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Supplies required - 7/28/2005 9:11:36 PM   
Lemurs!


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Hi all,

I have been notified by some of our CHS players that there were odd supplies required at some bases and they had concerns about this.
So, the first thing i did is check the standard scn 15 to see if it is the same. And it is.

What i am seeing is essentially every base in Nort America has a supplies required amount of 30,000+. Now, there is quite a bit in LA or San Diego so maybe but Seattle and Vancouver are virtually empty and still demand 30000+ supplies.

As a comparison i checked India bases and Tokyo.
I do not think any Indian base demands more than 1000, while Tokyo demands about 3400. Massive difference.

I am assuming there is a logical and easy explanation for this oddity. I was just hoping you could set our minds at ease about why there is so much demand.

Thanks,
Mike

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RE: Supplies required - 7/28/2005 9:24:56 PM   
Bradley7735


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I don't know what causes this. But, I won't put Prince Rupert on the auto-convoy system until mid 42 because it sucks up all your AK's in Dec 41. (the only time the US is really short on shipping). Once the US has 100's of AK's, then I put PR on auto-convoy and forget about it.

I've always guessed that this is an undocumented feature of needing supplies for civilians. Kind of like the undocumented feature of sending LCU's to Karachi when changing the HQ to SEA. Although, I don't know why it wouldn't be implemented in other large population centers. So, my guess is probably wrong.

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RE: Supplies required - 7/28/2005 10:45:51 PM   
Captain Cruft


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Is it something to do with the static coastal guns perhaps? I seem to remember that "supplies required" is related to load cost.

Mind you that theory breaks down when you look at other places on the map with similar 9999 load cost coastal guns.

How about just a plain old bug?

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Post #: 3
RE: Supplies required - 7/29/2005 6:55:35 AM   
Aawulf

 

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Actually, load has no bearing on supply requirement. I was curious and tested This would be difficult to observe in a dynamic game where environmental and stance modifiers fluctuate. To test it, I suffered numerous restarts of the game. I was testing other stuff at the same time, so I wasn't really suffering.

A one man squad requires the same supply as a 250 man company (whether the load is 1 or 250, the supply requirement is one for that "squad"). Interestingly, the same is true for their support requirements. This can be useful in design in that you can model the difference in supplies and support required by different forces by adjusting the load size of the squads. While the AV revealed is much lower for 10 squads of 100 men than 100 squads of 10 men (cbt values being equal), the combat, results and casualties appear to account for each individual man anyway.

I am fairly certain that the basic supply requirement is simply a sum of the squads and pieces.



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Never ever ever ever let a day pass without remembering that we are fighting a war for our survival. God bless our troops.

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Post #: 4
RE: Supplies required - 7/29/2005 1:04:06 PM   
Captain Cruft


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quote:

ORIGINAL: Aawulf

Actually, load has no bearing on supply requirement. I was curious and tested This would be difficult to observe in a dynamic game where environmental and stance modifiers fluctuate. To test it, I suffered numerous restarts of the game. I was testing other stuff at the same time, so I wasn't really suffering.

A one man squad requires the same supply as a 250 man company (whether the load is 1 or 250, the supply requirement is one for that "squad"). Interestingly, the same is true for their support requirements. This can be useful in design in that you can model the difference in supplies and support required by different forces by adjusting the load size of the squads. While the AV revealed is much lower for 10 squads of 100 men than 100 squads of 10 men (cbt values being equal), the combat, results and casualties appear to account for each individual man anyway.

I am fairly certain that the basic supply requirement is simply a sum of the squads and pieces.


Interesting. I don't have the patience for that type of testing, thanks.

Doesn't explain the West Coast anomaly though.

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Post #: 5
RE: Supplies required - 7/29/2005 5:47:12 PM   
Aawulf

 

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quote:

Interesting. I don't have the patience for that type of testing, thanks.

Doesn't explain the West Coast anomaly though.

I agree. I suspect that anomoly is a hardcode similar to the one in PacWar that forced industrial bases to create supplies whenever they fell below 30,000 supplies. It is at least a coincidence that it is 30,000.

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Never ever ever ever let a day pass without remembering that we are fighting a war for our survival. God bless our troops.

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Post #: 6
RE: Supplies required - 7/31/2005 6:42:53 AM   
Lemurs!


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I was really hoping to get some official response.... bump.

Mike

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Post #: 7
RE: Supplies required - 7/31/2005 8:19:32 AM   
michaelm75au


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Just from observation:
LCU required supply is the sum of 1 supply point for each non-disabled device and half a point for each disabled device.

The bases on the west coast (inc Canada) require 30,000 supply in addition to the ground units requirements.

This has to be a hard-coded (probably based on base number) requirement most likely to represent the local supply needs. Never know if it supply drops too low US production in these cities might be curtailed?!

Michael

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Post #: 8
RE: Supplies required - 7/31/2005 2:46:08 PM   
Captain Cruft


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If it is hard-coded then why not the same thing for all the other cities on the map? Lesser amounts maybe but same concept.

That would make a difference to things ;)

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Post #: 9
RE: Supplies required - 7/31/2005 7:56:25 PM   
Lemurs!


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That does not make a lot of sense michaelm, too bad that does not mean you are wrong!

There is so much undocumented weirdness in here it scares me.
The numbers seem correct though, 30000 + whatever is there.
I guess i am going to have to check to see if they are actually eating 1000 a day.
Also, i would like to know how the game knows if a city is in North America since some of the bases Andrew added are seeing this phenomena.

thanks,
Mike

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Post #: 10
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