Road transportation(Burma Road)

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m10bob
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Road transportation(Burma Road)

Post by m10bob »

Wonder if anybody has figured out a way to simulate (or improve) the flow of supplies over roads?
Seems to me the speed or flow of supplies should be proportionate to the amount of support/engineers in the area.
Since Sid was able to replicate river traffic, wonder if "truck units" might somehow be created??
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el cid again
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RE: Road transportation

Post by el cid again »

It would take extraordinary work to do this - a three way hosted game for example - sans code changes. This is best left for Matrix. I can do it (as the guy in the middle on neither side) - but it is so much work you would have to pay me to do it.
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m10bob
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RE: Road transportation

Post by m10bob »

Just figured out a way to do it with a minimum of effort.
My original query was thinking of the famous Burma road specifically.
What if the "road" was considered a "river" for pwhex purposes, but graphically still an earthtone?
Now, the "boats" on the "river" would graphically be deuce and a half trucks, or elephant carts, whatever?
Landlock the whole thing so real "water boats" would never have a chance to show up on the roads.
The speed would be slower but they would still have a cargo capacity and point of origination and destination......
Just a thought..........
(I was prompted to consider this idea by previous posters unhappy with the movement of supply in Burma/China......)
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RE: Road transportation(Burma Road)

Post by m10bob »

In that road movement of land units in CONUS freezes the game,(I don't think this has been corrected yet?), maybe this idea could also be applied to Route 66 and California HWY 1(101), and maybe to some extent the ALCAN?
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el cid again
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RE: Road transportation

Post by el cid again »

ORIGINAL: m10bob

Just figured out a way to do it with a minimum of effort.
My original query was thinking of the famous Burma road specifically.
What if the "road" was considered a "river" for pwhex purposes, but graphically still an earthtone?
Now, the "boats" on the "river" would graphically be deuce and a half trucks, or elephant carts, whatever?
Landlock the whole thing so real "water boats" would never have a chance to show up on the roads.
The speed would be slower but they would still have a cargo capacity and point of origination and destination......
Just a thought..........
(I was prompted to consider this idea by previous posters unhappy with the movement of supply in Burma/China......)

Unfortunately, this isn't going to work out.

Problem one: supplies do not naturally flow down rivers. The only technical way to get there would be to put a "river port" in each hex, and make it have a port value of 3 or above. THEN AI would indeed move supplies and resources down the river. Provided the hex sides between the ports were coastal - or possibly just not blocked.

Problem two: Interior river systems don't work with AI at all. Since it is not something that Matrix invented, code assumes a river port is a port on the sea. Task forces far away will try to move to the river ports. Task forces in the river system will try to move to bases far away. Rarely AI will move supplies between ports on the same river system. But this would work well only in a PBEM/FTF game. [One thing I may do is create a RHSAIO with NO interior river systems just to address this problem in particular, and to enhance AI in general.]

el cid again
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RE: Road transportation

Post by el cid again »

I wonder why you don't like the Burma/Ledo Road rule? It seems to work fine - and be well defined.

[You do know that 500 supply points per day move down it - provided the road is not occupied by the enemy - right?]

IF you want more supplies, fly them as IRL. I even put in the early PanAm flight (at Asanol India) which contracted to do this before military air transports were moved into the area.

el cid again
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RE: Road transportation(Burma Road)

Post by el cid again »

ORIGINAL: m10bob

In that road movement of land units in CONUS freezes the game,(I don't think this has been corrected yet?), maybe this idea could also be applied to Route 66 and California HWY 1(101), and maybe to some extent the ALCAN?

Road movement for land units is not related to movement of supplies/resources. That is working fine to a certainty. In fact it works too well - I have seen 300,000 points move in a single day!!! [I assume it means "movement completed on this date"]

Road movement for land units seems to be working - except at United States (Salt Lake City in RHS) itself - as far as I can see. You can go up and down the coast. If you cannot - try a different pwhex file. If you play CHS, use RHS Level 5 pwhex for example.
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m10bob
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RE: Road transportation

Post by m10bob »


[quote]ORIGINAL: el cid again

I wonder why you don't like the Burma/Ledo Road rule? It seems to work fine - and be well defined.

[You do know that 500 supply points per day move down it - provided the road is not occupied by the enemy - right?]

{[quote]

No, I did not know this!..Thank you...
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