VoyForums
[ Show ]
Support VoyForums
[ Shrink ]
VoyForums Announcement: Programming and providing support for this service has been a labor of love since 1997. We are one of the few services online who values our users' privacy, and have never sold your information. We have even fought hard to defend your privacy in legal cases; however, we've done it with almost no financial support -- paying out of pocket to continue providing the service. Due to the issues imposed on us by advertisers, we also stopped hosting most ads on the forums many years ago. We hope you appreciate our efforts.

Show your support by donating any amount. (Note: We are still technically a for-profit company, so your contribution is not tax-deductible.) PayPal Acct: Feedback:

Donate to VoyForums (PayPal):

Login ] [ Contact Forum Admin ] [ Main index ] [ Post a new message ] [ Search | Check update time ]
Subject: Several TO&E bugs in 3.8b


Author:
Kraut
[ Next Thread | Previous Thread | Next Message | Previous Message ]
Date Posted: 17:04:04 06/08/04 Tue

Hello!

I am a PHP coder and wrote a little program a while back to help me analyze long TOAW scenarios with changing

production values to keep track on the produced equipment over time. The program returns a HTML table with all
values displayed over time and allows you to change the production rate on a turn by turn rate. I used some likely
values for a soviet city to fall into german hands and than let my program run until turn 405. These are the values
I choose, force1 indicates a change for the soviet production, the next number is the turn this happens, the next number the increase/decrease of the production.

force1 1 0.25; //Soviet Production Not Ready for War
force1 4 0.95; //Minsk
force1 7 0.95; // Smolensk
force1 17 0.95; // Odessa
force1 19 0.95; // Kiev
force1 18 0.95; // Kiev Factory
force1 22 0.95; // Bryansk
force1 38 0.95; // DNEPRPETROVSK
force1 37 0.95; // DNEPRPETROVSK Factory
force1 39 0.95; // ZAPOROZHE
force1 45 0.95; // KALININ
force1 44 0.95; // KALININ Factory
force1 29 0.95; // OREL
force1 28 0.95; // OREL Factory
force1 42 0.95; // KHARKOV
force1 41 0.95; // KHARKOV Factory
force1 45 0.95; // TULA
force1 44 0.95; // STALINO
force1 43 0.95; // STALINO Factory
force1 130 0.95; // VORONEZH
force1 93 0.95; // KRASNODAR
force1 80 0.95; // VOROSHILOVGRAD
force1 80 0.95; // ROSTOV
force1 85 0.90; // Sevastopol
force1 80 0.95; // ROSTOV Factory
force1 143 0.90; // STALINGRAD

force1 48 4.2; // Soviet Gears Up Production
force1 352 1.5; // Soviet Production Reaches Maximun


The table can be viewed here (warning, 1.3MB file size!)

http://mitglied.lycos.de/berger50/result.html

At the very left you see the name of the equipment in question, the amount of this equipment type that is already
on the map at turn one or will arrive as reinforcemet later on and in brackets the max available space for this
unit in all assigned units. Here is an example:

T-34/85: 42 (18395)

The soviet player will get exactly 42 T-34/85 together with arriving reinforcements but has room for 18395 T-34/85
all together. So most units will start with zero T-34/85 but these slots will slowly fill up through the produced T-34/85.

Than each following column represents the production rate of this equipment and the all together produced numbers.

Here is the first column of the T-34/85:
--- (0)

the '---' indicate that this equipment type is'nt produced yet and the total produced amount is therefor zero.

Here is the production of the T-34/85 at turn 291:
Rate: 137 (4932)

we see that now T-34/85s are produced at 137 pices/turn and so far 4932 have been produced.

