Rasputitsa
Posts: 2903
Joined: 6/30/2001 From: Bedfordshire UK Status: offline
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quote:
ORIGINAL: RandomAttack After a long absence, and keeping with the above discussion, I am realizing issues with the supply mechanism I never knew. I thought that game used all the the "primary" consts.ini file settings unless specifically overwritten by the country-specific consts.ini, but apparently it doesn't work QUITE that way for the supply entries. For example, supply penalties ONLY apply if those entries exist in the country-specific file to BEGIN with. Sooo, Germany & Italy get the supply hits to effectiveness, but Soviets, Great Britain, and all minors get none whatsoever (unless totally out of supply). As an experiment, I pasted the consts_German supply effects into the consts_USSR file and voila!-- they started getting effectiveness hits too. If WAD, I guess this is an attempt at balancing, but it's clearly not a level playing field. Personally, I think all underlying mechanics (like supply impacts) should apply equally to at least all the major powers. You could always tinker with unit strengths, turn 1 event penalties, etc., instead of making all these countries basically exempt for the entire scenario. My two cents anyway. My understanding was that the national 'consts.ini' file data overrides whatever is in the main scenario 'consts' file, for that nation. The national 'const' files are saved with each gave save and are placed in the separate game save folder, whilst the main scenario 'consts' file remains in the main game folder. This means that you can tweak the data for each country in a game in progress. For instance, in an ongoing game, I have introduced into the game save copies of the German and Italian 'consts' files a reduced cost, quick build, lower strength, extended life, Mulberry Harbour (Mulberry-lite). The way the game is configured, there is no supply to small islands without ports that a nation already owns ('alternative supply' from fleets only works for islands that you have captured and taken control). For example, the Italians have no sea supply to their Ionian islands (Rhodes) and UK has no sea supply to Orkney and Shetland, you cannot land units on a beach hex ('disembark' option only works for enemy controlled hexes), you can only move in air, or airborne, units and they will immediately be out of supply. The adjustments to the national 'consts' file allow the placing of a Mulberry-lite, which represents an existing small island harbour being extended to supply island bases. The Mulberry-lite unit represents the ground defence (you can't get any normal ground unit on these islands) and is set at about a division strength. It gives limited supply to allow the placing of air units on islands you cannot otherwise use. The main scenario 'consts' full strength Mulberry remains to be used by other nations, for the Allies the UK can have Mulberry-lite, to supply Orkney, Shetland and the Channel Islands, the US is left with the normal Mulberry data for a main invasion Mulberry to be placed later. I have edited additional beach hexes into other small islands, where real world harbours do exist, so there are sites available to place Mulberry-lite small harbour units. You could also use Mulberry-lite on long extended coasts, such as Norway and North Africa, representing small harbours giving limited supply. You cannot dock fleets to refuel, or repair ships and there are no convoys, no troop landings (except the Mulberry-lite itself), as this simulates small coastal vessels unloading in fishing harbours, with the Mulberry-lite supply level set to only allow a short range local effect. Juggling the effects in national and main scenario 'consts.ini' files, permits detailed tweaking of game effects and some additional features like the Mulberry-lite (small harbour). Supply has always been a bit of a mystery in the game, but as supply was crucial to most WW2 operations, including the whole East Front campaign, I quite like the need to 'plan for' and 'work at' supply, as a major part of the game, frustrating and confusing as that can be.
< Message edited by Rasputitsa -- 6/14/2013 11:05:11 AM >
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