- Oct 15, 2008
Well, after a given distance. Let say 5 or 10 depending on the size of the map there is a penalty increasing with the distance!
I'd actually suggest bonus increasing with distance. It takes more time for the supply to arrive.
For supply ships, it should be the closest inland city with an habor
- should we have a limited range to get supply ?
- should we scale the available supplies for an unit with the distance to the city providing those supplies ?
- should we link to the closest city or the one with the most supply ? Or weight both ?
Other suggestions on the supply line mechanism ?
I've coded the supply line efficiency this way:
The mod simulate a land convoy with 8 moves (cruiser tanks have 6 for reference, that number can be tweaked), then if the convoy can't reach the unit in one turn, a penalty is applied, proportional to the movement points needed to reach the unit.
This way road, rails, hills, forest, rivers, etc... are directly affecting the supply line efficiency.
The code is using the closest city ATM, I may tweak that later depending on the tests, but I need to code the resources transfer between cities first.
About seasons, I'm trying to keep the new version able to save/reload from in game, which is mandatory to change terrain type mid game while keeping the mod relatively users-friendly.
the "land convoy" is virtual, it won't be on the map as the "sea convoy"This seems like a simple but adequate solution to my suggestion indeed! I am not sure what you mean by "proportional to the movement points needed to reach the unit"? And is the penalty applied to the unit or to the convoy? I would suggest that a penalty would be the already implemented "bleeding". The unit is out of supply thus a "bleeding" penalty suffices. The convoy should imho not be affected.
If an unit is connected to 2 cities, one with resources one without, it also means that the 2 cities are connected, and they will share their resources.Makes sense to me. But how does this work then if a city has only limited resources?
- Add Urzahil units icons for Germany, USSR, UK and Italy
- Add depot (seZereth, converted by DJSHenninger), airfield (danrell) and tower (Walter Hawkwood, Hulfgar) tile improvements
- Add ZiS-3 76 mm Div Gun (by Ramzay1945, converted by Wolfdog)
- Add 3D Churchill by Ekmek
- Adapt pathfinder for Supply Lines (show / calculate efficiency)
- Get R.E.D. WWII date values (string/numeral) from Lua
- Start code conversion for Projects
Test Map <- small test map to play on with IGE or Firetuner
World Map <- not ready for edition with the WB yet (we need to add improvements/resources/cities names in the DB first)
Iwo Jima <- with rules for tactical play
the "land convoy" is virtual, it won't be on the map as the "sea convoy"
see the attached screenshot for the effect of distance/terrain on supply line efficiency.
say that the maximum reinforcement per turn is 100 personnel and 20 materiel, an unit with a supply line efficiency of 50% will only get 50 personnel and 10 materiel max.
If an unit is connected to 2 cities, one with resources one without, it also means that the 2 cities are connected, and they will share their resources.
That could be done only if Aspyr find a way to allow DLL modding (or something similar)Are you ever going to update the Mac version? Ever? Overtime I see a new update for this, and I die a little inside because I can't play it.
Rivers may be used for resources/reinforcement routes in the future (like the "land convoy" in the development version)Gedemon, are you going to ever add some strategic significance to rivers? The whole battle of Stalingrad was to control Volga and not to let soviet ships deliver reinforcements to soviet troops. Maybe you may add river convoys or something else that could let the control of rivers be important? Also, I suggest adding an ability to destroy bridges and roads when retreating.