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Ya Just Can't Kill Rommel!

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> Time of Fury >> Ya Just Can't Kill Rommel! Page: [1]
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Ya Just Can't Kill Rommel! - 9/19/2016 6:25:24 PM   
AH4Ever


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Playing GB vs Germany(AI) AfrikaKorps surrounded in El-Mechili and yet AI is able to reinforce each turn. Is there a possible mod to make this stop?

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Post #: 1
RE: Ya Just Can't Kill Rommel! - 9/21/2016 4:05:48 PM   
gwgardner

 

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How much reinforcement is it getting each turn? It should be minimal, since it's getting only local supply and it's not in the homeland.

Hammer it from air to overcome that minimal reinforcement.

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Post #: 2
RE: Ya Just Can't Kill Rommel! - 9/21/2016 5:00:37 PM   
AH4Ever


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I'm not sure what the original strength of the unit was but I had beaten it down to 3 and it was able to reinforce back to 10 at a supply level less than 5

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Post #: 3
RE: Ya Just Can't Kill Rommel! - 9/21/2016 5:09:09 PM   
AH4Ever


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From: NU JOYZ
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I've been lookin at the generic consts.ini for the scenario:

[SupplyLevels]
MaximumSupply = 30
NoSupplyEffectivityModifierPercentage = 15
LandUnitMaxSupplyAtEnemyTerritory = 10
AirUnitMaxSupplyAtEnemyTerritory = 10 #maximum value is equal to max plane strength divided by the given value

[UnitsPerformanceInRelationsToSupplyAt50]
EffectivityPenalty = 0
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 10

[UnitsPerformanceInRelationsToSupplyAt45]
EffectivityPenalty = 0
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 10

[UnitsPerformanceInRelationsToSupplyAt40]
EffectivityPenalty = 0
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 10

[UnitsPerformanceInRelationsToSupplyAt35]
EffectivityPenalty = 0
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 10

[UnitsPerformanceInRelationsToSupplyAt30]
EffectivityPenalty = 0
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 10

[UnitsPerformanceInRelationsToSupplyAt25]
EffectivityPenalty = 1
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 75
MaximumReplacementsForAirUnits = 8

[UnitsPerformanceInRelationsToSupplyAt20]
EffectivityPenalty = 2
ActionPointsPenalty = 25
ColumnShiftDuringAirCombat = -1
AirStrikeModifier = 90
MaximumReplacementsForLandUnits = 50
MaximumReplacementsForAirUnits = 5

[UnitsPerformanceInRelationsToSupplyAt15]
EffectivityPenalty = 3
ActionPointsPenalty = 34
ColumnShiftDuringAirCombat = -2
AirStrikeModifier = 80
MaximumReplacementsForLandUnits = 35
MaximumReplacementsForAirUnits = 4

[UnitsPerformanceInRelationsToSupplyAt10]
EffectivityPenalty = 4
ActionPointsPenalty = 50
ColumnShiftDuringAirCombat = -3
AirStrikeModifier = 70
MaximumReplacementsForLandUnits = 30
MaximumReplacementsForAirUnits = 3

[UnitsPerformanceInRelationsToSupplyAt5]
EffectivityPenalty = 5
ActionPointsPenalty = 75
ColumnShiftDuringAirCombat = -4
AirStrikeModifier = 50
MaximumReplacementsForLandUnits = 20
MaximumReplacementsForAirUnits = 2

I'm not sure if the various section are % based or if the first 3 are useless since they indicate supply geater than 30

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Post #: 4
RE: Ya Just Can't Kill Rommel! - 9/21/2016 5:13:20 PM   
AH4Ever


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quote:

ORIGINAL: gwgardner

How much reinforcement is it getting each turn? It should be minimal, since it's getting only local supply and it's not in the homeland.

Hammer it from air to overcome that minimal reinforcement.


My concern is that any unit can be reinforced even when it is completely surrounded.

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JJMC

The next best thing to being clever is being able to quote someone who is.

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Post #: 5
RE: Ya Just Can't Kill Rommel! - 9/21/2016 5:38:54 PM   
gwgardner

 

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Either the restriction on low supply reinforcement is not working, or you allowed multiple turns to go while the unit was being incrementally reinforced.

Have you checked the scenario .ini for Germany?, for those parameters.


