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RE: The RESOURCE Mod for Random Games

Posted: Thu Jun 23, 2011 10:10 am
by lancer
G'day Jafele,

The bonus resources that you get at the start are designed to cover the situation you've mentioned above - starting without a particular resource. Hopefully you'll have enough to tide you over until you make a beeline for an OIL resource.

The cargoship is one of the freebies as well to provide you with a certain base amount of transport capacity. You only get it if your Capital is a port. You could decommission it if you wanted to go into 'fuel conservation mode'. The Fat Controller would understand.
Is it possible to use trains instead of trucks in the beans and bullets option?

No. Trains only run on train tracks. Armies don't fight exclusively on train tracks so I've opted for trucks to get supply to the troops. The trains do the job of shifting the supply to the HQ's (inbuilt into ATG - automatic function) and then the trucks take over to fan it out from the railheads.

The mod isn't designed to be hyper-realistic (important to keep it fun) but that's, from what I've read, pretty much what happened in WW2 with the movement of supply.

Also wanted the trade-off that your logistical tail of trucks burns a little bit of fuel. Bigger your army, the more fuel you are using just to keep it supplied (never becomes oppressive, just enough to be noticeable).

So the way it is designed is that trucks are for Bullets and Beans (supply) and Trains & Cargoships are for shifting Resources.

Cheers,
Lancer


RE: The RESOURCE Mod for Random Games

Posted: Thu Jun 23, 2011 11:32 am
by Jafele
I have builded two more cargoships in another port. They are getting drunk with my fuel.

Fuel conservation mode? How can I do that and stop to these cargovampires?

RE: The RESOURCE Mod for Random Games

Posted: Thu Jun 23, 2011 10:18 pm
by lancer
G'day Jafele,
I have builded two more cargoships in another port. They are getting drunk with my
fuel.

The mod gives you a bonus 2000 bbls of Oil at the start (above and beyond the normal). A cargo ship uses 50 bbls of Oil per turn as a result of having to transport resources back to your capital.

That gives you 40 turns to find Oil - assuming you haven't started with any as in your case. You also get a bonus 400 Raw which should be enough for your engineers to construct a port and build rail lines to the OIL site if needed.

If you want to build up your Merchant Navy right from the start - without any access to Oil - then best start drilling.

The Fat Controller recommends running a very lean operation until you get your hands on some Oil.

Cheers,
Lancer

RE: The RESOURCE Mod for Random Games

Posted: Thu Jun 23, 2011 11:00 pm
by Bombur
ORIGINAL: lancer


You're welcome to integrate away.

I've put in a couple of events (find them under 'Explanation'), that are nothing but comments, that explain how the mod works, what does what and how the files (stringlists) are used. Also made an effort to put as many explanatory notes in the code as possible.

There is, however, a fair whack of code. Lots of wheels turning under the hood. The code references a large number of game and regime variables (additional and seperate to the generic.atg ones). I'd imagine that your scenario would have an overlap here which would require changing all the relevant variables (either your scenario or my mod) to avoid conflict.

Could also be a similiar conflict with predefined units (easily sorted as only a few) and stringlists (more involved - extensive use of stringlists within the mod).

As the editor doesn't have a search and replace function this would have to be done - carefully - by hand which isn't something I'm overly excited about.

I've been using a third party tool to help with my ATG coding and that would, however, make integration feasible and manageable - if you wanted to have a crack at it.

Give me a day or so and I'll put a post up on the aforementioned tool as I'm sure it would be of interest to others.

Cheers,
Lancer


-Thank you, meanwhile, I will take a look on your code, the trouble I see is that I changed lots of SFT´s in my mod, so it will need some extra editing...

RE: The RESOURCE Mod for Random Games

Posted: Fri Jun 24, 2011 9:21 am
by Jafele
I have some suggestions for the resource mod, perhaps some of them are not possible to do or require excessive micromanagement:

1-No haunted trains: Trains need SOMETHING to consume, it doesn´t matter if you choose raw or a new resource (coal or minerals).

2-Vehicles Transportation priority: Some countries can have a lot of raw instead of oil, so they would choose trains instead of trucks or ships. It could be done Using cards.

3-No flying Ships: Ships that are not connected to resources shouldn´t be able to carry. In this way we can save a lot of fuel. The problem is that we cannot destroy cargoships...

4-Horses: Poor countries or those with lack of oil or raw should be able to use horses to carry resources. I suppose it will be neccesary plenty of horses (consuming loads of supply) with a limited landcap.

