Production

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Mist
Posts: 483
Joined: Tue Nov 21, 2000 10:00 am
Location: Russia, Moscow

Post by Mist »

[QUOTE]Originally posted by Ed Cogburn:

Its not memory, just the proprietary MS Excel format, which is not emulated well enough in other word processors. I could read your stuff in the Star Office spreadsheet program, but I can't look at Rich's spreadsheet-based game editor because SO can't show it correctly.

I've asked because I can't run SO on my 586/133Mhz/8M machine. It is sooooo slloooow.


You want to decrease panzer production but increase aircraft production at the same time. I don't see how you can do this unless you hardwire aircraft factories to produce more than the normal limit of 15-20, and/or hardwire tank factories to produce less. In other words, I don't know of a way to modify the production system to get an increase in one category and at the same time get a decrease in another category.

It can be done just by changing of number of factories. The only arguement against that can be that allied bombing will have more severy consequences for tank factories and less consiquences for aircraft factories because single factory will become more significant in first case and less significant in second case.


Heck there are a bunch of ways to get improvement, and the best one is to throw the the whole damn thing out the window and start fresh. I'm not disagreeing with your assesment Mist, the production system sucks, but realistically all we can hope is for Arnaud to make it suck less sometime in the future.

:-) I hope Garry will take improvements of WiR into account when he will making new WiR.


We've added to the game some new heavy industry factories that start in '43 to represent the switch to German total war, but these factories have a limited impact early on because they start at 1 and they have to get to 10 or better to start making a difference, and the difference is marginal. However if one of the variables used to determine production rate of factories was the number of HI factories in addition to their total HI value, then German production would start to increase by late '43, which makes a lot of sense. Someone mentioned factories are increasing their speed so something in the formula may have changed since I last watched production through a full game.

Why didn't you add factories with high capacity? Say lesser number of factories but with cap.15? Growing of HI can be represended by different availability dates of HI factories.
Dependency on number of HI is easy to check in traces.txt.
Ed Cogburn
Posts: 1641
Joined: Mon Jul 24, 2000 8:00 am
Location: Greeneville, Tennessee - GO VOLS!
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Post by Ed Cogburn »

Originally posted by Mist:
I've asked because I can't run SO on my 586/133Mhz/8M machine. It is sooooo slloooow.

OUCH!!! I had a AMD 200Mhz machine a few years ago, I feel your pain.


Why didn't you add factories with high capacity? Say lesser number of factories but with cap.15? Growing of HI can be represended by different availability dates of HI factories.

That's one way to do it. The current way is just a bit more "natural" to me, i.e. the German move to a total war economy did not make a significant difference when it started. This is analogous to the US when it entered the war. It started out weak, desperately trying to catch up with the other combatants that had been fighting since 1939, but in 2 or 3 years America became the "Arsenal of Democracy". HI expansion should start slowly too, the new HI factories that come online in '43 are spread out over that year, not all at once.

We need to get this right, I mean the rate of expansion. Right now, it is meaningless to 90% of the WiR gamers because Allied Bombing reduces Germany's HI factories to rubble anyway, so any problems with HI expansion is never seen. Now that there is an alternative scenario where there is no Allied Bombing though, means the pace of expansion needs to be balanced and not going way to slow or way to fast (being a hypothetical scenario, we can't rely on history for a guide).
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