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Post #: 6
RE: Ya Just Can't Kill Rommel! - 9/21/2016 6:07:48 PM   
AH4Ever


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From: NU JOYZ
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quote:

ORIGINAL: gwgardner

Either the restriction on low supply reinforcement is not working, or you allowed multiple turns to go while the unit was being incrementally reinforced.

Have you checked the scenario .ini for Germany?, for those parameters.




I've been attacking constantly and the unit is and has been cut-off from outside supply with the city giving it a supply level of 2

I'm going to try modding consts.ini for germany. I have looked at it and altered it but have not replaced the original yet.

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JJMC

The next best thing to being clever is being able to quote someone who is.

You weren't there Thursday... You MISSED it!

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Post #: 7
RE: Ya Just Can't Kill Rommel! - 9/21/2016 8:07:08 PM   
AH4Ever


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From: NU JOYZ
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Previous save prior to attack... Notice the supply level... I was able to reinforce to 100%




Attachment (1)

< Message edited by AH4Ever -- 9/21/2016 8:14:51 PM >

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Post #: 8
RE: Ya Just Can't Kill Rommel! - 9/21/2016 8:13:18 PM   
AH4Ever


Posts: 628
Joined: 7/29/2009
From: NU JOYZ
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Ah, there lies the problem




Attachment (1)

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JJMC

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You weren't there Thursday... You MISSED it!

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Post #: 9
RE: Ya Just Can't Kill Rommel! - 9/22/2016 3:21:47 AM   
AH4Ever


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From: NU JOYZ
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This is the change to the consts.ini I going to try, while deleting all reference to supply levels in the country specific .ini's >>> The section [UnitsPerformanceInRelationsToSupplyAt2] is the level that indicates a city under siege.

[SupplyLevels]
MaximumSupply = 30
NoSupplyEffectivityModifierPercentage = 15
LandUnitMaxSupplyAtEnemyTerritory = 10
AirUnitMaxSupplyAtEnemyTerritory = 10 #maximum value is equal to max plane strength divided by the given value

[UnitsPerformanceInRelationsToSupplyAt30]
EffectivityPenalty = 0
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 10

[UnitsPerformanceInRelationsToSupplyAt25]
EffectivityPenalty = 1
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 75
MaximumReplacementsForAirUnits = 8

[UnitsPerformanceInRelationsToSupplyAt20]
EffectivityPenalty = 2
ActionPointsPenalty = 25
ColumnShiftDuringAirCombat = -1
AirStrikeModifier = 90
MaximumReplacementsForLandUnits = 50
MaximumReplacementsForAirUnits = 5

[UnitsPerformanceInRelationsToSupplyAt15]
EffectivityPenalty = 3
ActionPointsPenalty = 34
ColumnShiftDuringAirCombat = -2
AirStrikeModifier = 80
MaximumReplacementsForLandUnits = 35
MaximumReplacementsForAirUnits = 4

[UnitsPerformanceInRelationsToSupplyAt10]
EffectivityPenalty = 4
ActionPointsPenalty = 50
ColumnShiftDuringAirCombat = -3
AirStrikeModifier = 70
MaximumReplacementsForLandUnits = 30
MaximumReplacementsForAirUnits = 3

[UnitsPerformanceInRelationsToSupplyAt5]
EffectivityPenalty = 5
ActionPointsPenalty = 75
ColumnShiftDuringAirCombat = -4
AirStrikeModifier = 50
MaximumReplacementsForLandUnits = 20
MaximumReplacementsForAirUnits = 2

[UnitsPerformanceInRelationsToSupplyAt2]
EffectivityPenalty = 6
ActionPointsPenalty = 80
ColumnShiftDuringAirCombat = -5
AirStrikeModifier = 25
MaximumReplacementsForLandUnits = 1
MaximumReplacementsForAirUnits = 1

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Post #: 10
RE: Ya Just Can't Kill Rommel! - 9/22/2016 9:16:33 AM   
Rasputitsa


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From: Bedfordshire UK
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This has been a problem from the beginning, that the AI is very difficult to shift if it is in a city, even a captured enemy city not in its own territory. You have the DAK picking up new tanks from a desert oasis, I had the Soviets receiving new T34s from a Romanian town, no fix was suggested at that time.

