[solved] T1 Soviets gaining Ammo by Attacking
Moderator: Joel Billings
[solved] T1 Soviets gaining Ammo by Attacking
Some Soviet Divisions get Ammo pushed to 750 after attacking on T1 at least (Humen vs Human, rest see "replicate").
How to replicate:
Axis:
1.Start GC41 (Human vs Human)
2.Disable all ADs
3.F12
4.F12
Soviets:
5.Disable all ADs
6.F12
7.check "75th Rifle Division"s Ammo/Need values, note/remember them.
8.pick "75th Rifle Division" and hasty-attack with it.
9.compare new Ammo/Need values with 7.
How to replicate:
Axis:
1.Start GC41 (Human vs Human)
2.Disable all ADs
3.F12
4.F12
Soviets:
5.Disable all ADs
6.F12
7.check "75th Rifle Division"s Ammo/Need values, note/remember them.
8.pick "75th Rifle Division" and hasty-attack with it.
9.compare new Ammo/Need values with 7.
- Attachments
-
- See the green amrked Ammo-sections.
- 750ammo.png (2.84 MiB) Viewed 530 times
Last edited by Wiedrock on Mon Mar 06, 2023 7:12 pm, edited 1 time in total.
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Re: T1 Soviets gaining Ammo by Attacking
Not sure wether that's WAD, I know for some reason Germans get that but I don't know what's causing it or where the rule to find. 
.....or did I mess up my Game?

.....or did I mess up my Game?

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Re: T1 Soviets gaining Ammo by Attacking
Units can draw supplies after attacks, I think this was added to deal with "spoiling attacks" that would eat up all the ammo by ant-size units attacking repeatedly.
I think, not sure.
I think, not sure.
Re: T1 Soviets gaining Ammo by Attacking
I did reproduce this but not exactly with your steps. The 75th RD did not get the phantom resupply. But I went on and conducted some 40 HAs across the front. I could then see it happening immediately for 4 NKVD regiments. Then I saved the game and, after reloading the save, there were 19 sec and inf units with ammo overload. Attaching before and after saves.
- Attachments
-
- ammo_resupply_bug.zip
- (3.82 MiB) Downloaded 6 times
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
Re: T1 Soviets gaining Ammo by Attacking
IIRC units should only be able to draw supply during combat if they defend against attacks. Also getting resupplied to 400% of need should not be possible through normal mechanisms.Karri wrote: Sat Mar 04, 2023 1:08 am Units can draw supplies after attacks, I think this was added to deal with "spoiling attacks" that would eat up all the ammo by ant-size units attacking repeatedly.
"Power always thinks it has a great soul and vast views beyond the comprehension of the weak" - John Adams
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Re: T1 Soviets gaining Ammo by Attacking
WAD
All understanding comes after the fact.
-- Soren Kierkegaard
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Re: T1 Soviets gaining Ammo by Attacking
Maybe I jumped the gun. Are these units not involved in battles that added ammo during their own movement phase? Units in a battle should be able to add ammunition, both attacker and defender. Units can easily end up overloaded if they take losses.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: T1 Soviets gaining Ammo by Attacking
the unit in question is at 67/72 TOE but ammo at 750/214 - this is a masive overshoot if units are limited to 180% under normal circumstances. Maybe this function does not take the reduced sovietiet ammo need into account.
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Re: T1 Soviets gaining Ammo by Attacking
Wouldn't surprise me if it was not accounting somehow for the lower need, but I doubt he's recalculating the need on fhe fly for resupplying the unit.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
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Re: T1 Soviets gaining Ammo by Attacking
The first unit I checked was an NKVD unit that attacked. It didn't use any ammo, but went from 70% of TOE to 7%, so it's need dropped a bunch. Thus unit is overloaded. No resupply, just massive losses with no use of ammo (they never fired a shot, just butchered by Germans when they did their suicidal attack). WAD
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: T1 Soviets gaining Ammo by Attacking
Currently I am not any longer able to "reproduce" this issue in any way, so I guess its fixed or I was mental when testing it. I triplechecked back then to use the base GC's (GC 41/GC 41 NEE), now none of both are showing this issue any longer (at least for me). This is the Scenario I used for testing, non edited as can be seen.
In general ...if it will re-appear.
In my Screenshot you see that the TOE went from
Looking solely at %-based ammo-numbers could indicate that it would be caused by losing TOE, but a straight number for "have Ammo" should not be increased that much.
After this I've also seen the same behaviour to some German units (at the same evening, without client restart).
But as said, i am unable to reproduce this 750ammo-behaviour any longer. So it's either fixed or it was just an issue on my end where the client/game was broken after me testing and messing around n the editor hours without restarting the game.
Notes to me:
- Save after testing
- restart client more than once a week

Sadly I did not take any saves after testing...In general ...if it will re-appear.
In my Screenshot you see that the TOE went from
- 69/73 and 210/214 Ammo
- 67/72 and 750/214 Ammo
Looking solely at %-based ammo-numbers could indicate that it would be caused by losing TOE, but a straight number for "have Ammo" should not be increased that much.
After this I've also seen the same behaviour to some German units (at the same evening, without client restart).
But as said, i am unable to reproduce this 750ammo-behaviour any longer. So it's either fixed or it was just an issue on my end where the client/game was broken after me testing and messing around n the editor hours without restarting the game.
Notes to me:
- Save after testing

- restart client more than once a week


Thanks for your reply, indeed it works as intended, the only way I see is that my client was messed up as pointed out, or my late night coffee got some weird chemicals in it.Joel Billings wrote: Mon Mar 06, 2023 6:02 pm The first unit I checked was an NKVD unit that attacked. It didn't use any ammo, but went from 70% of TOE to 7%, so it's need dropped a bunch. Thus unit is overloaded. No resupply, just massive losses with no use of ammo (they never fired a shot, just butchered by Germans when they did their suicidal attack). WAD

There it is as Joel said tat TOE went down and just the %-values increased because of this.
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Re: [solved] T1 Soviets gaining Ammo by Attacking
Encountered this issue again. Closing the Client fixed it. I did lots of modding/testing in Editor and in game before, not sure what exactly caused it. Interestingly I could also carry it over to a PBEM game.
This time it only worked with "small Soviet units" - as far as I've tested/seen this time (so neither Divisions, nor German Untis it worked).
Attached are 2 examples.
Note to future me:

This time it only worked with "small Soviet units" - as far as I've tested/seen this time (so neither Divisions, nor German Untis it worked).
Attached are 2 examples.
Note to future me:

- Attachments
-
- Soviet AIRBORNE Ammo increase.png (580.32 KiB) Viewed 134 times
-
- Soviet SEC Ammo increase.png (562.5 KiB) Viewed 134 times
“Amateurs study tactics; professionals study logistics.”
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
Turn-Dates-Converter
Command Efficiency with Command Range Modifier
Planning map 1.02.45_Beta
- Joel Billings
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Re: [solved] T1 Soviets gaining Ammo by Attacking
Was able to duplicate and added to bug list to investigate. Thanks.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard