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CEAW-GS v3.20 Progress

Posted: Fri Jan 29, 2016 11:55 pm
by pk867
Hi All,

We have just finished a large update to v3.20 (Juliet) and have just released this version to play testers for play testing.

This testing will be about 3 months to study balance, mechanics, bugs and any tweaks needed . As a group we made proposals, discussed and voted on changes.

We updated the map in many areas to improve accuracy while maintaining game rules and mechanics.

Change log so far -


v3.20beta - date - 09/20/14

All of these changes are from v3.10 final

Categories -

Unit Movement and combat ranges for Air and Naval Units
Altered Tech levels for Air and Naval units
Russian Guards,
Para Units
Convoy sizes
Weather changes

Specifics-
01) increased ranges (movement, combat and spotting) for air units to better represent air craft performance in ww2. see chart attached -
file affected Unit.txt
FTR - Mv +6 to 20, AR +3 to 9, LS -N/C, SS - N/C,
TAC - Mv +8 to 26, AR +4 to 12, LS +2 to 7, SS +2 to 8
SAC - Mv +12 to 24, AR +8 to 20, LS +2 to 7, SS +2 to 8
DD - Mv -2 to 20, AR - N/C, LS - N/C , SS - N/C
BB - Mv -1 to 17,
CV - Mv - N/C, AR +6 to 9, LS +1 to 4, SS +1 to 8
Convoy Mv +4 to 16,
Transport Mv +1 to 18

02) Altered Tech starting attributes and upgrades to Air and Naval units spread among levels. see chart attached - Unit_changes-v320beta_151230.pdf
file affected Technology.txt

Changes made to general.txt

03) Para upgrade supply level reduced to supply level 4.
04) Russian Guards allowed to form outside Russia
05) Russian Guards promotion XP Needed lowered to 28.
06) Guards supply level needed lowered to supply level 3
07) North Atlantic convoy size increased to 150 from 100.
08) Mid_Atlantic convoy size increased to 150 from 100
09) South Atlantic convoy size increased to 140 from 90
10) North MUD chance increased to 10 from 0
11) Central Winter chance MARCH increased to 10 from 0
12) Central Mud chance APRIL increased to 10 from 0
13) Central Mud chance May increased to 5 from 0
14) Severe Winter Chance October increased to 5 from 0
15) Game now keeps track of Elite units while they are in Transport Loops.
This closes a loophole of allowing a player create more Elite units
above the Max. Elite units are classified as SS, Guards, and Para units.

If you want you can list the changes from the charts for specific units.

v3.20charlie- date 11/22/14

Categories -

Convoy sizes
Air and Naval Movement, attack and spotting ranges
XP changes

Air Naval changes

FTR - Mv +0 to 20, AR -1 to 8
TAC - Mv N/C, AR - N/C, LS -2 to 5, SS -2 to 6
SAC - Mv N/C, AR - NC, LS -2 to 5, SS - 2 to 6
DD - Mv -1 to 19
BB - N/C
CV - Mv -1 to 16, AR -1 to 8
Convoy Mv -2 to 14
Transport - N/C

Note spotting was reduced because of upgrades with tech increases.

01) North Atlantic convoy size lower to 140 from 150
02) Mid Atlantic conoy size lowered to 125 from 150
03) FIGHTER_VS_AIR_DEFENSE_XP increased to 5 from 4
Added new categories for Air Units XP gain.
(04 through 18)
FIGHTER_VS_GARRISON_ATTACK_XP 1
TAC_BOMBER_VS_GARRISON_ATTACK_XP 1
STRAT_BOMBER_VS_GARRISON_ATTACK_XP 1
FIGHTER_VS_PARTISAN_ATTACK_XP 1
TAC_BOMBER_VS_PARTISAN_ATTACK_XP 1
STRAT_BOMBER_VS_PARTISAN_ATTACK_XP 1
FIGHTER_VS_ELITE_ATTACK_XP 2
TAC_BOMBER_VS_ELITE_ATTACK_XP 4
STRAT_BOMBER_VS_ELITE_ATTACK_XP 3
FIGHTER_VS_CORPS_ATTACK_XP 2
TAC_BOMBER_VS_CORPS_ATTACK_XP 3
STRAT_BOMBER_VS_CORPS_ATTACK_XP 2
FIGHTER_VS_MECH_ATTACK_XP 2
TAC_BOMBER_VS_MECH_ATTACK_XP 3
STRAT_BOMBER_VS_MECH_ATTACK_XP 2
FIGHTER_VS_ARMOR_ATTACK_XP 2
TAC_BOMBER_VS_ARMOR_ATTACK_XP 4
STRAT_BOMBER_VS_ARMOR_ATTACK_XP 3

