -25 to -30. Reduced base repair chance from 15 to 10. Reduced German vehicle repair bonus in 1941 from 5 to 0.
14.   Changed the way in which the modifier that reduces the number of replacements a unit may ask for due to supply situation it is in is calculated. It will now be based on the following supply modifiers: Range to railhead, MP to railhead, Movement, Axis Rail Supply, and First Winter. It will be better for stationary units close to railhead, but much worse for units that have moved, and are far away from railhead.

Bug fixes
1.   Fixed a bug in calculating supply and fuel required by units resupplying from a HQ, which shouldn’t take into account MP and range to railhead penalties into account. These penalties will be now correctly applied at later step, when actually requesting and receiving supply and fuel from cities. This prevented units to operate more than 25 hexes or 100 MP from railhead, even if they were within HQ supply range, and that HQ was within railhead supply range. Also, this prevented HQs to act better as a buffer, dispensing reserves on hand to units needing them (bear in mind that HQs will still try to maintain some reserves). All other penalties are still applied at the earliest possible step. Supply details window will still show Range and MP modifiers based on unit's actual distance to railhead, because they are taken into account in other steps of the logistics phase (for example: units more than 100 MP from railhead are unable to recieve and/or return vehicles).
2.   Fixed a bug in calculating the percentage of required supply and fuel dumps available in a HQ after it was resupplied from a city. Wrong value caused some units to take more than they should, while others were left starving.
3.   Fixed a bug where out-of-supply trace could be determined to be better than in-supply trace, leading to isolated units in case of a very long land connection despite having access to port supply. "In-supply" means going through 0 enemy hexes, and not above 100MP and/or 25 hexes from rail.
4.   Fixed a bug where on-map units were not rebuilding nor arriving according to reinforcement schedule in scenarios that didn't use entire map. It will be now up to scenario parameter to decide whether unit rebuilds are allowed or not. To prevent unit rebuilds in smaller scenarios, five were updated: Op Mars 1942 Red God of War, Operation Konrad, Road to Kiev, Road To Smolensk, Smolensk 1941.
5.   Fixed a bug where the game was unable to load WiteFontConfig.txt file and always used default font configuration.
6.   Fixed a bug where units more than 25 hexes (but not more than 100 MP) from railhead were considered isolated.

TOE(OB) changes
1.   [411] 41b LW Light Flak Battalion: last year changed from 1945 to 1942, last month changed from 9 to 12.
2.   [651] 43 LW Light Flak Battalion: first year changed from 1941 to 1943, first month changed from 6 to 1.

Appendix A
●   Flag 1 is 1
●   Flag 2 is 2
●   Flag 3 is 4
●   Flag 4 is 8
●   Flag 5 is 16
●   Flag 6 is 32
●   Flag 7 is 64
●   Flag 8 is 128
●   Flag 9 is 256
●   Flag 10 is 512
●   Flag 11 is 1024
●   Flag 12 is 2048
●   Flag 13 is 4096
●   Flag 14 is 8192
●   Flag 15 is 16384
●   Flag 16 is 32768
●   Flag 17 is 65536
●   Flag 18 is 131072
●   Flag 19 is 262144
●   Flag 20 is 524288
●   Flag 21 is 1048576
●   Flag 22 is 2097152
●   Flag 23 is 4194304
●   Flag 24 is 8388608
●   Flag 25 is 16777216
●   Flag 26 is 33554432
●   Flag 27 is 67108864
●   Flag 28 is 134217728
●   Flag 29 is 268435456
●   Flag 30 is 536870912
●   Flag 31 is 1073741824

Example: for an element to match with other elements having flags 3 or 5: 4 + 16 = 20, so enter match flags value of 20 into ground elements data.

Happy Gaming!



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Re: Gary Grigsby's War In The East (WITE)
« Reply #35 on: June 09, 2020, 01:09:34 AM »
Gary Grigsby's War in the East Open Beta 1.12.04
3/25/2020


We have another public Beta for your enjoyment!

Please download the patch from here

For Steam

Right click on the game and select "Properties". Select the “Betas” tab. The Beta tag "Beta - Public Beta" will appear in the Beta dropdown list. Select it and close the Properties window. Steam should now update the game to the beta version. If the update does not start automatically, launch the game to force the update process or 'verify integrity of game files' from the 'Local Files' tab.


For GOG

Click the 'More' tab next to the 'Play' button - go to 'Settings', enable the Beta Channels and select the Beta channel from the channel dropdown.

Please see the changelog below for the list of changes!

