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Hunter

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Everything posted by Hunter

  1. The idea is that destroyed houses, craters will remain. I don't think we can keep KO vehicles. Barbed wire and trenches - still being worked out what happens.
  2. So are you saying that if a supply line is cut, you will not see a “?” mark indicator on the map. That seems weird as I would think your supply units would most certainly let someone know that the road to said unit was cut by enemy forces, so incidentally no supply is being distributed. </font>
  3. 1. Yes, it will be possible to simulate chronically low shortages of one thing or another, that happened throughout the war to either side. This will simply be small depots with limited transport. Large 'demands' will remain unmet for large periods of time, although there will be some trickle through if they are close to the depot. 2. At the moment you can capture them and they become inoperable. We haven't done 'gaining supply' by capturing the enemys depots, but I would like to in the future. 3. Nope Second 3. No, road density isnt currently modelled. 4. No. 5. Yes 6. Not at this time 7. Currently hardwired. 8. It depends on their weight, so 5 Panthers will consume more fuel than 5 T-34s. Engine fuel economy is not modelled. 9. Breakdown and Repair is not currently modelled. Maybe in the future. If we did it, I imagine that 'Fuel' i.e. POL would be a good substitute for mechanical parts as well. 10. No Cheers, Hunter
  4. Troops low on Basic Supplies have their effective readiness for battle reduced. This has many negative effects on their performance, whether auto-combat or CMBB. In CMBB, they may start a battle shocked, suppressed, fatigued, etc. Run out of fuel and you become immobile. Vehicles may be abandoned. Low of Ammo means lower combat effectiveness. In CMBB, you will start with proportionately lower number of rounds for each squad / vehicle / gun.
  5. No, we don't track the fuel usage of each tank in a battle (we can't actually do it, since CMBB doesn't). We just assume that vehicles use a certain amount of fuel each battle (around 10% from memory), resulting in a further reduction in their fuel available. Mostly fuel will be used when moving.
  6. 1. Yes and No. Communications don't play a role directly, but the time to travel from the depot to the unit plays a big role in how efficient supply is. 2. Controlling roads and choke points will be critical. Supply can be delayed or cut off if bridges, rail or roads are taken. 3. No, rail lines cannot be blown. They can be 'taken', but if they come under control again, they will be repaired (i.e. usable again). Bridges can't yet be blown at the campaign level. 4. That is the intention. Hunter
  7. Sorry for the lack of updates recently. There are still a number of problems before we can release the game, but we are nearly 'feature complete'. Alas, there are also bugs to work out. One of the recent additions is to make sure there is a complete supply system in place, which will form a central part of any major campaign. Considerations of supply will be central to the tactics considered by each side. How Supply Works First of all, each Maneuver Element in the game, whether it be at the platoon, company, battalion or larger size, uses supplies each turn, as it moves, fights, etc. Supplies come in 3 forms, Basics (representing Food, Water, First Aid and Medical, Mail, etc), Fuel (Petrol, Oil and Lubricants) and Ammo (All types). The supply networks for these 3 types are essentially different and independent, although some depots stock each type. Basics are used each turn. Fuel is used when moving, and in battles. Ammo is used in battles. There are locations designated 'Supply Sources' which represent the nexus between this campaign area and the rear area / higher level supply infrastructure. These sources of supply maintain a force of trucks, and have an essentially unlimited amount of actual supplies, although it is limited by the ability to distribute it on the map. There are also new MEs called Supply Depots. These can move (but won't normally do so, except occasionally). They can stock one of the types of supply, or sometimes all 3. They also come in 3 different sizes, representing Battalion Level Assets, Regimental Level or Divisional level. They also come in both mechanised (trucks) or basic (horse drawn carriages) versions. Each ME on the map creates a 'demand' for supplies when they are not at 100% supply level in a particular supply type. This demand, along with the distance from appropriate depots (who stock that supply type), and the amount of transport available, will determine how efficiently they are resupplied. 'Distance' in this case is calculated using the transport type of the supply depot (truck or carriage) and specifically uses rail transport where possible. Railways and good roads will be the key to maintaining supply over long distances. Supply cannot be drawn through enemy positions of course, so looking at supply networks may provide clues as to where supply is being interdicted by enemy forces. Large MEs will create such a 'demand' for resupply that they are likely to overwhelm the transport capacity of small supply depots. They may be forced to use more distant but better equipped large depots. Airpower has an effect on depot transport effectiveness, as does the efficiency of the relevant logistics officers. Under high enemy airpower, logistics will function better at night (when airpower is reduced). All clear as mud? Hunter
  8. We are still working on this, but my preference for the next change is that vehicles with zero fuel and not in supply should be abandoned. At the moment, the unit becomes immobile until refuelled.
  9. Pretty minimal changes, just to make sure it works with CMC
  10. Or the auto-resolve featured could be used instead....whichever... </font>
  11. The update to CMBB will be included. I imagine a patch will be available for all CMBBers, so that the versions can be kept compatible.
  12. It gives an indication of how likely an airstrike is in a battle, the main other factor being the size of the battle. The number of assets decreases sometimes, due to weather, time of day, etc
  13. You want to get something for all the fighting, right?
  14. Russians have many bombers available, but the Germans hold superiority in the skies.
  15. Concentration of forces? Go right ahead...
  16. A sample of German Armored Cars [ August 07, 2006, 12:54 AM: Message edited by: Hunter ]
  17. I belive it follows 'Hofstadter's Law', which says that software development takes twice as long as what you plan it to...even when you take Hofstadter's law into account
  18. I have to agree that Sid is a genius and legend of game design. He really thinks hard about what is challenging and fun. Generally he avoids giving dates, so avoids missing deadlines. In so many ways I want to emulate him Hunter
  19. Yes, ok, I have asked some of the beta testers to prepare an AAR. There are not a lot of volunteers, but hopefully we will see something soon. We just released the latest beta, with a few more features. Our scenario editor code is lagging a bit behind, so while airpower is now fully implemented, you cannot put it in a scenario easily Hunter
  20. Well I am here, but I am not sure what you want me to say. JasonC has some analysis / opinions, other people have others. Play testing will determine whether it is a problem or not. Hunter
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