Reduced these categories by 1 -
(19 & 20)
FIGHTER_VS_RESOURCE_ATTACK_XP 1
TAC_BOMBER_VS_RESOURCE_ATTACK_XP 1

Added these new categories for Garrisons
(21 & 22)
FIGHTER_VS_RESOURCE_ATTACK_XP 1
TAC_BOMBER_VS_RESOURCE_ATTACK_XP 1

V3.20 delta date 01/06/15

Categories -

Russian Guards
Convoy system updated
UK Home Guard units
Weather changes
Air and Naval unit ranges formalized
Leaders


1) Russian Guards changed back to only forming in Russian Territory
2) Guards Promotion raised +2 to 30 (from 28)
3) Russian Guards Supply level needed increased to level 4
4) New convoy system to determine convoy size in later years of the war base numbers returned to v3.10 values

(5 through 24)
ALLIED_TURNS_BETWEEN_CONVOYS 4 /*allied turns between each convoy*/
/* Max production worth of the 3 different convoys. Max value is modified by the averaged war effort of UK and USA */
NORTH_ATLANTIC_CONVOY_SIZE 100 /* Convoys go to USSR after USSR joins the Allies. Before they go to UK */
MID_ATLANTIC_CONVOY_SIZE 100 /* Convoys go always to UK */
SOUTH_ATLANTIC_CONVOY_SIZE 90 /* Convoys go to USA after USA joins the Allies. Before they go to UK */
NORTH_ATLANTIC_CONVOY_SIZE_MOD_1939 0 /* Mod to max convoy size for year */
NORTH_ATLANTIC_CONVOY_SIZE_MOD_1940 0 /* Mod to max convoy size for year */
NORTH_ATLANTIC_CONVOY_SIZE_MOD_1941 5 /* Mod to max convoy size for year */
NORTH_ATLANTIC_CONVOY_SIZE_MOD_1942 10 /* Mod to max convoy size for year */
NORTH_ATLANTIC_CONVOY_SIZE_MOD_1943 15 /* Mod to max convoy size for year */
NORTH_ATLANTIC_CONVOY_SIZE_MOD_1944 25 /* Mod to max convoy size for year */
NORTH_ATLANTIC_CONVOY_SIZE_MOD_1945 35 /* Mod to max convoy size for year */
MID_ATLANTIC_CONVOY_SIZE_MOD_1939 0 /* Mod to max convoy size for year */
MID_ATLANTIC_CONVOY_SIZE_MOD_1940 0 /* Mod to max convoy size for year */
MID_ATLANTIC_CONVOY_SIZE_MOD_1941 5 /* Mod to max convoy size for year */
MID_ATLANTIC_CONVOY_SIZE_MOD_1942 10 /* Mod to max convoy size for year */
MID_ATLANTIC_CONVOY_SIZE_MOD_1943 15 /* Mod to max convoy size for year */
MID_ATLANTIC_CONVOY_SIZE_MOD_1944 25 /* Mod to max convoy size for year */
MID_ATLANTIC_CONVOY_SIZE_MOD_1945 35 /* Mod to max convoy size for year */
SOUTH_ATLANTIC_CONVOY_SIZE_MOD_1939 0 /* Mod to max convoy size for year */
SOUTH_ATLANTIC_CONVOY_SIZE_MOD_1940 0 /* Mod to max convoy size for year */
SOUTH_ATLANTIC_CONVOY_SIZE_MOD_1941 5 /* Mod to max convoy size for year */
SOUTH_ATLANTIC_CONVOY_SIZE_MOD_1942 10 /* Mod to max convoy size for year */
SOUTH_ATLANTIC_CONVOY_SIZE_MOD_1943 15 /* Mod to max convoy size for year */
SOUTH_ATLANTIC_CONVOY_SIZE_MOD_1944 25 /* Mod to max convoy size for year */

