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RE: Supply Line Status
Posted: Wed Jun 08, 2005 5:59 am
by Arjuna
ORIGINAL: Rooster
If you don't mind my asking, what is cutting the supply line in the image above? Is it a constriction of the supply line across the bridge? Or the proximity to enemy units?
When the Ai goes to fill a request it first determines the best supplyRoute. This is an avoidance route with triple the caution factor. Once the route is calced ( ie path determined and its movement and firepower values calculated ) we look to see if there is a hostile location along that route. For supply transport columns this is any location that exceeds an amount of enemy firepower deemed to be too hostile for the transport column to proceed. If there is a hostileLoc then the request is suspended and the supplyLine deemed cut. If not, then the transport column is depatched and the supply line status will stay whatever it was. it will only be changed when the column arrives or is aborted.
Once the event fires for the arrival of the column the route values ( not path ) are recalced using the "actual" enemy firepower along the route. If there is some enemy FP then losses are taken. If the colum gets through unscathed, then the supplyLineStats will be set to "open". If only some, it will be "threatened" and if none then it will be "cut".
A reachability check is also done on the route and if the route is no longer valid ( say because a bridge was blown then the supplyLineStatus will be set to "cut" as well.
In the example above, the crossing was blown a while earlier and this would account for some of the units on the south side having cut lines. The other two probably got their supply run in prior to the crossing being blown and so their status won't be reset until they next request a resupply.
To simulate the fact that units on the front line still get resupped while being engaged with the enemy, we calc a drop off point approx 500m prior to the units actual location. The supplies are assumed to be manhandled by the receiving unit over the last 500m.
RE: Supply Line Status
Posted: Wed Jun 08, 2005 6:21 am
by Banquet
Looks fantastic! Great work Arjuna [:)]
RE: Supply Line Status
Posted: Wed Jun 08, 2005 7:46 am
by wodin
Mein Gott!
Superb.
This is now a definate buy for me.
RE: Supply Line Status
Posted: Wed Jun 08, 2005 11:31 am
by Rooster
Thanks for the explanation - very cool. The graphs are excellent. [:)]
RE: Supply Line Status
Posted: Wed Jun 08, 2005 2:50 pm
by oi_you_nutter
nice
RE: Supply Line Status
Posted: Wed Jun 08, 2005 11:11 pm
by Arjuna
ORIGINAL: SeaMonkey
Take a bow guys, you are most deserving.
Adam "Skirmish" Bryant you're wanted on centre stage mate. Well done.[&o]
RE: Supply Line Status
Posted: Thu Jun 09, 2005 12:43 am
by SeaMonkey
You mean wodin, it hadn't crossed your mind to buy this game?
Have you played HttR or the demo of RDoA?
Surely you jest. Shout it out!!!! Across the land, Panther needs our support or we may not be graced with BftB.
Not to mention the ultimate for this genre, "Rats, Foxes,and Sandflies" . Sorry criticalmass, I had to change it up a bit.......the first patch.[:D]
RE: Supply Line Status
Posted: Thu Jun 09, 2005 4:24 pm
by wodin
I own both games.
I know they are fantastic but for some reason couldnt get into it. However Im having another crack at it.#
I think my main problem is Mrket Garden as its been done so many times.
Here is a theatre not often covered.
Aslo with all the new stuff that helps the newbie I really am going to buy the game.
RE: Supply Line Status
Posted: Thu Jun 09, 2005 9:25 pm
by JeF
ORIGINAL: Arjuna
Adam "Skirmish" Bryant you're wanted on centre stage mate. Well done.[&o]
The same Adam Bryant from MadMinutes Games who developped Take Command : Bull Run ?
Anyhow, impressive, very impressive.
The way the supply lines work is very inspiring. Exactly what I was thinking for. Good job !
Oh ! And the bargraphs reminded me of SimCity. [:D]
JeF.
RE: Supply Line Status
Posted: Thu Jun 09, 2005 11:07 pm
by Arjuna
No it's our own home grown Adam Bryant.[:)]
RE: Supply Line Status
Posted: Fri Jun 10, 2005 12:04 pm
by Agema
Presumably a base must operate a supply column also to the SEP? If that is the case, can you just steadily bombard the SEP and disrupt the enemy supplies?
RE: Supply Line Status
Posted: Fri Jun 10, 2005 12:49 pm
by Arjuna
ORIGINAL: Agema
Presumably a base must operate a supply column also to the SEP?
Well actually this depends on the SEP type. For ground types, we presume that the offmap superBase will provide the transport column, in keeping with the general principle of a top down, push feed system of supply delivery. However, for DZ and Airfield SEPs, the drawing Bases have to fetch and carry.
If that is the case, can you just steadily bombard the SEP and disrupt the enemy supplies?
