ernieschwitz
Posts: 3893
Joined: 9/15/2009 From: Denmark Status: offline
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There are several problems doing what you are suggesting, to both your solutions. The first solution (The one with combat registering what was lost and fled/captured) would require tracking in some way. The tools I have at my disposal would make this very processor intensive. I would have to track how many SFT of a given type was available each turn and track how many were lost at the end of the turn. Any losses would count, and I would not be able to track which regime had caused them. So clearly not a very elegant solution. It would also require a huge table or regimevars being used for each type of equipment possible to take-over. The second solution (The one with awarding based on conquest of locations) has its troubles too. The first one being the need for registering what researches had been actually researched. While it may seem simple to check it, the code would be long. First you'd need to check the researches, and then for each research check what units that resulted in. In some cases more than one research is needed for each SFT. There is no way to check this via simple code, so a faily large table would have to be made again, with at least the relevant research in it for each SFT - there are currently more than 800 different SFTs. Then there is the need for checking if the actual SFT had ever been produced (or been in service). This does not take into account how many had ever been made, so the number of SFTs awarded might out number the amount ever made. These are just a few of the problems it requires to be solved. Then there is this. How many of the given SFT is needed to make a unit. I believe that the amount of tanks for instance needed is 10-20 per single SFT. Obviously this means that only a few of these units would ever be on the battlefield in a strategic game. So is it worth the coding effort? Then there is the logistics part. Obviously guns would often use different types of ammo, and tanks parts for repair. We could simulate this by making supply requirements double or even triple for each type of SFT, but that would require making copies of every single piece of equipment and making that into it's own SFT. That would mean awarding a different SFT, and that would probably mean alot more code again. Also, where did the manpower used to man the equipment come from? That too would have to be programmed. All in all, so much code, for very few SFTs on the battlefield, makes it hardly worth the effort. It would in essence be cosmetic. So my conclusion is it is not worth it. For a smaller scale game, there are different concerns, but not one of this scale. Sorry guys.
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