Please Lance, never stop improving the resource mod: This is GREAT!

RE: The RESOURCE Mod for Random Games

Posted: Fri Jun 24, 2011 10:15 am
by Tac2i
re 1: Disagree - trains use coal and coal is considered to be in abundant supply. Seems reasonable to me. Don't think we need to add a coal resource hex to the game.

re 2: Trucks are required to move supply from railheads or ports to the troops in the field. No getting around that.

re 3: Not sure what you mean by 'flying ships.' Whatever the case, lets not get bogged down in micromanaging resources. Re destroying cargo ships: they can be disbanded like any other unit in the game. The only requirement is that they be in a port before you can disband them.
ORIGINAL: Jafele

I have some suggestions for the resource mod, perhaps some of them are not possible to do or require excessive micromanagement:

1-No haunted trains: Trains need SOMETHING to consume, it doesn´t matter if you choose raw or a new resource (coal or minerals).

2-Vehicles Transportation priority: Some countries can have a lot of raw instead of oil, so they would choose trains instead of trucks or ships. It could be done Using cards.

3-No flying Ships: Ships that are not connected to resources shouldn´t be able to carry. In this way we can save a lot of fuel. The problem is that we cannot destroy cargoships...

4-Horses: Poor countries or those with lack of oil or raw should be able to use horses to carry resources. I suppose it will be neccesary plenty of horses (consuming loads of supply) with a limited landcap.

Please Lance, never stop improving the resource mod: This is GREAT!

RE: The RESOURCE Mod for Random Games

Posted: Fri Jun 24, 2011 11:10 am
by Jafele
1-Coal is "considered" abundant if you own many mines of coal or if you have the money to buy it. I doesn´t come from the sky. It happens in real life.

2-Trucks are required only if you have fuel to feed them. What happens if you don´t have oil? Are you going to feed them with water?

3-A flying ship is a kind of vessel that transport magically resources from a not connected port to a far capitol city. I´ve noticed that some ships located in the port of a far close lake are able to carry resources.

As I told before, some of them can require excessive micromanagement, in that case ignore the suggestion. Simple as that.

I don´t know how to disband a cargoship. Would you mind to show me how to do it?

Thanks
ORIGINAL: Webizen

re 1: Disagree - trains use coal and coal is considered to be in abundant supply. Seems reasonable to me. Don't think we need to add a coal resource hex to the game.

re 2: Trucks are required to move supply from railheads or ports to the troops in the field. No getting around that.

re 3: Not sure what you mean by 'flying ships.' Whatever the case, lets not get bogged down in micromanaging resources. Re destroying cargo ships: they can be disbanded like any other unit in the game. The only requirement is that they be in a port before you can disband them.
ORIGINAL: Jafele

I have some suggestions for the resource mod, perhaps some of them are not possible to do or require excessive micromanagement:

1-No haunted trains: Trains need SOMETHING to consume, it doesn´t matter if you choose raw or a new resource (coal or minerals).

2-Vehicles Transportation priority: Some countries can have a lot of raw instead of oil, so they would choose trains instead of trucks or ships. It could be done Using cards.

3-No flying Ships: Ships that are not connected to resources shouldn´t be able to carry. In this way we can save a lot of fuel. The problem is that we cannot destroy cargoships...

4-Horses: Poor countries or those with lack of oil or raw should be able to use horses to carry resources. I suppose it will be neccesary plenty of horses (consuming loads of supply) with a limited landcap.

Please Lance, never stop improving the resource mod: This is GREAT!

RE: The RESOURCE Mod for Random Games

Posted: Fri Jul 01, 2011 9:37 am
by lancer
G'day,

The Resource Mod has been updated to work with the new ATG v2.06b patch.

Download the Resource Mod

Download the file and then use the 'Install Zip/File' button on the ATG menu to automatically put everything where it should be.

If you already have the previous version (works with ATG v2.05) then just install the new one normally and say yes if it asks you to overwrite the existing mod files.

Cheers,
Lancer

RE: The RESOURCE Mod for Random Games

Posted: Fri Jul 15, 2011 6:24 am
by lancer
G'day,

I won't be updating the mod for the latest v2.07b patch, not yet anyway.

I'll do so internally but I'm currently in the middle of developing an expansion to the mod (provides an in depth Leader system) and the work involved to surgically extract the existing mod from the half completed expansion would be sizeable.

Instead, once I've finished the expansion, I'll upgrade the entire mod in one fell swoop.

When is this going to happen?

Quarter past.