25) UK Home guard units now count land and air units toward morale loss trigger
26) NORTH_MUD_CHANCE_NOVEMBER increased by 5 to 45
27) NORTH_MUD_CHANCE_MAY reduced by 5 to 5
28) CENTRAL_MUD_CHANCE_OCTOBER reduced by 5 to 20
29) CENTRAL_WINTER_CHANCE_OCTOBER increased by 5 to 5
30) CENTRAL_MUD_CHANCE_MARCH reduced by 5 to 20
31) CENTRAL_WINTER_CHANCE_MARCH reduced by 5 to 5
32) CENTRAL_MUD_CHANCE_APRIL reduced by 5 to 5
33) CENTRAL_MUD_CHANCE_MAY reduced to 0
34) SEVERE_WINTER_CHANCE_NOVEMBER increased to 20

Air and naval unit ranges formalized

FTR - N/C
TAC Mv -2 to 24, AR -2 to 10, LS N/C, SS N/C
SAC Mv -2 to 34, AR -4 to 16, LS N/C, SS N/C
DD Mv +1 to 20
BB - N/C
CV Mv +2 to 18, AR N/C, LS -1 to 3, SS -1 to 7

35) Bug fix for Transportation loop which allows units in the loop to not be counted towards builds. (i.e. paratroops)

36) Leaders costs has new formula

/* Formula: Cost = (commander quality - rr) * cq + ground attack * ga + ground defense * gd */
COMMANDER_RANGE_REDUCTION 2 /* rr in formula. 0..2 */
COMMANDER_QUALITY_COST 10 /* cq in formula. Cost per leader quality value */
COMMANDER_GROUND_ATTACK_COST 10 /* ga in formula. Cost per bonus ground attack points */
COMMANDER_GROUND_DEFENSE_COST 5 /* gd in formula. Cost per bonus ground defense points */
COMMANDER_MINIMUM_COST 5 /* Minimum cost of commander regardless of formula result */
Costs reduced 10 to 15 PP’s minimum cost for leaders are 5 PP’s.


v3.20 echo date 04/06/15

Weather changes
SUB rules

1) AXIS_WINTER_SUFFER 40 /* Severe winter penalty in 1939. Max efficiency will this value lower */
the previous value (35) was increased by 5 to 40
2) MAX_WINTER_SUFFER 30 /* Max possible efficiency loss from severe winter */
The previous value (25) was increased by 5 to 30
3) SUB_EVADE_CHANCE_INCREASE_SUB 6 /* Increased percent chance per Submarine tech level */
the previous value (8) was lowered by 2 to 6

4) SUB_EVADE_CHANCE_REDUCTION_RADAR 6 /* Reduced percent chance per Radar tech level */
the previous value (5) was increased by 1 to 6.
5) Added new condition - NAVAL_CONVOY_ESCORT_XP 1 this allows escorts of convoys to gain XP escorting.

6) SUB_VS_CONVOY_ATTACK_XP 2
the previous value (3) was reduced by 1 to 2.

v3.20 foxtrot date 05/07/15

Categories

XP update
Espionage for Tech added


1) SUB_VS_CONVOY_ATTACK_XP 3
the previous value (2) was increased by 1 to 3

2) XP_MODIFIER_PER_XP_LEVEL_DIFF 1 /* Bonus or penalty to XP awarded per combat per tech level difference between attacker and defender. */
added new XP category.

(3 through 7)

/* Bonus research if one or more tech levels behind most advanced country */
/* ---------------------------------------------------------------------------------- */
BONUS_RESEARCH_PER_LEVEL 4 /* Percent bonus per turn per tech level behind most advanced. 0 = no bonus */
REDUCED_MODIFIER_NO_LABS 2 /* Bonus divided by this value if no labs in tech. 99 = no bonus */
REDUCED_MODIFIER_NOT_AT_WAR 2 /* Bonus divided by this value if country not at war. 99 = no bonus */
BONUS_FRACTIONS_ROUNDED_UP 1 /* 1 = fractions rounded up. 0 = fractions rounded down */
NEUTRAL_TECHS_COUNT 0 /* 0 = neutral power techs don't count finding max tech. 1 = neutral techs count */
ORGANIZATION_RESEARCH_BONUS 0 /* 0 = Organization doesn't get bonus research advance. 1 = Organization gets bonus */
INDUSTRY_RESEARCH_BONUS 0 /* 0 = Industry doesn't get bonus research advance. 1 = Industry gets bonus */


v3.20 gulf date 08/19/15

Categories

Resource graphics updates
Large counter graphics
Map changes
CV unit changes

1) graphics that display Resources was changed to a new cleaner look.
2) Large counters were changed to go with the new resources graphics.
3) Tobruk was moved 3 hexes to the East to better represent the position historically.
4) CV Attack range reduced to one hex while in port.


