Making cities overproduce

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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Ormand
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Making cities overproduce

Post by Ormand »

You all might have noticed this, but it is possible to get cities to produce up to 4x their capacity.

You can't do it as a player, but you can with an event using the function ExecSetProduction. With this event you specify what is to be built in each of the four build queues and what fraction. Except that there is no check on the sum. I set all four queues to 100% and it produced all of it and sent it to the SHQ. I confess didn't try more than 100%.

For the most part, a warning to check sums. But, also it might be a way to give a bonus production.
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ernieschwitz
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RE: Making cities overproduce

Post by ernieschwitz »

Interesting.

Honestly I thought it didn't do things that way.
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ernieschwitz
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RE: Making cities overproduce

Post by ernieschwitz »

I found another way to make cities overproduce, that had me bewildered for a while.

I had set the structural points of cities to some high number, and then later lowered it. After I had placed some of these locations that is. Turns out that the code for damaged cities, does not check if a city is above 100% structual points, and then multiplies the amount of production by the ratio at which it expects the city to be at.

This had me searching my code and everything before I found out what was wrong.
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Ormand
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RE: Making cities overproduce

Post by Ormand »

I didn't either. I made a sum error in my event to set initial production, and noticed it went I went in to tweak the production. Then, I wondered if I was getting more production than allowed. It turned that I was. In this case, not much because it was only a 10% slot error. But, I set slots to 100% in the event, and sure enough, lots of production.

That is interesting about the structural points too. I suppose the only fix is to remove and replace the LocType.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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ernieschwitz
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RE: Making cities overproduce

Post by ernieschwitz »

Actually there is a catch-all button in Setng that allows you to set alot of things to "ready". For instance, entrenchment, equipment to max researched, readiness to max, etc. etc. It also does this for locations, so they get max structural points.
Creator of High Quality Scenarios for:
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Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
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