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"Supply Points", a new idea about logistic
Posted: Thu Jul 11, 2013 12:49 am
by naturesheva
The supply system in PzC seems to be very simple compare to some other wargames. I always try to find out a solution for this issue.
After the 1.20 version, we have more options in the scenario editor, and which give us much more freedom in modding. It also give me some new idea to create a new supply system in PzC.
The idea is:
*There will be a few supply points in the map.(As shown as red/blue circles)
*Once player's supply convoys unit occupied the "supply point", all player's team within a certain radius of the supply point will have +1 ammo & +2 fuel per turn.(As shown as point A and the pink area around)
*If critical road checkpoints are occupied by the enemies, all player's units will have -1 ammo & -4 fuel penalty per turn.
*If the player cut off enemies' critical road checkpoints, enemy will have the same penalties.
I haven't tested this function yet, but I think all these function are achievable with the new scripts.
I'll test it soon, for sure.
Welcome for any comments and suggestions! Let's make this game more interesting!

Re: "Supply Points", a new idea about logistic
Posted: Thu Jul 11, 2013 9:33 am
by smashtheaxis
Hm, but why loose ammo when you are not fighting?
Re: "Supply Points", a new idea about logistic
Posted: Thu Jul 11, 2013 11:49 pm
by naturesheva
smashtheaxis wrote:Hm, but why loose ammo when you are not fighting?
In PzC, when you are not fighting, you will automatically be supplied. So with the system I mentioned, you will only be in a relatively lower ammo/fuel level. Once in fighting, you actually will have half ammo/fuel as usual.
Re: "Supply Points", a new idea about logistic
Posted: Fri Jul 12, 2013 6:00 am
by fsx
Hallo naturesheva!
Some points have some gaps. I talked with Alex about it (before).
1. You dont have a limit for add/remove ammo/fuel/experience/strength.. In the unit action, you can not observe the maxfuel/maxammo..
2. Alternative funtion for this: Add some additional filters in unit selection, like ammo, exp, ... But not only comparing it with a value (number), also comparing with the max and min values of the unit. Like: Select all ground units with strenght < max strength (or < max overstrength) ... I also need a filter for unit type & has air/lad/sea transport (perhaps more).
3. To make supply units independent from a supply point, I suggested a "make zone"-action. Example: Select the position of all ground units with type a (is the number of the supply unit from equipment file) and the hexes around it (could be made with "radius"-input, in this case radius = 1) and assign (also available: add / remove) these hexes to the zone y. You need add and remove. In this example for removing the hexes with supply units on it from zone y. After that you could use the zone y for selecting units for supply.
4. In another thread I found the question what happens if a unit dies. Perhaps a condition could be added with unit filter: "If a unit with [filters] dies ..." and a additional zone ("death zone") - if you like to place something on the hex, where unit died. With these points we could place panzerwrecks.
Re: "Supply Points", a new idea about logistic
Posted: Fri Jul 12, 2013 7:01 am
by naturesheva
fsx wrote:Hallo naturesheva!
Some points have some gaps. I talked with Alex about it (before).
1. You dont have a limit for add/remove ammo/fuel/experience/strength.. In the unit action, you can not observe the maxfuel/maxammo..
2. Alternative funtion for this: Add some additional filters in unit selection, like ammo, exp, ... But not only comparing it with a value (number), also comparing with the max and min values of the unit. Like: Select all ground units with strenght < max strength (or < max overstrength) ... I also need a filter for unit type & has air/lad/sea transport (perhaps more).
3. To make supply units independent from a supply point, I suggested a "make zone"-action. Example: Select the position of all ground units with type a (is the number of the supply unit from equipment file) and the hexes around it (could be made with "radius"-input, in this case radius = 1) and assign (also available: add / remove) these hexes to the zone y. You need add and remove. In this example for removing the hexes with supply units on it from zone y. After that you could use the zone y for selecting units for supply.
4. In another thread I found the question what happens if a unit dies. Perhaps a condition could be added with unit filter: "If a unit with [filters] dies ..." and a additional zone ("death zone") - if you like to place something on the hex, where unit died. With these points we could place panzerwrecks.
Hi fsx!
Thanks for your comments.
As you said, is that if the units keep getting ammo from unit actions, they will have more than max ammo, and the number will not drop to normal level untill it used up all the additional ammo?
Also, I really like your 2nd and 4th points! Especially the 4th point, with that, we can make a lot more fun in the game. Panzerwrecks, burning buildings ,damaged bridges and maybe something more interesting?

Re: "Supply Points", a new idea about logistic
Posted: Fri Jul 12, 2013 7:16 am
by naturesheva
Now we can achieve unit action for a hex with a certain radius.
If we can achieve unit action for a unit location with a certain radius, that will be fantastic. Something new like HQ unit/supply convoy can be very effective in game play then.
Re: "Supply Points", a new idea about logistic
Posted: Fri Jul 12, 2013 7:28 am
by fsx
naturesheva wrote:Now we can achieve unit action for a hex with a certain radius.
If we can achieve unit action for a unit location with a certain radius, that will be fantastic. Something new like HQ unit/supply convoy can be very effective in game play then.
That would be possible wit the "set zone action" I described in 3.
Re: "Supply Points", a new idea about logistic
Posted: Fri Jul 12, 2013 7:41 am
by naturesheva
fsx wrote:That would be possible wit the "set zone action" I described in 3.
exactly.
Re: "Supply Points", a new idea about logistic
Posted: Sat Jul 13, 2013 8:32 pm
by Razz1
The AI is a lame duck.
It would have a clue what to do. Either offensively or defensively.
Re: "Supply Points", a new idea about logistic
Posted: Sat Jul 13, 2013 10:48 pm
by naturesheva
Razz1 wrote:The AI is a lame duck.
It would have a clue what to do. Either offensively or defensively.
100% right.
I guess this setting will be quite interesting in a mutiplayer scenario.
If for AI, there will be a lot of scripts to write.
Re: "Supply Points", a new idea about logistic
Posted: Sat Jul 13, 2013 10:55 pm
by naturesheva
Currently, after some brief test, most the the new features works quite well. However, I find there's 2 problems.
1. If a unit has more ammo than its max ammo, the extra ammo will be kept all the way, until you fire to the enemy.
2. If a unit's ammo is less than 0, like -1 or -2, than this unit actually has unlimited ammo, the unit can fire forever.
I wish there will be a filter in the unit action like fsx mentioned earlier in the next version. That can be perfect to solve all these issues.