V3.20 gulf date 08/19/15

Categories

Resource graphics updates
Large counter graphics
Map changes
CV unit changes

1) graphics that display Resources was changed to a new cleaner look.
2) Large counters were changed to go with the new resources graphics.
3) Tobruk was moved 3 hexes to the East to better represent the position historically.
4) CV Attack range reduced to one hex while in port.


v3.20 hotel date 09/13/15

Category

Air unit changes

1) Reduced intercept range in half for FTR’s.

/* Fighter and CV unit interception range */
/* ---------------------------------------------------------------------------------- */
FIGHTER_INTERCEPTION_RANGE_DIV 2 /* 1 = Fighter unit interception range divided by this number. 1 = intercepts at full range */
CV_INTERCEPTION_RANGE_DIV 3 /* 1 = CV unit interception range divided by this number. 1 = intercepts at full range */
CV_INTERCEPTION_CAPABLE 1 /* 1 = CV units can intercept. 0 = no interception possible */

2) Removed 1 SURV and 1 Movement Navy - Surface Ships Level 2 (affects CV unit)
3) Removed CV unit from AIR - Dog Fight Level 2
4) Removed 1 SURV from AIR - Strategic Operations Level 2

v3.20 india date 11/13/15

Categories

Menu changes
Bug

1) made changes so that Espionage, FTR intercept range can be selectable when starting a new game.

2) text files became corrupted altering the values concerning rail depots.


v3.20 juliet date 01/06/15

Categories

Weather
Research
Units
Map Changes
Scenarios


WEATHER-

Chances were altered to these values for NORTH / EAST regions of map.
Weather changes now set to:
October: Mud 50, Fair 40, Winter 10
November: Mud 50, Winter 50
April: Mud 75, Winter 25
May: Fair 100
CENTRAL_MUD_CHANCE_APRIL reduced by 5 to 0

Axis winter set back to GSv3.10 (25). GSv3.20 was increased to 30 for play
testing.

Severe winter length changed to 4 or 5 turns 50% chance for each.



RESEARCH-

Starting research for 1939 scenario was altered to these starting
values-
Germany:
Artillery 0/20 instead of 0/00
Armor 0/10 instead of 0/00
Dog fight 0/40 instead of 0/00.
Submarine 0/25 instead of 0/00
Industry 1/40 instead of 1/00

Italy:
Antitank guns 0/40 instead of 0/00
Surface ships 0/50 instead of 0/00
Submarines 0/25 instead of 0/00.
Industry 0/20 instead of 0/00.
Organization 0/20 instead of 0/00

UK:
Fixed defenses 0/20 instead of 0/00
Antitank weapons 0/10 instead of 0/00
Dogfight 0/30 instead of 0/00
Surface ships 1/20 instead of 1/00
ASW 0/25 instead of 0/00
Industry 0/25 instead of 0/00

France:
Fixed defenses 0/25 instead of 0/00
Antitank weapons 0/25 instead of 0/00
Dogfight 0/20 instead of 0/00
Surface ships 0/80 instead of 0/00
Industry 0/25 instead of 0/00

USA:
Artillery 0/20 instead of 0/00
Fixed defenses 0/90 instead of 1/00
Antitank weapons 0/90 instead of 1/00
Blitzkrieg 0/10 instead of 0/00
Armor 0/10 instead of 0/00
Tank destroyer 0/80 instead of 1/00
Dogfight 1/25 instead of 1/00
Tactical air support 1/70 instead of 2/00
Submarines 1/75 instead of 2/00

USSR:
Artillery 0/80 instead of 1/00
Fixed defenses 0/80 instead of 1/00
Blitzkrieg 0/20 instead of 0/00
Tank destroyer 0/80 instead of 1/00
Dogfight 0/10 instead of 0/00
Tactical air support 0/75 instead of 1/00
Surface ships 0/30 instead of 0/00
Submarines 0/20 instead of 0/00

Modified Attribute gains for certain units.

