Supply system fix (Last Pass for RHS 2.1)

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el cid again
Posts: 16984
Joined: Mon Oct 10, 2005 4:40 pm

Supply system fix (Last Pass for RHS 2.1)

Post by el cid again »

The news remains good. There is some confusion about how the code mechanics work (does the manual know what it talks about - or was it always wrong - or was it right but is now out of date)? [This with respect to "free" supplies - if you capture a hex with them - do you get the supplies? The book say no: but a player says yes.] And I do not like the ability of supplies to "teleport" by land over vast distances. . But I like the economic code - maybe I like it a lot. It works quite well even in micro economies.

In case the book is wrong about the "free supplies" not being capturable - and I hope it is right - I am going to eliminate almost all of these. [Oahu will keep free fuel because it cannot store more than 1/4 of what was really there - and even if captured - well it could have been captured. We would have damaged a lot - but it would not be possible to destroy anything like most of it.] Minor fishing ports will get tiny (1 or 2 typical) free supply points (this is not needed in major ones with other resources -I just don't eat all the excess supply until the total = yield) - but otherwise it is a map edge thing representing off the board sources. I don't like vast amounts of industry in Panama - it could not be attacked and damaged there - nor could it be captured. Moving its output to free supply means it might be off limits to the enemy - and anyway it cannot be damaged by bomb attacks or land battles.

I want to run tests for 12 more hours to test this calibration -
and to get the longer tests farther out in time. They have produced several erratta - and it is not safe to assume more won't show up. I have long criticized Matrix for not testing enough so I have little excuse to ignore my own rule. But this is now firm: I will release RHSCVO (and the Russian active variation RHSRAO) tomarrow morning (Alaska Time) - Wednesday
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