Cheers,
Lancer

RE: The RESOURCE Mod for Random Games

Posted: Fri Jul 15, 2011 10:14 am
by Tac2i
If possible I'd update your mod to support v2.07. I'm not a programmer but if it is possible using the import functions I could accomplish it. Just give me some instructions and I'll have a go at it.
ORIGINAL: lancer

G'day,

I won't be updating the mod for the latest v2.07b patch, not yet anyway.

I'll do so internally but I'm currently in the middle of developing an expansion to the mod (provides an in depth Leader system) and the work involved to surgically extract the existing mod from the half completed expansion would be sizeable.

Instead, once I've finished the expansion, I'll upgrade the entire mod in one fell swoop.

When is this going to happen?

Quarter past.

Cheers,
Lancer

RE: The RESOURCE Mod for Random Games

Posted: Fri Jul 15, 2011 11:11 am
by Josh
An indepth leadersystem? That sounds promising, care to give us some hints? Is it all the way down to sergeant and lieutenant?

RE: The RESOURCE Mod for Random Games

Posted: Sat Jul 16, 2011 4:18 am
by lancer
G'day
If possible I'd update your mod to support v2.07. I'm not a programmer but if it is possible using the import functions I could accomplish it. Just give me some instructions and I'll have a go at it.

PM'd reply
An indepth leadersystem? That sounds promising, care to give us some hints? Is it all the way down to sergeant and lieutenant?

My approach is probably quite different to what you are indicating, eg. lots of leaders with fixed bonuses throughout the map.

I'm aiming for a more interactive leader experience, one that throws up a series of interesting decisions for the player.

Beyond that I'd prefer to wait until I have something ready to go.

Cheers,
Lancer

RE: The RESOURCE Mod for Random Games

Posted: Sun Jul 17, 2011 9:32 am
by Josh
Now I'm even more confused... "interactive leader experience"... [&:] 
I'll be awaiting patiently.

RE: The RESOURCE Mod for Random Games

Posted: Mon Jul 18, 2011 11:30 pm
by lancer
G'day,

Mod has been updated for the latest v2.07b patch - wasn't as big a job as I thought. Details and download link in the Mods & Scenarios Forum folder.

There aren't any changes in the mod itself but the update allows you to take advantage of the improvements to ATG that Vic has made with the latest 2.07 patch.

Resource_v3 can be installed via the ATG menu button and will automatically overwrite any previous version.

Cheers,
Lancer

RE: The RESOURCE Mod for Random Games

Posted: Tue Jul 19, 2011 11:09 am
by Tac2i
NATO Counters Mod combined with RESOURCE Mod (ATG v2.07): RSCNATOMODV3.atzip (3.75MB) I suggest right clicking on link and choosing Save Target As (IE) or Save Link As (Firefox), then save to a location of your choice. This mod provides NATO counters to the RESOURCES mod.

NOTE: The designer of the RESOURCE Mod states that it can only be used for AI games. It currently does not work for multiplayer games.

RE: The RESOURCE Mod for Random Games

Posted: Wed Dec 21, 2011 11:34 pm
by lancer
G'day,

Upgraded to ATG v2.10 along with some improvements and an obscure bug fix. LEADER and RESOURCE mods now one and the same (download either, it doesn't matter as they share the same file). Use one or the other, or both together.

Cheers,
Lancer

RE: The RESOURCE Mod for Random Games

Posted: Mon Jan 09, 2012 1:52 am
by lancer
G'day,

New version uploaded today (Monday 9th January).

No changes, but it does resolve a reluctance on the part of the AI to build factories. If you use the mod it is worth downloading the latest version in order to get the AI working in top gear.

Further info under the 'Leader Mod' entry.

Download and install the new version as normal as it will overwrite the existing files.

Cheers,
Lancer

RE: The RESOURCE Mod for Random Games

Posted: Thu Mar 01, 2012 4:56 pm
by CSO_Talorgan
I guess though that supply is still not a transportable entity distinct from the game's concept of supply as an abstract flow? So no convoy battles.

:(

RE: The RESOURCE Mod for Random Games

Posted: Mon Apr 23, 2012 2:55 am
by danlongman
I really like using this mod and building my resource transport infrasctructure.
A little minigame in itself. How does this work in conjunction with other mods?
Can they be run together?
I know it complicates things but i would really like to be able to farm and process
wood/lumber as well. But for now wondering if I can run it with another.
dan

RE: The RESOURCE Mod for Random Games

Posted: Mon Apr 23, 2012 7:19 pm
by danlongman
Specifically I'd like to run it with The latest Bombur Mod..