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Front supply question? - 2/13/2015 9:55:49 AM   
Chris21wen

 

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Joined: 1/17/2002
From: Cottesmore, Rutland
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Save attached. Would you like an earlier one as well?



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Post #: 1
RE: Front supply question? - 2/13/2015 11:55:31 AM   
morvael


Posts: 11762
Joined: 9/8/2006
From: Poland
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No thanks, that will do.

You are in a supply shortage situation, where expenditure is too big compared to production. I said for a long time that there is a problem is the supply system, where in case of shortages it can't distribute semi-proportionally between various cities, so some will get more, while some will be starved. There is no choice but to try and move the HQs closer to some other cities with supplies in them, so they switch their supply source and will start getting supply again. This is something that should really be fixed in the game and maybe (just maybe) I will be able to do it, since there are workarounds now available, so I will have more time while you play. This problem was always existing in this game, as the relevant code wasn't changed in all my rewrites. I have only changed the city-2-unit and unit-2-unit part of the supply chain, but never the city-2-city one. And it is the culprit (it sends only the extra stocks to other cities in need of supply, so in case of shortage it will send none). Doing so in a quite complicated code was out of questions due to time constraints, and it would still not solve the case of shortages in the first place - too big production (which has priority) not leaving enough for units. That's why 1.08.02 has production % switches and now you can tune down consumption in either the fort building or production department.

Let me add some numbers for you (available in the log and on the production screen):
production +121300
lend lease +3000
production -56680
unit forts -9911
city forts -5995
ammo -11430
consumption (desired) -45975

This gives you a shortage of 5691 tons. You have a lot of HI compared to PBEM games, because the AI didn't advance as far and as quick as a human would do. Therefore you also have a huge number of factories available as they weren't lost during German advance, and they eat up your supplies. Assuming you still want to build forts and produce ammo, it would be best to reduce production by some 20-25%, to get positive supply change per turn. Let's see production usage by branch:
armaments 23391
ground 14922
aircraft 14492
vehicles 3875

Your armament pool is at a staggering value of 1526209. You can safely reduce armaments production to 50% (it will cost you some AP though), and this should save you some 12000 supplies per turn. For a while you can live with negative armaments change per turn, you have reserves equal to 3 months of full production. Regrow your supply reserves and after a while stabilize the situation and make sure you have a surplus in both.

(in reply to Chris21wen)
Post #: 2
RE: Front supply question? - 2/14/2015 7:02:47 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
Thanks

Now I've got abetter insight in how all this stuff works.

Being my first full game I've made a lot of errors, basically not understanding how thing work. I have scrapped that game and started again this time giving the AI more help and turning off the 2:1 thing (never quite understood that anyway).

(in reply to Chris21wen)
Post #: 3
RE: Front supply question? - 2/14/2015 7:47:02 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline

quote:

ORIGINAL: morvael


Let me add some numbers for you (available in the log and on the production screen):
production +121300
lend lease +3000
production -56680
unit forts -9911
city forts -5995
ammo -11430
consumption (desired) -45975

This gives you a shortage of 5691 tons. You have a lot of HI compared to PBEM games, because the AI didn't advance as far and as quick as a human would do. Therefore you also have a huge number of factories available as they weren't lost during German advance, and they eat up your supplies. Assuming you still want to build forts and produce ammo, it would be best to reduce production by some 20-25%, to get positive supply change per turn. Let's see production usage by branch:
armaments 23391
ground 14922
aircraft 14492
vehicles 3875

Your armament pool is at a staggering value of 1526209. You can safely reduce armaments production to 50% (it will cost you some AP though), and this should save you some 12000 supplies per turn. For a while you can live with negative armaments change per turn, you have reserves equal to 3 months of full production. Regrow your supply reserves and after a while stabilize the situation and make sure you have a surplus in both.


What you have written here all makes sense. It's time to admit that I've never fully understood the figures in the Event log and, in my mind, the lack of figures in the production screen. The problem I have is extracting this information from the Event log. It would be extremely useful to include the following in the Ammunition and supply usage section

Supply production +121300
Supply lend lease +3000
Total production used -56680
...
the stuff that's there already
...
Shortfall


(in reply to morvael)
Post #: 4
RE: Front supply question? - 2/14/2015 2:53:14 PM   
swkuh

 

Posts: 1034
Joined: 10/5/2009
Status: offline
KUDOS to any who do extract this data and can exploit such.

My question is "How does one use it?" What are likely decision differences compared to not knowing.

Think that there are many cues that should get the message to the player, besides the definite numbers. Does this data anticipate other cues or follow other cues?

(in reply to Chris21wen)
Post #: 5
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