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Factories and City Production Numbers

 
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Factories and City Production Numbers - 8/30/2013 2:23:17 PM   
shane56

 

Posts: 91
Joined: 1/16/2010
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G'Day all,
1] on the ground element screen using "Tigers" as example it displays the following.. Tigers start prod 08 1942 and end 08 1944 with weeks in production being 146
How can this be if this time period chosen represents 2 years ie.. 104 weeks and not the 146 weeks displayed, how does this work ?
2] if you see a negative number like (-21) in the weeks in production field, what does that mean ?
3] How does expansion rate work ? what expansion is gained by a value of zero (0), a value of one (1) and a value of two (2) etc
4] what is meant by factory sites which for tigers has a value of 1 displayed.
5] on the city location (Kassel) display screen, again referring to "Tigers" what does the number 2 mean which is listed for tigers under the NUM heading, as the manual has virtually no detail on this, please a detailed explanation would be good
6] on the production screen again for "Tigers" the number 2 is listed under the capacity heading please clarify this ?
7] still on production screen, now click on "Tigers" need clarification regarding the top of screen showing Kassel and the number 2 under the capacity heading, whilst below it we have in the upgrade paths Tiger with the numbers 2(0) under the #factories heading..

Thankyou ..Shane056
Post #: 1
RE: Factories and City Production Numbers - 8/30/2013 3:26:21 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline
Shane

Denniss is the real expert on production but I'll try and add some clarity.

The manual isn't that bad - you need to read section 21.1.7 onwards. I can't answer all your questions as I haven't got game access available to fully understand your post but here goes:

- Factories produce stuff (Aircraft, AFVs or Armament Pts) by consuming supplies.
- Stuff has a build cost which determines how much supply is required by the factory to produce each item. Big stuff requires more supplies but the build cost is not a straight read across into supply. Aircraft require Build Cost/20 and AFV require Build Cost/10 per ton of supplies.
- Aircraft are produced including manpower but AFV needs manpower added to create a ground element
- Each Factory also has a Capacity - i.e. the maximum number of items it can produce in a turn if supplies etc are available.
- Factories can also increase in Capacity over time (the expansion rate). This expansion rate can be set as 0,1,2 etc but it also depends on the factory being undamaged as well as available manpower, port points etc. 0 is an increase of less than a factory point per turn and I think the above that it is 1 pt, 2 pt etc.
- Factories can only expand their Capacity as far as the Build Limit - a Build Limit of 20 means that eventually up to 20 items per turn per factory may be produced. So if you have three factories they could expand to deliver a maximum production of 60 items per turn. (There was a bug that allowed factories to expand before they started producing but I can't remember if it was addressed)

I produced a diagram to explain things which I have attached.

Hope this all helps

Attachment (1)

_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to shane56)
Post #: 2
RE: Factories and City Production Numbers - 8/30/2013 4:53:16 PM   
shane56

 

Posts: 91
Joined: 1/16/2010
Status: offline
Thankyou Red Lancer for your reply, and much appreciate the schematic, but still need info on items 1 and 2 as listed below to understand it all in detail, as I wish to modify the production settings.

1] on the ground element screen using "Tigers" as example it displays the following.. Tigers start prod 08 1942 and end 08 1944 with weeks in production being 146
How can this be if this time period chosen represents 2 years ie.. 104 weeks and not the 146 weeks displayed, how does this work ?

2] if you see a negative number like (-21) in the weeks in production field, what does that mean ? I have seen a negative number used here for other items, what does this mean when it is negative ?


I would be very grateful for any glimmer of knowledge on this..
thanks ..shane

(in reply to RedLancer)
Post #: 3
RE: Factories and City Production Numbers - 8/30/2013 5:12:59 PM   
RedLancer


Posts: 4314
Joined: 11/16/2005
From: UK
Status: offline
I've just checked in the Editor - the weeks in production automatically re-calculates but some months are 4 wks and others 5. 146 may be accurate if you count in weeks with a calendar from start of Aug 42 to end Aug 44.

-21 may be the number of weeks until production starts - can you post a screenshot as I can't find what you mean.


_____________________________

John
WitE2 Asst Producer
WitE & WitW Dev

(in reply to shane56)
Post #: 4
RE: Factories and City Production Numbers - 8/30/2013 6:46:59 PM   
Denniss

 

Posts: 7902
Joined: 1/10/2002
From: Germany, Hannover (region)
Status: offline
1) weeks in production is either calculated to ~3/45 or the end date given in the equipment data, whatever is later. This is especially true for equipment with an earlier end date without upgrade path. No idea why it's this way. To get the correct week calculation just create a temporary equipment slot starting one month after the original end date and made the equipment temporary upgrade to this tmp eqipm slot. AFAIR the calculation starts at the equipment first date or June 1941, whatever is later
2) can't remember to have seen it but should be just a cosmetic report due to equipment upgrading to other stuff with has first date earlier than original equipment
3) undamaged factories raise by the expansion number until hitting the build limit for this equipment, expansion of zero may have a random check or it's just 1
4) factory sites in editor = active factories of this type either in generic data or in the scenario you loaded
5) Num is the current factory size
6) see 5)
7) #number of factories shows the current production capability of all facs for this type, the number in brackets is for factory damage.

(in reply to RedLancer)
Post #: 5
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