New features
1.   Improved the way in which games are saved on disk drives with write caching enabled. It should no longer be possible to load a saved game that is still in the process of being written to disk.
2.   Reverted most of the changes to highlighting out of supply units from previous patch, in order to allow pocketed enemy units that can be destroyed to be highlighted red. Units should still be highlighed yellow when more than 57 MP or 18 hexes from railhead (which is where penalties to resupply from railhead drop below 50%).
3.   Supplied units making a displacement move will not be allowed to move through enemy controlled hexes during the logistics phase, or while being able to trace a path of friendly controlled hexes towards supply source.
4.   During retreat and displacement moves non-Finnish Axis units will ignore Finnish and Italian supply sources, and Finnish Axis units will ignore non-Finnish supply sources.
5.   Reduced maximum morale level at which units can shatter from 55 to 40 (and from 70 to 55 for on-map units smaller than a brigade).
6.   Reduced displacement move minimum distance from 12 (8 for combat units with nominal speed of less than 25 MP) to 6 (4). Reduced displacement move maximum distance from 20 (16) to 12 (8).
7.   Adjusted retreat and displacement move hex scoring and sorting order. This should result in better selection of hexes to retreat or displace to.
8.   Mountain units will use foot movement costs for supply in all types of terrain. This will affect resupply, fetching extra resources on demand, building forts, and airhead supply.
9.   A hex will now be eligible for FBD/NKPS repair if:
a.   it is within 4 hexes of a railhead (6 in the Baltic zone prior to Dec 1941) - please note, that since 1.12.00 range to rail or HQ is now measured along the path of lowest MP cost to target hex, not in a straight line);
b.   it is within RRV (Rail Repair Value of the FBD/NKPS unit) hexes of a railhead;
c.   it is connected to another friendly rail hex that has less than 2 damage.
10.   It will be now possible to voluntarily disband units scheduled for future disbandment.
11.   It will be now possible to voluntarily destroy isolated HQ units.
12.   It will be no longer possible to voluntarily disband units supplied via sea.
13.   Playing with unlocked support option will reset HQ units to the following limits (instead of 3 for all) at game start:
a.   locked for reinforcements (if under human player control);
b.   0 for high command, army group/front, Axis army HQs, air HQs;
c.   2 for Guards, Axis elite, SS elite, LW elite; German "Panzer Corps", and "Motorized Corps"; Soviet "Tank Army", "Shock Army", "Guards Army", and "Gds Army" HQs;
d.   1 for other HQs.
14.   Fort at level 4 or better will not prevent defender's retreat if there will be no town, city or urban terrain in hex.
15.   Bonus fort removal in combat will be rounded up, so at least 0.02 of fort level will be removed at all times (when bonus for removal will be allowed).

Bug fixes
1.   Fixed a bug which resulted in wrong hex being selected as target of a retreat.
2.   Fixed a bug in surrender checking code, which resulted in a possibly infinite loop moving units back and forth between several hexes.
3.   Fixed a bug where MP supply modifier wasn't calculated correctly for mountain units in mountain hex.
4.   Fixed a bug where it was impossible to edit disabled men for Axis side in the editor.
5.   Fixed a bug where fighter-bombers on bomber mission were classified as fighters when calculating aircraft in range of target, which prevented air group selection window from appearing for bomb missions, when there was no regular bomber groups in range.

Happy Gaming!


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Re: Gary Grigsby's War In The East (WITE)
« Reply #36 on: June 09, 2020, 01:13:50 AM »
Gary Grigsby's War in the East Open Beta 1.12.05
11 May 2020


The team have been working hard as usual taking your feedback on. There are lots of additions and fixes in this beta so check the changelog out!

Please download the patch from here

For Steam

Right click on the game and select "Properties". Select the “Betas” tab. The Beta tag "Beta - Public Beta" will appear in the Beta dropdown list. Select it and close the Properties window. Steam should now update the game to the beta version. If the update does not start automatically, launch the game to force the update process or 'verify integrity of game files' from the 'Local Files' tab.


For GOG

Click the 'More' tab next to the 'Play' button - go to 'Settings', enable the Beta Channels and select the Beta channel from the channel dropdown.


v1.12.05 Beta

New features
1.   Added new factor used in scoring retreat and displacement move hexes - distance to enemy hexes (higher is better).
2.   Terrain defensive bonus will now be used in scoring retreat and displacement move hexes along man-made fortifications. Airbases will not like terrain in which they cannot operate.
3.   Adjusted weights of various factors used when scoring retreat and displacement move hexes. Scoring system was introduced in 1.12.03, replacing system described in 1.12.02. See Appendix A for factors and their weights.
4.   Faster (nominal MP of 25 or more) combat units will no longer displace at greater distance than slower combat units. Minimum displacement move range will be 3 hexes for combat units, and 5 hexes for non-combat units. Maximum displacement move range will be 9 hexes for combat units, and 15 hexes for non-combat units.
5.   It will be now possible to voluntarily relocate Military District and Defense Zone HQs starting 9/41, not 10/41.
6.   Moving units will now capture between 0.5% and 10% of automatically displaced unit's resources. Previously they could capture between 0.05% and 3%.
7.   Non-combat units displaced after combat will be listed on battle report as routed, not retreated.
8.   Added "Fort held" level 1 combat message displayed when fort prevents defender's retreat, showing bonus fort removal.
9.   Support units (including those attached to cities), HQs, air bases, and FBD/NKPS units will undergo the same procedure of checking surrender (which may result in morale drops, and extra attrition), as on-map combat units. Previously they would be either excluded completely, or suffered reduced penalties.

Bug fixes
1.   Fixed a bug where scoring retreat and displacement move hexes was not calculating some of the scores correctly.
2.   Fixed a bug where retreat and displacement move MP cost was not calculated correctly, affecting scoring.
3.   Fixed multiple bugs related to automated rail repair (failing to deploy units, failing to repair hexes).
4.   Fixed a bug where partisan attack battle reports were erased before the Soviet player had the chance to see them.
5.   Fixed a bug when it was possible to transfer Axis air groups to an air base of different nationality.
6.   Fixed a bug where HQ units were unable to retreat or displace through hexes in enemy ZOC.
7.   Fixed a bug where penalty for being on refit to construction value was applied to units treated as being on refit permanently.
8.   Fixed a bug where penalty for being in reserve to construction, engineer, and artillery value was applied to combat units (and support units attached to them) on refit.
9.   Fixed a bug where supply status wasn't reset correctly for rebuilt units.
10.   Fixed a bug where support units attached to cities were treated as being permanently in supply for the purposes of morale recovery.


Happy Gaming!



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