Removed AT bonus for Close Support Tech level 1

UNITS-

Added displaying XP value in Unit Panel

Added starting XP in 1939 scenario to Active Major Powers. XP is determined
randomly and added randomly to units. Countries affected are Germany, United
Kingdom, France.

Modified display of Unit Strength to BOLD at zoom level 2 when using Large
counters.

Paratroopers when created start with an XP of 50 and will lose any previously
earned XP.

Number of German SS units increased by one for 42’, 43’, 44’. Increased by
two for 1945.



MAP CHANGES-

Capital of Netherlands renamed to Amsterdam.
Altered coastlines, borders, rivers, terrain and resource locations to
improve map accuracy for Spain, Portugal, Italy, United Kingdom, Ireland,
and France.
Moved Bergen 1xN + 1xNE.
Moved Sicily, Sardinia, and Corsica.
Improved Isle of Crete coastline
Added rail depots and ports of Portland and Providence in USA
Changed name of second Capital in Canada for United Kingdom to Quebec.
Added port of Saint John. Moved Mine and Edmundston out of Labrador South
to playable area of Canada.
Created new Out of play area of Labrador.
Added Goose Bay airfield to Labrador.
Added Tundra terrain to Labrador.
Added airfields Stephenville and Gander to Out of Play area Newfoundland.
Added city / port of St. John’s to Eastern Newfoundland.
Extended Germany Border South near Switzerland, Corrected the Maginot line
and France/Belgium border.
Added more forest to Normandy peninsula and near Le Harve city.
Many cities, resources moved and some renamed. Too many to enumerate here.


SCENARIOS-

Scenarios updated to incorporate new map terrain, resources, and location
changes.

V3.20 juliet date 02/06/2016

Categories

Bug fix

01) Fixed bug concerning displaying Free French partisan units that were under UK
control.
02) Fixed bug concerning Free French units in Forts and resources losing gained
entrenchment value after Germany refuses Armistice.

Re: CEAW-GS v3.20 Progress

Posted: Wed Feb 03, 2016 2:47 am
by DaveS
Just bought game, like it alot, like the upcoming changes.
I ran into the sub bug v Axis AI, see attached.
thx

Re: CEAW-GS v3.20 Progress

Posted: Thu Feb 04, 2016 8:55 pm
by apec
Dear developers I wish to say that I am really impressed by the fantastic work and your dedication to the improvement of CEAW-GS. I had the very first version of the game CEAW but recently I bought the new version only because of the great work you did with GS, I am enjoing it a lot. No doubts, this has been my best purchase in 2015! Many thanks !

sincerely,

apec

Re: CEAW-GS v3.20 Progress

Posted: Sat Feb 06, 2016 9:49 pm
by Cybvep
Why so many changes to convoys? I thought that this part of the game was working fine.

Re: CEAW-GS v3.20 Progress

Posted: Fri Apr 08, 2016 1:36 pm
by Peter Stauffenberg
The convoy changes don't affect game play that much. I think the reason was to even out the strength created so you don't get the max min situation we had before. That means most convoys will be worthwhile to escort. The total PP average should be about the same.

I think the change was made because some players were tired of having tiny convoys being create in the mid/late game. Some also believed that luck with convoys could affect the game outcome a bit.

Re: CEAW-GS v3.20 Progress

Posted: Sat Apr 09, 2016 3:59 pm
by cuprof
Any considerations to reducing the ARM bonuses or to reducing the impact of unit XP? ARM bonuses seem excessive to the point of making ARM units pretty much useless by '43, and XP in 3.1 seems to create unrealistic super-units.

Re: CEAW-GS v3.20 Progress

Posted: Sun Apr 17, 2016 6:17 pm
by Peter Stauffenberg
We have done quite a bit of changes to XP and also lowered tactical bomber effectiveness a bit. So armor units seem more useful now.

Re: CEAW-GS v3.20 Progress

Posted: Thu Apr 21, 2016 11:20 pm
by JimWC
I have never understood why anti-tank is devastating against ARMs, but completely useless against the thin-skinned armored vehicles in a MECH?

Re: CEAW-GS v3.20 Progress

Posted: Sat Apr 23, 2016 2:20 pm
by Peter Stauffenberg
Updates in the latest version that the testers will receive shortly.

