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information about GS 2.00s

Posted: Thu Dec 30, 2010 6:46 am
by DukeOfLight
Where can i find info about this patch???

Posted: Thu Dec 30, 2010 12:52 pm
by schwerpunkt
We are still play testing v200, which is a major update rather than a patch, and a new update "t" is about to be released to the testers. Also, we have only just started to look at updating the manual so we are a little way off yet from releasing it.

Posted: Sun Jan 02, 2011 12:49 am
by Lynz
schwerpunkt wrote:We are still play testing v200, which is a major update rather than a patch, and a new update "t" is about to be released to the testers. Also, we have only just started to look at updating the manual so we are a little way off yet from releasing it.
Well can you pull your finger out? I am sick of getting me arse kicked in 1.06 and would sooner have it done in 2.0.

:lol:

Posted: Fri Jan 07, 2011 5:32 pm
by trulster
GS2.0 looking good, but are there any plans to fix one issue which creates many gamey, unrealistic situations? I am talking about the effect of weather on air missions, where the values of air are halved if the weather is bad in the hex where the plane is based. If it is possible to program, a vast improvement would be if the weather effects were based on the *target hex*, not the one the air is based.

Thus you would avoid silly situations like seen in some AARs in the Italian theater with planes south of Rome being doubly effective, and in one of my games where Axis air in Persia attack winter Caucasus with no penalties.

Posted: Fri Jan 07, 2011 7:01 pm
by ncali
trulster wrote:GS2.0 looking good, but are there any plans to fix one issue which creates many gamey, unrealistic situations? I am talking about the effect of weather on air missions, where the values of air are halved if the weather is bad in the hex where the plane is based. If it is possible to program, a vast improvement would be if the weather effects were based on the *target hex*, not the one the air is based.

Thus you would avoid silly situations like seen in some AARs in the Italian theater with planes south of Rome being doubly effective, and in one of my games where Axis air in Persia attack winter Caucasus with no penalties.
I agree this should be fixed in some way, but I am not sure just changing it to the target hex makes complete sense. That would mean if an air unit based in a bad weather location attacked a clear hex, it would get the benefit of the clear weather. I don't think this makes sense as the fact that the air unit is based in bad weather would have an effect on its operations. I think the better rule would be that an air unit gets the "worst" weather of either its target hex or airbase hex when attacking. And I wonder what to do about intercepting air units - I guess they should probably get the "worst" weather as well - but that's a difficult call.

Posted: Sat Jan 08, 2011 1:08 pm
by gerones
ncali wrote:
trulster wrote:GS2.0 looking good, but are there any plans to fix one issue which creates many gamey, unrealistic situations? I am talking about the effect of weather on air missions, where the values of air are halved if the weather is bad in the hex where the plane is based. If it is possible to program, a vast improvement would be if the weather effects were based on the *target hex*, not the one the air is based.

Thus you would avoid silly situations like seen in some AARs in the Italian theater with planes south of Rome being doubly effective, and in one of my games where Axis air in Persia attack winter Caucasus with no penalties.
I agree this should be fixed in some way, but I am not sure just changing it to the target hex makes complete sense. That would mean if an air unit based in a bad weather location attacked a clear hex, it would get the benefit of the clear weather. I don't think this makes sense as the fact that the air unit is based in bad weather would have an effect on its operations. I think the better rule would be that an air unit gets the "worst" weather of either its target hex or airbase hex when attacking. And I wonder what to do about intercepting air units - I guess they should probably get the "worst" weather as well - but that's a difficult call.
This has been discussed here before. The fact is that if we remove weather effects in "mixed" weather zones it should be as ncali has pointed on both sides: air units stationed in fair weather hexes attacking bad weather hexes and viceversa air units stationed in bad weather hexes attacking fair weather hexes. So IMO in both cases it should be applied bad weather penalty for air units. May be a solution could be, as ncali has pointed, to apply always the worst penalty for air units attacks (mud is worse than winter) in case of "mixed" weather zones. And of course, following this logic, the same for intercepting air units.




    Posted: Sat Jan 08, 2011 1:55 pm
    by Peter Stauffenberg
    This is quite tricky to deal with because the combat values for a unit is created by the START of the turn dependent upon the hex the unit is in. If the real combat values would depend on the values in the hex you're attacking it means the values must be altered dynamically when you move the mouse over the different target hexes. If not you will e. g. see that your tactical bomber has 9 shock attack while it will only attack with 5 (mud weather in target hex). It's certainly possible to do lower the real combat value before the combat, but the attacking player might wonder why is attack with the strong unit did much less damage that expected.

    If we look at the situation you will see that the most likely area this will happen is in Italy. This means Allied bombers can be located in Sicily and southern Italy and attack Axis hexes in mud terrain with full efficiency. You can have a similar situation if the Allies get a foothold in Greece.

    Another situation is when Russian air units are located in a different weather zone than the hexes they attack. Typical late in the war when the Russians are entering Poland. But this way it's the other way around. The air units might have reduced factors by being in winter or mud while the target hex is in fair weather. Germany can, of course, also experience the same, but it happens rarely because Barbarossa begins in the Spring, but they enter the eastern weather zone before winter most of the time.

    Remember what the weather actually means for the combat values. It doesn't mean that the bombs become weaker. It means airstrikes are often cancelled in bad weather because the airfield is in fog, wind, heavy snow of whatever. So the number of sorties from the airbase is less than optimal. Therefore it's always correct to reduce the combat values in the hex the air unit is located.

    I see the point about air units in fair weather trying to fly a sortie to a hex in mud or winter. That means they can't see their targets that easily so the accuracy of bombing is not so good.

    We've in the GS team looked at the situation and see that ideally this could be altered, but this risks adding many bugs to the game, thus delaying GS v2.0 even further. The effect on the battles is that big because you don't see battles in mixed weather (where the target is in the worst hex) that often. Sometimes we have to evaluate the gain from the change versus the risk of adding new bugs. Several nice ideas have been scrapped because the gain is less than the risk.