The most effective way to deal with units holding out in cities is to trigger the 'city siege' combat routine, for which you need to occupy ALL adjoining land hexes (this makes coastal cities more vulnerable). If I don't have enough units, then some will be split to provide the coverage, but I use a modded text to make split/merge easier.

In a game without stacking it makes sense to be able to merge/split units for a more realistic flexibility.

[UnitSplitting]
FreezeTimeModifierAfterUnitSplit_Land = 0.1
CostModifierOfUnitSplit_Land = 0.1

This makes the PP cost minimal (but there still is a cost) and the split/merge delay reduced so that units can move next turn, except that on splitting you obviously select the hexes to place the split units to form the city siege ring.

This is of little use in the situation under discussion, as the Allied units are already weak and splitting will make them even weaker, but 'city siege' gets results with minimum losses for the attacker.

It shows the need to keep all cities in range of the enemy garrisoned with cheap low level infantry units to stop partisans, landings from the sea, or airborne seizing a city, which will be a pain to re-capture.

The AI is exempt from restriction on supply to hexes that are not home territory:

[SupplyLevels]
MaximumSupply = 30
NoSupplyEffectivityModifierPercentage = 15
LandUnitMaxSupplyAtEnemyTerritory = 10 ************************* supplied increases allowed - 10% ****************
AirUnitMaxSupplyAtEnemyTerritory = 10 #maximum value is equal to max plane strength divided by the given value

You can change this value to give yourself more than 10% re-inforcement, each turn, when in non-home territory, but it will not affect the AI, some of which is hard coded.

The other issue is 'alternative supply' from ships and aircraft, as I have had large forces holding out near coasts being supplied from the sea, well beyond the reasonable capacity of a country to provide such supply, without a port, or a Mulberry. I use a reduced supply from ships and aircraft:

[SupplyFromBombers]
MaxValue = 10
ChanceOfSupplyForBomberStrengthPoint = 10
SupplyPerBomberStrengthPoint = 0.5

The above are the reduced settings and increase the need to capture a port.

[SupplyFromShips]
Maximum = 20
Range = 3

Using the 'Country consts.ini' file, I change these settings for each nation, reducing the amount of Maximum supply and range inland it can apply. Nations such as Britain and the US with a large naval capacity can keep the existing settings, but other nations with little naval capability have their figures reduced.

Even without a city effect, sometimes surrounded units hold out longer than is historically realistic, especially for early war situations so I adapt the 'Country consts.ini' text to replicate the effects of Blitzkrieg :

[TurnsWithoustSupplyModifier]
NoSupply = 3

Vary this figure, for example France gets 1, Soviets get 1 initially, rising back to 3 as winter approaches, either way a more realistic reaction to encirclement can be achieved.

I counter-balance this with an added bonus for entrenching of units, which have been in place for several turns:

[Trenches]
MaximumTrenchBonus = 10 - longer entrenching possible
TrenchBonusMultiplier = 5.0

Units in place for 10 turns will build up better fortifications to achieve a higher trench bonus of 50%, which makes it more important to keep the momentum of Blitzkrieg going, as units left in place will be difficult to shift, as they can dig in deeper.

I also mod the text of combat modifiers for 'Directions', so that the odds increase dramatically, as units become more, or totally surrounded, even when not in a city.

NOTE: any changes to the 'country const.ini' files, in a running game, must be made to the files in the game save folder, as the game uses these files each turn. The main scenario 'consts.ini' file remains unchanged.

None of this is particularly helpful in the case being described, but it is possible to manage the way the game handles supply to achieve a more realistic result, including for the AI.

But the golden rule, don't let the AI get into your cities.




< Message edited by Rasputitsa -- 9/22/2016 7:12:13 PM >


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"In politics stupidity is not a handicap" - Napoleon

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Post #: 11
RE: Ya Just Can't Kill Rommel! - 9/22/2016 4:50:55 PM   
AH4Ever


Posts: 628
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From: NU JOYZ
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quote:

ORIGINAL: Rasputitsa

This has been a problem from the beginning, that the AI is very difficult to shift if it is in a city, even a captured enemy city not in its own territory. You have the DAK picking up new tanks from a desert oasis, I had the Soviets receiving new T34s from a Romanian town, no fix was suggested at that time.

...Will not affect the AI, some of which is hard coded.

