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Partial solution to convoy routing problem

 
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Partial solution to convoy routing problem - 2/8/2013 11:44:48 PM   
rmonical

 

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The idea is to find a solution that can work without a code change - just scenario design.

I tried to play with this in v104 but could not create a country.

The solution takes several parts:
- Create Canada and allocate 20 of the British Colony PP to Canada.
- Create South Africa. Route India PP to first to South Africa then to Britain. This accomplishes another reasonable goal to double the amount of required shipping since double convoys are required.
- British Colonies should be at least a level 20 supply source. Maybe higher. Get the supplies to Egypt from India/Australia.
- Once South Africa is created then we can test whether supplies sent to South Africa can be sent on.
Post #: 1
RE: Partial solution to convoy routing problem - 2/11/2013 2:08:40 PM   
Rasputitsa


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From: Bedfordshire UK
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quote:

ORIGINAL: rmonical

The idea is to find a solution that can work without a code change - just scenario design.

I tried to play with this in v104 but could not create a country.

The solution takes several parts:
- Create Canada and allocate 20 of the British Colony PP to Canada.
- Create South Africa. Route India PP to first to South Africa then to Britain. This accomplishes another reasonable goal to double the amount of required shipping since double convoys are required.
- British Colonies should be at least a level 20 supply source. Maybe higher. Get the supplies to Egypt from India/Australia.
- Once South Africa is created then we can test whether supplies sent to South Africa can be sent on.


Where there's a will there's a way, hope the devs will fix it, or that this plan will work.


_____________________________

"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon

(in reply to rmonical)
Post #: 2
RE: Partial solution to convoy routing problem - 2/11/2013 3:52:47 PM   
Omnius


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Joined: 6/22/2012
From: Salinas, CA
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rmonical,
A clever fix but for those of us who can't get the editor working this is no fix at all. Doomtrader has to fix his horrendous programming mistake regarding British Colony convoys especially. He needs to undo the damage he did in 1.03 and return to how convoys worked in 1.02, they went around Africa and not through the Med.
Omnius

(in reply to Rasputitsa)
Post #: 3
RE: Partial solution to convoy routing problem - 2/11/2013 5:36:21 PM   
gwgardner

 

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quote:

ORIGINAL: Omnius

He needs to undo the damage he did in 1.03 and return to how convoys worked in 1.02, they went around Africa and not through the Med.
Omnius


Bigtime agreement on this.

(in reply to Omnius)
Post #: 4
RE: Partial solution to convoy routing problem - 7/7/2014 4:11:50 PM   
Peter123

 

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Hi, I have modified the Grand Campaign scenario based on rmonical idea (a simplified version).
I have created four ports in the Atlantic for British Colonies. They do not represent actual colonies (maybe Canada is the exception), but alternative routes for convoys to G.Britain.

Impact in gameplay:

Allied player
: By choosing the port of departure, now has five main routes to send convoys from colonies to Great Britain. Choosing the arrival ports will give aditional "subroutes".

Allied AI: the AI routine does not change. She randomly creates convoys from british colonies to a british port, crossing the Mediterranean; but for each such convoy, she will simultaneously create four convoys across the Atlantic to the same port. The original 20 production points sent across the mediterranean are changed to 6 points for each convoy (1 mediterr.+ 4 Atlantic).

German player: Must cover more sea zones with raiders, to confront a major number of smaller and scattered convoys.

German AI: I have changed nothing. Advices are welcome.

I have uploaded only the needed files to overwrite into the Grand Campaign scenario folder (backup advised):

Map.win: added four one hex isles on the verge of the atlantic for the new ports.
cities.csv : setting the 4 new cities (ports) in the Atlantic.
sea_nodes.csv: setting the 4 ports as sea nodes.
sea_edges.csv: connecting the 4 ports to the adjacent sea nodes.
events_41_british_colonies.xml: make the AI to send convoys across the Atlantic.
event_files.txt : tells the game to read the modiffied british_colonies event file in the scenario folder, not the original one in the events folder, preserved. It is assumed that the scenario is in the default folder, otherwise you should edit the event_files.txt file.

download






Attachment (1)

< Message edited by Peter123 -- 7/7/2014 9:14:13 PM >

(in reply to rmonical)
Post #: 5
RE: Partial solution to convoy routing problem - 7/7/2014 6:21:52 PM   
Rasputitsa


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From: Bedfordshire UK
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Thanks, great work, I have concentrated on 'Fall Gelb' and 'Gotterdammerung' as my basic scenarios, so will see if I can work on those.

_____________________________

"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon

(in reply to Peter123)
Post #: 6
RE: Partial solution to convoy routing problem - 7/7/2014 8:40:49 PM   
Peter123

 

Posts: 204
Joined: 2/13/2010
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quote:

ORIGINAL: Rasputitsa

Thanks, great work, I have concentrated on 'Fall Gelb' and 'Gotterdammerung' as my basic scenarios, so will see if I can work on those.


Thanks; the files I have uploaded are common for all big scenarios, except the map (map.win) wich is different for each one.

I have updated the link above, adding the edited maps for Fall Gelb, Barbarrossa and Gotterdamerung. Just copy the common files in the correct scenario folder, then add the included map.wim for this scenario and edit the
event_files.txt to change the line: "data\scenarios\1939 Grand Campaign\events_41_british_colonies.xml" with the actual scenario folder.
If I have not made some mistake, it should work for these scenarios just like the Grand Campaign.

(in reply to Rasputitsa)
Post #: 7
RE: Partial solution to convoy routing problem - 7/7/2014 9:14:39 PM   
Rasputitsa


Posts: 2903
Joined: 6/30/2001
From: Bedfordshire UK
Status: offline

quote:

ORIGINAL: Peter123


quote:

ORIGINAL: Rasputitsa

Thanks, great work, I have concentrated on 'Fall Gelb' and 'Gotterdammerung' as my basic scenarios, so will see if I can work on those.


Thanks; the files I have uploaded are common for all big scenarios, except the map (map.win) wich is different for each one.

I have updated the link above, adding the edited maps for Fall Gelb, Barbarrossa and Gotterdamerung. Just copy the common files in the correct scenario folder, then add the included map.wim for this scenario and edit the
event_files.txt to change the line: "data\scenarios\1939 Grand Campaign\events_41_british_colonies.xml" with the actual scenario folder.
If I have not made some mistake, it should work for these scenarios just like the Grand Campaign.


Thanks again, also see request in mods section

http://www.matrixgames.com/forums/tm.asp?m=3000238


_____________________________

"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon

(in reply to Peter123)
Post #: 8
RE: Partial solution to convoy routing problem - 10/6/2014 10:28:25 PM   
gwgardner

 

Posts: 6722
Joined: 4/7/2006
Status: offline

quote:

ORIGINAL: Peter123

Hi, I have modified the Grand Campaign scenario based on rmonical idea (a simplified version).
I have created four ports in the Atlantic for British Colonies. They do not represent actual colonies (maybe Canada is the exception), but alternative routes for convoys to G.Britain.


I should visit this forum more often. Wow, thanks!

(in reply to Peter123)
Post #: 9
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