Distance modifyer + supply bug (CoW) (Full Version)

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Industrial -> Distance modifyer + supply bug (CoW) (7/16/2006 11:50:34 PM)

This is a bug I just discovered in CoW, but as it probably isnt widely known it might aswell be in TOAW III, too

Problem: I tried to reduce the available supply by funneling it through a +distance location, now as soon as that happens (it doesn't matter whether the distance modifyer is directly above the supply point or allong the supply route) the supply will immediately drop to its lowest level, even if the +distance modifyer is just +1.

could we get appropriate supply drops to simulate lower-level supply points?




golden delicious -> RE: Distance modifyer + supply bug (CoW) (7/17/2006 1:42:23 AM)

Did you place the supply point actually in a distance hex, or behind it? I think the former has been used with success in quite a few COW scenarios.




Industrial -> RE: Distance modifyer + supply bug (CoW) (7/17/2006 1:49:14 AM)

I tried both, here is a little test scenario, upper 1/3 without a distance modifier, middle with distance modifier on the supply path, lower 1/3rd with distance modifier on supply source.





JAMiAM -> RE: Distance modifyer + supply bug (CoW) (7/17/2006 5:24:02 AM)

It's not a bug, it's an undocumented feature...[;)]

The problem with using distance hexes for supply drops is that the effect needs to be integrated into the scenario with the other various effects that distance hexes have. I'm not saying it's wrong to use them to modify supply lines. In fact, I used them on a revision of SeaLion 1940, to create a range of effects I wanted for offshore supply points, representing the seaborne supply that the invading Germans would have - if they protected them. However, they can often cause as many problems as they solve. What was your design intent, and in which scenario are you trying to use them to force supply drops?




Telumar -> RE: Distance modifyer + supply bug (CoW) (7/17/2006 8:46:19 AM)

I think he refers to the West Front 44 development thread at Szo. He wants to have harbours that serve as a minor supply source by putting the harbour with the supply source in a distant hex. If this isn't what he's looking for this would at least interest me.




JAMiAM -> RE: Distance modifyer + supply bug (CoW) (7/17/2006 9:36:10 AM)

The thing to keep in mind here, is that if you use the distance hexes on the land, it may create more problems than it solves with screwy range inhibitions for artillery and other support assets. It would be safer to put the supply hex in a deep sea hex, adjacent to the port. Even at sea, it may be problematic with naval combat being changed a bit (though, like in SeaLion, it may be the effect you're looking to achieve).

If you're looking for a scaling down of the supply levels, rather than a complete drop, for unconnected (by rail) distance hexes, then that might be possible, but it would be a fairly low priority enhancement at this time. I don't see it as insurmountable though, and the effect could be tied into the value of the distance versus the supply radius.




Industrial -> RE: Distance modifyer + supply bug (CoW) (7/17/2006 10:51:39 AM)


quote:

ORIGINAL: JAMiAM

If you're looking for a scaling down of the supply levels, rather than a complete drop, for unconnected (by rail) distance hexes, then that might be possible, but it would be a fairly low priority enhancement at this time. I don't see it as insurmountable though, and the effect could be tied into the value of the distance versus the supply radius.

That was exactly what I was trying to do, to have 3 kinds of supply sources, one at full supply (major port) one that starts at one supply level lower (normal) and one at 2 supply levels lower (minor)

For example a major port would have 100 supply, which than dropps to 75,50,25 after the set supply-net length, normal port would start at 75,50,25, minor port at 50,25.

Well, but distance hexes always immediately drop the supply to 25, so that didn't work [sm=nono.gif]




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