NOTE: any changes to the 'country const.ini' files, in a running game, must be made to the files in the game save folder, as the game uses these files each turn. The main scenario 'consts.ini' file remains unchanged.


The Master Of Code spoke from the DARK... "THIS YOU SHALL NOT CHANGE"

After playing a couple of turns I discovered that saving the game generates it own country-specific consts.ini's which add the parameters noted above in Post #8

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We all turn our lonely eyes to you.
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JJMC

The next best thing to being clever is being able to quote someone who is.

You weren't there Thursday... You MISSED it!

(in reply to Rasputitsa)
Post #: 12
RE: Ya Just Can't Kill Rommel! - 9/23/2016 3:37:53 AM   
AH4Ever


Posts: 628
Joined: 7/29/2009
From: NU JOYZ
Status: offline
A related issue... Would anyone agree that the following modifiers less than 1 diminish instead of enhance?

[LandCombatDefenderModifiers]
Plain = 1
Forest = 1.5
Rough = 1.7
Swamp = 1.25
Hills = 1.4
Mountain = 2
Desert = 1
City = 2
Fort = 0.1
NearbyDefendersValue = 0.05


< Message edited by AH4Ever -- 9/23/2016 3:40:16 AM >


_____________________________

JJMC

The next best thing to being clever is being able to quote someone who is.

You weren't there Thursday... You MISSED it!

(in reply to AH4Ever)
Post #: 13
RE: Ya Just Can't Kill Rommel! - 9/23/2016 9:43:41 AM   
Rasputitsa


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

ORIGINAL: AH4Ever

A related issue... Would anyone agree that the following modifiers less than 1 diminish instead of enhance?

[LandCombatDefenderModifiers]
Plain = 1
Forest = 1.5
Rough = 1.7
Swamp = 1.25
Hills = 1.4
Mountain = 2
Desert = 1
City = 2
Fort = 0.1
NearbyDefendersValue = 0.05



AFAIK these two are multipliers which are then added to the baseline figures, therefore none of these reduce odds in this particular table. Notice the context, this is a Defender odds calculation and all of these features ADD to the defence (or are neutral), so they must all provide a positive value.

The other figures are expressed as percentages, where ( 1 = 100% ), or neutral, (2 = 200%), or double, but in this case (0.5 = 50% ) would halve the value, confusing, but again, look at the context to see the way the odds might be applied, adding, or subtracting.

Also worth noting, the 'NearbyDefendersValue' is gaining an advantage from adjacent units of the same FACTION supporting the defending unit, this is a case where units of different countries can help each other. A German unit under attack will draw support from adjacent Italian units

The check is to look at the information panel after you have selected a combat, but before you second click to action the combat.

Mouse-over the 'Att. Modifiers' and 'Def. Modifiers' and you will see which modifiers are being applied and what percentage figures have been calculated. This will also show the 'armor in city' bug if you are using v1.06 where this modifier is being applied to attacks on armoured units even when they are not in a city hex.

You can check what percentage changes your mods are having to the modifier calculation.

I am not claiming to be an expert, I know enough to get the effects I need, but that's all.


< Message edited by Rasputitsa -- 9/23/2016 9:49:00 AM >


_____________________________

"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 AH4Ever)
Post #: 14
RE: Ya Just Can't Kill Rommel! - 9/23/2016 1:06:25 PM   
AH4Ever


Posts: 628
Joined: 7/29/2009
From: NU JOYZ
Status: offline
Thank you for your responses.

I going to try to fool the AI by replacing to consts.ini's generated by saving each time I re-start the game.

_____________________________

JJMC

The next best thing to being clever is being able to quote someone who is.

You weren't there Thursday... You MISSED it!

(in reply to Rasputitsa)
Post #: 15
RE: Ya Just Can't Kill Rommel! - 9/29/2016 11:55:27 AM   
AH4Ever


Posts: 628
Joined: 7/29/2009
From: NU JOYZ
Status: offline
While I was trying out a mod to the Barbarossa consts.ini I came across a few sections that seem to be missing a few semi-colons (SEE ATTACHMENT). But when I attempted to correct them the result was not good the scenario crashed when I tried to start it.

Attachment (1)

< Message edited by AH4Ever -- 9/29/2016 12:00:04 PM >

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Post #: 16
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