We have now almost completed GS v3.20k. All remaining updates will be bugs we find on the map, scenario or code while we play test.

These are the main changes:

New terrain types:
* Depression (used for the Quattara depression)
* Forest Hills
* Lake (can becolme frozen in the winter and thus possible to enter)
* Salt Lake (used for Chott El-Jerid)

New resource types:
* Fortifications (will replace fortresses for the Gustav line, Mannerheim line, Siegfried line. Stalin line along the southern Polish border is new)
* Fortified city (Most fortresses will now be fortified cities instead. E. g. Scapa Flow, Gibraltar, Malta, Leningrad, Luleå, Thessaloniki, Mareth, Tobruk, Cologne).
Only remaining fortresses are the Maginot line hexes and Sevastopol. The Atlantic wall and Eastern Germany cities will now be fortified cities instead of fortresses
* Fortified capital (Major power capitals except Paris, Rome and Quebec are now fortified capitals. Budapest and Warsaw will become fortified capitals late game
as part of the Eastern German city upgrade when Russia closes in on the German border.

New unit types:
* Mountain corps +1 on ground attack, ground defense, quality and survivability if in rough, forest hills, desert hills or mountain terrain). Otherwise same stats as
corps. Unit cost 45 PP's
* Cavalry corps +1 ground attack and shock attack if in clear or desert terrain. 5 movement range and not spending oil. Otherwise same as corps units. Unit cost
45 PP's
* Motorised corps. 5 movement range and spending 1 oil. +1 ground defense at armor tech 5. Otherwise same as corps unit. Unit cost 40 PP's
* Mechanized corps. Same as before, but now have 3 image levels. Lowest earlier image level moved to motorised corps.

OOB changes:
* Some changes to most countries. Replacing mechanized with motorised for Sweden, Germany and UK. Replacing mechanized with cavalry for Romania.
* Adding mountain and cavalry to some countries like Poland, Hungary (only mountain), Romania, Yugoslavia, Turkey (only cavalry), Italy, Germany (only
mountain) and USSR
* Improved OOB setup for Turkey, Sweden, Yugoslavia, Greece, Italy and UK (in Egypt)
* Removed 2 Australian corps units from UK in Egypt. Instead they get 2 corps in Basra when Egypt activates (same as before), but these ones will be 2nd New Zealand and 1st South African. Added 2 corps units to UK in Kuwait when the Iraqi rebellion starts in April 1941. These will be the 9th Australian and 21st Indian. So total number of corps will be the
same, but 2 corps arrive in 1941 instead of being on the map from the start. That simulates better the Far East reinforcements being sent to Egypt at key events.
* Leclerc's mechanized unit will spawn near Cairo instead of Agadir when Free France activates. This is because Leclerc fought with the British and not the US. Leclerc attacked into
Libya from his bases in Chad and joined the UK storm on Mareth for example.

Map changes:
* Vyborg added to Finland and will change control to Russia when the Finnish winter war ends. This is more historical
* Quite a bit of changes to Norway, Sweden and Finland coast line to make it look more accurate
* Changed terrain in most countries with hilly terrain. Checked mountain, rough, forest and forest hills and updated accordingly. Most countries are changed, but Turkey in particular. So don't rely upon your experienced with the old map.
* Added rail depots in Nis (southern Yugoslavia), Szeged (Hungary since Nagykanizsa was moved), Eskisehir (Turkey)
* Moved quite a few cities in the Urals. Removed Nishniy Tagil and added Tyumen (city) and Tobolsk (rail depot) instead. This was to put some more distance between the Urals and Omsk. Still Omsk too too far on the map compared to the real Omsk, but that can't be helped.
* Moved Kosice in Slovakia
* Added lake Sevan in Armenia and moved lake Van in Turkey
* Changed the rivers in Turkey
* Changed the US and Canadian coast line so you get more room there. Quite a few cities appeared like Philadelphia and Wilmington.
* Some Russian hero cities have become fortified cities. Those include Leningrad (downgrade from fortress), Minsk, Smolensk, Kiev, Odessa, Tula, Brest Litovsk and Moscow (fortified capital). Novorossisk is also a hero city, but not on the map. Krasnodar is the closest. Murmansk is a hero city, but offmap. Kerch is a hero city, but the city is already so hard to take
so keeping it a regular city is good enough. It can only be attacked from 1 land side.

