Changing supply mechanics
Posted: Fri Dec 16, 2011 9:23 pm
As probably some of you noticed, it's presently possible to reinforce indefinitely an encircled, cut-out unit using only the "local" supply from a nearby conquered city (see this thread).
I think it's possible to change this behaviour by editing the following consts.ini values:
[UnitsPerformanceInRelationsToSupplyAt30]
EffectivityPenalty = 0
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 10
[UnitsPerformanceInRelationsToSupplyAt25]
EffectivityPenalty = 1
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 9
[UnitsPerformanceInRelationsToSupplyAt20]
EffectivityPenalty = 2
ActionPointsPenalty = 25
ColumnShiftDuringAirCombat = -1
AirStrikeModifier = 90
MaximumReplacementsForLandUnits = 80
MaximumReplacementsForAirUnits = 8
[UnitsPerformanceInRelationsToSupplyAt15]
EffectivityPenalty = 3
ActionPointsPenalty = 34
ColumnShiftDuringAirCombat = -2
AirStrikeModifier = 80
MaximumReplacementsForLandUnits = 60
MaximumReplacementsForAirUnits = 6
[UnitsPerformanceInRelationsToSupplyAt10]
EffectivityPenalty = 4
ActionPointsPenalty = 50
ColumnShiftDuringAirCombat = -3
AirStrikeModifier = 70
MaximumReplacementsForLandUnits = 40
MaximumReplacementsForAirUnits = 4
[UnitsPerformanceInRelationsToSupplyAt5]
EffectivityPenalty = 5
ActionPointsPenalty = 75
ColumnShiftDuringAirCombat = -4
AirStrikeModifier = 50
MaximumReplacementsForLandUnits = 20
MaximumReplacementsForAirUnits = 2
Changing the MaximumReplacementsForLandUnits values for everything not at 30 supply should have the net effect to hamper / block reinforcement attempts to units that are not near to a main supply source, or at least to a 30 supply source.
It's not clear if the MaximumReplacementsForLandUnits value is a percentage or an absolute value, but i'll experiment a little.
I think it's possible to change this behaviour by editing the following consts.ini values:
[UnitsPerformanceInRelationsToSupplyAt30]
EffectivityPenalty = 0
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 10
[UnitsPerformanceInRelationsToSupplyAt25]
EffectivityPenalty = 1
ActionPointsPenalty = 0
ColumnShiftDuringAirCombat = 0
AirStrikeModifier = 100
MaximumReplacementsForLandUnits = 100
MaximumReplacementsForAirUnits = 9
[UnitsPerformanceInRelationsToSupplyAt20]
EffectivityPenalty = 2
ActionPointsPenalty = 25
ColumnShiftDuringAirCombat = -1
AirStrikeModifier = 90
MaximumReplacementsForLandUnits = 80
MaximumReplacementsForAirUnits = 8
[UnitsPerformanceInRelationsToSupplyAt15]
EffectivityPenalty = 3
ActionPointsPenalty = 34
ColumnShiftDuringAirCombat = -2
AirStrikeModifier = 80
MaximumReplacementsForLandUnits = 60
MaximumReplacementsForAirUnits = 6
[UnitsPerformanceInRelationsToSupplyAt10]
EffectivityPenalty = 4
ActionPointsPenalty = 50
ColumnShiftDuringAirCombat = -3
AirStrikeModifier = 70
MaximumReplacementsForLandUnits = 40
MaximumReplacementsForAirUnits = 4
[UnitsPerformanceInRelationsToSupplyAt5]
EffectivityPenalty = 5
ActionPointsPenalty = 75
ColumnShiftDuringAirCombat = -4
AirStrikeModifier = 50
MaximumReplacementsForLandUnits = 20
MaximumReplacementsForAirUnits = 2
Changing the MaximumReplacementsForLandUnits values for everything not at 30 supply should have the net effect to hamper / block reinforcement attempts to units that are not near to a main supply source, or at least to a 30 supply source.
It's not clear if the MaximumReplacementsForLandUnits value is a percentage or an absolute value, but i'll experiment a little.