Unconstrained armor MP

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eskuche
Posts: 1156
Joined: Tue Mar 27, 2018 2:29 am
Location: OH, USA

Unconstrained armor MP

Post by eskuche »

I have a unit outside of rail range being refueled by HQ fuel dumps but was somehow able to get more MP (45/50) than its fuel allocation (81%) allowed.

Edit: fatigue should account for the 50 to 45 drop.


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eskuche
Posts: 1156
Joined: Tue Mar 27, 2018 2:29 am
Location: OH, USA

RE: Unconstrained armor MP

Post by eskuche »

Same issue. 82% fuel, 44 MP (technically 50 max accounting for fatigue).

After discussing with an opponent, my guess is there is a problem with the code where the MP limitation calculation (step 5 in 14.1.2 Determining MP allowance, below), is using the pre-1.12 fuel levels. 1.12 introduced a 50-100% increase in fuel need in motorized units, which is reflected fine by the supply system but is not applying towards armored movement. An example: a motorized unit used to need 250 fuel. Now it needs ~350. However, the fuel limitation on MP is calculated at 250, so as long as you're above this, you can possibly get full 50 MP (subject to other penalties). I glanced at my other units and this generally holds true, with more disproportionate effects the further above 50% fuel you are.



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The following steps are used by the computer to determine a unit's MP allowance during the logistics phase at the start of a turn:
1. Start with base MPs (14.1.1)
2. Calculate average fatigue of the unit based on the number and fatigue of each type of ground element. Reduce the number
of MP's by the average fatigue divided by ten, rounded down.
3. Check for leader initiative. If all leaders in the chain of command fail the initiative check, then multiply MPs remaining by 80
percent, rounding down.
4. Check for leader admin. If all leaders in chain of command fail the admin check, then multiply MPs remaining by 80 percent,
rounding down. Note that units that did not move in the previous turn will automatically pass their next turn's admin check.
5. Determine if fuel (motorized unit) or supplies (non-motorized unit) is sufficient to enable the unit to use the remaining MPs it
has. For example, if a motorized unit has only 50 percent of its base MPs remaining after steps 1 through 4, it will only
require 50 percent of base MP fuel need. If the fuel on hand is less then this need, say only 60 percent, its remaining MPs will
be reduced by 60 percent, rounded down.
6. If a non-motorized unit, reset the unit's MPs to eight if determined to be lower than eight. If a motorized unit with zero MPs,
reset the unit's MPs to one.
7. If the movement point allowance is greater than 16 and the unit is motorized, check to see if the vehicle shortage penalty
applies. This penalty creates a maximum number of MPs the unit may have during the turn. For motorized units the
maximum is equal to 16 + (34 * (vehicles in unit/vehicles required by unit). The maximum will never be less than 16.
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eskuche
Posts: 1156
Joined: Tue Mar 27, 2018 2:29 am
Location: OH, USA

RE: Unconstrained armor MP

Post by eskuche »

Note that both these units were outside normal supply range and were supplied by HQ. I this is a huge issue with potential for abuse.
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Bozo_the_Clown
Posts: 890
Joined: Tue Jun 25, 2013 1:51 pm
Location: Bozotown

RE: Unconstrained armor MP

Post by Bozo_the_Clown »

Wow, that's quite a bug. Nice catch.
BrianG
Posts: 4758
Joined: Mon Mar 05, 2012 11:52 pm

RE: Unconstrained armor MP

Post by BrianG »

Tyronec

can you confirm this? You probably have the best view.
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