The supply arrivals from off-map via Ground SEPs use transport events to deliver the supplies to the on-map Bases. These can be severed just like those from Bases to their units. To do this you are going to need to place effective direct fire onto the route being used. We don't factor in indirect fire here due to the reach of many arty units and the fact that for these to be effective they would need to have forward observers on the ground close by anyway. So the bottom line is that as in real life the best way to cut the enemy's supply line is to envelop the enemy with ground units.
However, you don't need to have a solid wall just a solid zone of firepower. Given that most inf coys can project effective FP out to 1000m then in open country a line of inf coys 1500m apart would probably do it. That range would be reduced in close country.
RE: Supply Line Status
Posted: Fri Jun 10, 2005 12:59 pm
by wodin
Imagine Stalingrad using this engine! Relying on JU for supply!
RE: Supply Line Status
Posted: Mon Jun 13, 2005 12:11 pm
by Txema
Wow !!!! It sounds greeeat !!!!
When are you planning to release this game? any ETA?
I can“t wait !!!
Thank you very much for all this excellent work.
Txema
RE: Supply Line Status
Posted: Mon Jun 13, 2005 12:53 pm
by Arjuna
ORIGINAL: Txema
When are you planning to release this game? any ETA?
Soon. Our policy is not to release something unless it's solid. We still have a few things to tidy up. Adam's working on the interface changes to the Side and Force data displays and I'm redoing the force allocation routines to fix an annoying bug in the new delay code. It's always the way. You start off with this simple mod but end up changing the world. [;)]
My best guess is that we should have a final beta by the end of June. If all goes well with the subsequent testing we should be able to sign off by end of July. So then it depends on Matrix but most likely it will be an August release. Touch wood. Prayers are welcome.[:)]
RE: Supply Line Status
Posted: Wed Jun 15, 2005 2:19 pm
by KNac007
WoW! Long time and great progress, I hope this is released soon and i can dedicate some time to gaming. For sure I will buy it as I did with both anterior games.
A couple of fast questions (sorry if them have been asked before)...
Is stockpiling possible (specially for arty units)? And if yes, what happens when a unit is routted or has to abandon it's position quickly cause of enemy thread, does he lose his stockpile? How much does it lose?
Cheers.
P.S: again, this game is looking very nice.
RE: Supply Line Status
Posted: Wed Jun 15, 2005 11:21 pm
by Arjuna
ORIGINAL: KNac007
WoW! Long time and great progress, I hope this is released soon and i can dedicate some time to gaming. For sure I will buy it as I did with both anterior games.
A couple of fast questions (sorry if them have been asked before)...
Is stockpiling possible (specially for arty units)? And if yes, what happens when a unit is routted or has to abandon it's position quickly cause of enemy thread, does he lose his stockpile? How much does it lose?
Cheers.
P.S: again, this game is looking very nice.
Units and Depots ( Bases ) can hold more supplies than their normal allotment. For units though this will not be the norm. Because of the push-pull system ( off map push and on-map pull ) units will tend only to request what they need and only to get delivered what they need. Their normal first line allotment can be carried by the unit without any extra transport being required.
On the other hand the supplies arriving from off-map will arrive regardless of on-map demand and hence will be delivered to the on-map Bases/Depots and held there. If a Base moves ( and they won't do this often unless threatened - on average no more than once per 2 days for Bde level Bases and more for Div/Corps Bases ) then it will carry whatever stocks it has on hand even if these exceed its transport capacity. I know this is not 100% realistic. But the alternative was to create separate dumps and manage the transfer of supplies from these dumps to the Depot once it relocated or direct to requesting units. The processing load for this was too great and so what we have done is lengthen the deployment time for Bases to several hours to reflect that the supplies would be brought up in a shuttle service.
However, if a Base retreats or routs then it will lose a savage proportion of its supplies. If retreating an initial 25% loss of supplies will be incurred ( 50% if routing ). Then they can only retreat/rout with what they can carry. So it will not be good to have them overrun.
RE: Supply Line Status
Posted: Thu Jun 16, 2005 2:14 pm
by oi_you_nutter
sounds great
Side Data - New Screen Shots
Posted: Fri Jun 17, 2005 7:52 am
by Arjuna
Hi All,
Adam 'Skirmish" Bryant our interface programmer has been putting the finishing touches to the Side Data tab views on the Side Bar. So I thought we would show you a few screenies.
First the Objectives Tab. Note the new Linked tasks. Now the scenario designer can specify that two or more side tasks are linked. This means that the Player achieves points for securing either - eg in the screen shot below there are three crossings linked. Securing any one of these three crossings will gain you the points specified.

RE: Side Data - New Screen Shots
Posted: Fri Jun 17, 2005 7:58 am
by Arjuna
Please note that we have yet to tidy up the Display Tool Bar at the bottom of the screen.
Here's the Reinforcement tab view. Note we've added the full name of the reinforcement Subject and added some extra info too.