Terrain changes:
* Air units get -1 ground attack (not below 1) and -2 shock attack (not below 1) if attacking into covered terrain (forest, forest hills, swamp)
* Mountain penalties reduced from 50% to 40% to make the less than fortresses. It was too big a gap between rough and mountain.

Leader changes:
* Attaching leaders will now not prevent the unit from moving or attacking

Transport loop:
* Added a new transport loop between Norwegian Sea and White Sea. Archangel is now a port city. So USSR can now build naval units in Archangel and send these to the Atlantic if they prefer to do so. The Archangel port will in many ways simulate the Murmansk port, but Murmansk is off-map. At least Russia will now have a sea link to the Atlantic as they had historically.

Re: CEAW-GS v3.20 Progress

Posted: Sat Apr 23, 2016 2:22 pm
by Peter Stauffenberg
Sneak peeks of GS v3.20k

In the Yugoslavia map you clearly see the new forest hills terrain.

Re: CEAW-GS v3.20 Progress

Posted: Sat Apr 23, 2016 2:23 pm
by Peter Stauffenberg
Here is the new unit purchase panel where the 3 new unit types is shown.

We even added a possibility to turn unit names / numbers on/off in the options.

Re: CEAW-GS v3.20 Progress

Posted: Sat Apr 23, 2016 2:34 pm
by Peter Stauffenberg
In this image you see the changes in Finland with Vyborg as a city. The lakes here are now frozen and can be moved onto while they are frozen. Leningrad is now a fortified city instead of a fortress.

If you remain in a lake hex when it thaws then your unit will become out of supply. So you better get back ashore asap.

Re: CEAW-GS v3.20 Progress

Posted: Sat Apr 23, 2016 4:58 pm
by Edward75
I hope it will happen to Holiday of Victory in Europe Day 9th May ! :D

Re: CEAW-GS v3.20 Progress

Posted: Sat Apr 23, 2016 5:52 pm
by Peter Stauffenberg
That is way too early since the beta testers haven't received the latest files yet. They need to complete their current on going games so we can get that data.

Re: CEAW-GS v3.20 Progress

Posted: Sun Apr 24, 2016 7:31 pm
by amulius
That sounds great!! Thanks for the work.

Re: CEAW-GS v3.20 Progress

Posted: Sun Apr 24, 2016 9:30 pm
by mineral
Looks great! I've been playing 3.1 against the computer with some of the recent suggestions on hard. I was reading up on Barbarossa and realised that the Bulgarians never actually participated in the invasion of the Soviet Union. I've tried just using the bulgarians as anti-partisans, and not using the them in the invasion, but then again, the nice thing about a game is trying what if scenarios, like operation sea-lion.

However, it did have me wondering if it might be useful to model this somehow. Perhaps the minor powers need to declare against the Soviets as well, with some sort of change if they do (ie something like what happens if you invade sweden or greece, where the bulgarians get extra corp units). If the Romanians do, its what you see now, if the bulgarians do, something different, etc.

Re: CEAW-GS v3.20 Progress

Posted: Thu Apr 28, 2016 7:31 pm
by Edward75
I think Garrison must have less Manpower 3 or 4, not 5. It's wrong.

Re: CEAW-GS v3.20 Progress

Posted: Thu Apr 28, 2016 8:10 pm
by Peter Stauffenberg
Why is it wrong to have 5 manpower for a garrison unit? It does have the same defensive capability initially as a corps unit. A corps unit costs 10 manpower. If you lower the manpower too much you just allow the Germans cheap ways of filling the map with garrisons late game without falling down to critical manpower levels.

Re: CEAW-GS v3.20 Progress

Posted: Fri Apr 29, 2016 10:59 am
by Edward75
2 Garrisons are not equal to 1 Corp in strength, but sost manpower same as 1 Corp.

Re: CEAW-GS v3.20 Progress

Posted: Mon Sep 19, 2016 9:48 pm
by bcnkor5
1-The artillery unit missing for CEAW-GS v4.0, artillery is an important unit in WWII is a unit need to put. Also a resource on the map of Factories, first target of the bombers

2-slider is an option more units? (See image 000CEW GS v3.2 Beta Purchase panel)