Carried Over Supply

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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Lobster
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Carried Over Supply

Post by Lobster »

Sometimes during the beginning of an offensive units would carry an excess of supply. Jerry cans tied to tanks and other vehicles. Crates of ammunition and food tied to all sorts of places on vehicles. Soldiers carried on those vehicles carrying obscene amounts of supplies. Every nook and cranny stuffed with something beyond what would normally be carried. There is no way to model this in the game. Sure the supply units can extend supply. But that doesn't help with units carrying an abundance of supply. Is there any way to give units more supply than they would normally have and at the same time move with that over supply in tact.
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rhinobones
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Re: Carried Over Supply

Post by rhinobones »

Lobster wrote: Fri Aug 22, 2025 1:38 pm Is there any way to give units more supply than they would normally have and at the same time move with that over supply in tact.
You probably can get the effect you want using supply related events.

A Theater Option can be used to temporally increase theater supply for the desired number of turns. That’s the shotgun approach, but it would work.

A preferred method might be to use Theater Options to create temporary supply points in the areas where offensives are expected. Such as: Theater Option 1 > create Supply Point 1 at X,Y > Value 200 > delay/trigger create Supply Point 1 at X,Y > Value 0. The temporary supply point should be in a non-Railroad hex so that the extra supply stays local per the supply radius.

Of course, consolidating supply should come with a penalty. The event Theater Option 1 > create Supply Point 1 should also trigger an event which temporarily reduces overall theater supply thereby keeping the player from going crazy with the temporary supply points. There should also be events which delete the supply point Theater Options after the time for seasonal offensives has passed.

Regards, RhinoBones
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Post by broccolini » Sun Nov 06, 2022
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Cpl GAC
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Re: Carried Over Supply

Post by Cpl GAC »

Always thought it'd be a good idea
Cpl GAC wrote: Wed Sep 07, 2022 1:06 am ...
Now, that thing War in The East has about Assault HQs, except applied in TOAW as a temporary designation of replacement rate prioritization for selected "main effort formations" in longer campaigns. I think there's something there.
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Lobster
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Re: Carried Over Supply

Post by Lobster »

rhinobones wrote: Fri Aug 22, 2025 4:38 pm A Theater Option can be used to temporally increase theater supply for the desired number of turns. That’s the shotgun approach, but it would work.

A preferred method might be to use Theater Options to create temporary supply points in the areas where offensives are expected. Such as: Theater Option 1 > create Supply Point 1 at X,Y > Value 200 > delay/trigger create Supply Point 1 at X,Y > Value 0. The temporary supply point should be in a non-Railroad hex so that the extra supply stays local per the supply radius.

Of course, consolidating supply should come with a penalty. The event Theater Option 1 > create Supply Point 1 should also trigger an event which temporarily reduces overall theater supply thereby keeping the player from going crazy with the temporary supply points. There should also be events which delete the supply point Theater Options after the time for seasonal offensives has passed.

Regards, RhinoBones
Either method would over supply units that were not intended to be. And for any units to receive maximum supply they would have to have not moved. However since there is no method, then what you suggest are likely the only two ways to do it. Since there already exists a method to over supply units that have not moved I wonder if that could somehow be used in some way by a change in code. Or reducing supply usage for certain units. Of course changing anything seems to almost always result in unintened consquences. I can imagine it would not be a trivial matter and maybe something for the event editor. Still, it would be a nice addition. Rommel tying jerry cans of fuel to his tanks.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
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rhinobones
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Re: Carried Over Supply

Post by rhinobones »

Lobster

Had a need to revisit this topic. On a unit by unit basis maybe you could assign excess supply and, “if” the unit has sufficient organic transport, the supply would be retained by the unit until consumed through normal movement/combat. This would require coding and a manual change to paragraph 9.1.7.3.

Oversupply.JPG
Oversupply.JPG (87.68 KiB) Viewed 65 times

Initial oversupply would be assigned in the Force Editor for specific units. Your good buddy Bobby seems to enjoy making changes so I suspect he would be glad to do this for you.

Force Editor.jpg
Force Editor.jpg (194.15 KiB) Viewed 65 times

Regards, RhinoBones
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Post by broccolini » Sun Nov 06, 2022
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Re: Carried Over Supply

Post by Lobster »

You mean like he made it possible for 150mm+ artillery in non artillery units capable of reducing fortifications? :lol:
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

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Re: Carried Over Supply

Post by rhinobones »

Lobster wrote: Thu Oct 16, 2025 10:32 pm You mean like he made it possible for 150mm+ artillery in non artillery units capable of reducing fortifications? :lol:
Have no idea what you are talking about. Just trying to provide a solution.
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Post by broccolini » Sun Nov 06, 2022
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Curtis Lemay
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Re: Carried Over Supply

Post by Curtis Lemay »

rhinobones wrote: Fri Oct 17, 2025 12:26 am
Lobster wrote: Thu Oct 16, 2025 10:32 pm You mean like he made it possible for 150mm+ artillery in non artillery units capable of reducing fortifications? :lol:
Have no idea what you are talking about. Just trying to provide a solution.
Neither do I. But, when the Supply Module (next) is completed, we will have discrete supply handling. That should allow this to be addressed.
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Lobster
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Re: Carried Over Supply

Post by Lobster »

Curtis Lemay wrote: Fri Oct 17, 2025 1:45 am
rhinobones wrote: Fri Oct 17, 2025 12:26 am
Lobster wrote: Thu Oct 16, 2025 10:32 pm You mean like he made it possible for 150mm+ artillery in non artillery units capable of reducing fortifications? :lol:
Have no idea what you are talking about. Just trying to provide a solution.
Neither do I. But, when the Supply Module (next) is completed, we will have discrete supply handling. That should allow this to be addressed.
https://forums.matrixgames.com/viewtopi ... ballistics
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
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