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RE: Soviet Supply

Posted: Wed Sep 26, 2012 4:51 am
by LiquidSky


In a final futile attempt before going to bed, I set the ExecGiveSupply(20,82,9998,-1) and noticed a curious thing. I believe the supply is actually ending up at Stavka because Sevastopol is a port...then is attempting to flow back to all the units on the map... which puts me back into the problem of supply being interdicted by air, and none getting into the port. Which means I will have to figure out how to modify the unit's supply values.

Perhaps I will be better off just giving them all large stockpiles....but that would mean they would be at 100% supply until they run out. I also wonder if setting their supply requests at a lower value then 100% might help. Going to have to experiment some more tomorrow.

RE: Soviet Supply

Posted: Wed Sep 26, 2012 5:14 am
by Keunert
maybe you could run some tests with placing some soviet fighter units on interdiction nearby and see what's happening to the antisupply of axis air?

RE: Soviet Supply

Posted: Wed Sep 26, 2012 7:48 pm
by LiquidSky


Hmm..well, in my test, I leave Kerch alone, which starts with a fighter in that town in the middle. It probably does help, except that in a real game, the axis will obliterate any fighters that are close enough to reach the distance to Sevastopol.

I did have a major breakthrough, though.

I gave up on using the simple supply rules, as they only assume supply flows from Stavka/OKH. I activated RuleVar# 887.

Now I can easily pump supply into Sevastopol with ExecGiveSupply. With the value at 250, I find that the units in the Sevastopol bridgehead drop to about 25% strength and around June 3-5, Sevastopol falls.

Problem is, the turns take about 2 minutes to process for the Soviets and about a minute for the Axis. Mind you, that would be okay in a PBEM game.