Resource interdiction

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

Resource interdiction

Post by Bombur »

First of all, thanks to the Phoeniz team for its wonderful work. The ability to interdict resources is a great advance. However, I would like to get more information in some details.
1-Can I set only one HQ destination for resources in non random games? What happens if the HQ is destroyed
2-How does it work in non random games?
3-What happens with manpower, which is counted as regime slot in some scenarios/mods?
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Ormand
Posts: 828
Joined: Tue Feb 17, 2009 1:31 am

Re: Resource interdiction

Post by Ormand »

So, a "resource" is any producible item that is set to be a regimeslot. That is something that previously was magically transported to the national stockpile. Consequently, Manpower is the same as Oil, Ore, etc.

There is only one destination hex for each regime. Resources must be able to trace an unobstructed path to this hex for them to be "transported". If they can't, they go into the leftover queue and are sent when the path is finally restored. So, if you lose the destination hex, you will receive no resources.

I had to do it this way since resources need to "travel" somehow from the hex to somewhere. It couldn't be that you set an HQ since you could put the HQ in the hex, and they would get to the stockpile that way without interdiction. And setting a destination hex for each location was a bit too complicated to set up just now. And, I didn't want to make it so that players did this. It would be too easy to game since the resources go to the stockpile.

Thus, I did give designers the power to set it. The destination hex can be checked and set via events. I did set the code so that is the rulevar is set for random games the capital is automatically set as the destination hex. That said, this feature isn't actually used in PhoenixGame as it is a variant. If you select the variant, it runs an event that sets the rulevar and then sets the destination hex. In PhoenixGame, there is an event that checks if the regime controls their destination hex. If not, they get a chance to retake it, but if they fail, they lose the game.

As to how to set it up. check the event in PhoenixGame.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

Re: Resource interdiction

Post by Bombur »

Thank you Ormand, I think it´s a GREAT improvement.
However, I think there are some troubles.
-Not all regime slots are resources and need to be transported (manpower, when it exists, for instance, althought manpower is usually defined in events, not in the production)
-I like the idea to have resources transported to the capital, but what happend if the capital falls? Maybe if it was possibleto create more than one destination to resources)
Anyway, congratulations for the wonderfull job you´re doing.
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Ormand
Posts: 828
Joined: Tue Feb 17, 2009 1:31 am

Re: Resource interdiction

Post by Ormand »

Thanks Bombur!

It would seem to me that a resource that is not a regime slot would be like any other item. My recollection is that an item can be one of four things: 1) supply, 2) political point, 3) SFType, and 4) regimeslot (actually, I think it could be all four, but I don't think it will collected correctly as all four as I think it checks successively with an if else). Supply is like an SFType being produced and is transported to the HQ. PP are also magically put into a stockpile and are not interdicted. If you use an item defined as an SFType, then it will face interdiction as it is transported to the HQ (note that of the HQ is in the location, production won't be interdicted because it doesn't go anywhere).

If you lose the destination hex, or a resource center can't trace a valid path to it, the production goes into the leftover queue and will be sent once contact is re-established.

Being a rather general engine, I didn't code into ATG ramifications of losing the hex, other than the resource doesn't show up. That is up to the scenario designer to decide and to code events to account for it. Hence, there is an exec function to set the hex, also to check where it is. This way, the scenario designer can change it. I felt that it would be too complicated to allow the player to set it during the game. In principle, this could be done. I'd have to add a rulevar and button somewhere. But, I would make it a single hex for all resources since the main issue is to find a way to interdict them on their way to the stockpile.

Note that isn't possible to interdict them on their way to a production site when they are needed, Or to interdict fule on its way to a unit. This would require a different system.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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