This table also helps in identifying flaws in the TO&E, and helps to check whether a historical game will result in
historical production numbers (simply take the total produced equipment of turn 405 and add the assigned equipment from column 1)

So, here are some flaws I've spotted (I used FitE 3.8b)


Equipment that is produced but NO unit has slots for this equipment so it never gets assigned. Change the TO&E of
some units to use this equipment or delete it from the production table (On Hand equipment influences the loss
penalty so this is important)

Soviets
=======

Mounted Rifle Squad (Early)
Civilian Group
107mm Gun
120mm Gun
155mm Howitzer
200mm Gun
305mm Gun
420mm Gun
81mm Mortar
M4/76 Sherman
M4/105 Sherman
I-15
LaGG-3
Yak-9
Typhoon
Mosquito Mk.II
Beaufighter (late)
B-24 (late)
B-29 Superfortress
P-38 Lightning (late)
P-51 Mustang (early)
P-61 Black Widow

As there is some quite important equipment affected (just take the Yak-9, 18000 produced planes but the soviets can
never use them because NO unit has slots for the Yak-9 !) I suggest you relly look into this :)

Germany
=======

Assault AT+ Squad
25mm AT Gun
75mm AT Gun (PAK 97/38)
76mm AT Gun
76mm Gun
76mm ER Gun
76mm Howitzer
122mm ER Gun
152mm ER Gun
155mm Howitzer
155mm ER Gun
203mm Howitzer
82mm Mortar
105mm Mortar
420mm Mortar
Truck SPAAMG
Dual AAMG
Truck 20mm SPAAG
Quad 20mm SPAAG
Wheeled 37mm SPAAG
90mm AA Gun
127mm Dual Purpose Gun
Medium Scout Car
Halftrack
Tracked HMG APC
Sturmhaubitze 42
StPz IV Brummbär
Avia B-534
Bloch 210
Bloch 131
Hanriot NC 600
Hs-123
Ju-86
He-112
Ju-87 (early)
Do-17
Me-110
BR. 20
SM. 79
CR-42 Falco
M.C. 200 Saetta
G. 55 Centauro
M.C. 205 Veltro
PZL P.37


Next up is equipment with a quite high production rate but very few units actually use this equipment or can only
equip 1-2 units of this equipment, this will again result in huge on hand piles of unused equipment that will again
influence the loss penalty factor. I suggest you stop the production after some time to prevent this huge piles of
unused equipment, decrease the production rate or you increase the total amount of assignable slots for this equipment. I will only list the most obvious ones, please check the linked HTML table for further reference.

Equipment name | available slots for this equipment | total production after 405 turns

Soviets
=======

Irregular Squad | 970 | 20358
Reconnaissance Assault Team | 187 | 7005
Ferry-Bridging Team | 1010 | 43964
28mm AT Gun | 84 | 5416
50mm AT Gun | 42 | 4155
17 Pounder AT Gun | 160 | 7456
75mm Gun | 84 | 8549
18 Pounder ER Gun | 56 | 13686
25 Pounder Gun | 150 | 13686
25 Pounder ER Gun | 108 | 13686
5.5 inch Gun | 60 | 13676
Truck 37mm SPAAG | 8 | 3206
25mm AA Gun | 36 | 3207
SU-85 | 240 | 5538
Hurricane | 106 | 8226
Spitfire (late) | 106 | 4017
Lancaster (late) | 128 | 6776

Axis
====

most values are OK


OK, thats all for now, now I am waiting for a V4.0 and than lots of spare time to finally play this game :D

Oh, and dont get me wrong, I didn't just come here to rant about your game, no way, I really really like it! I just want it to get better and better :)

Stefan / Kraut

[ Next Thread | Previous Thread | Next Message | Previous Message ]

Replies:
[> Subject: Re: Several TO&E bugs in 3.8b


Author:
Kraut
[ Edit | View ]

Date Posted: 18:45:28 06/08/04 Tue

Hmmm, this is interesting, after having a closer look I discovered that the Yak-9 is no longer listed in the replacement table, it is no longer visible in the editor but it will still be dumped in d scenario dump! Thats why my program listst Yak-9's as beeing produced even if they aren't.
Question is... if the Yak-9 production is still hidden inside the scenario (because it gets dumped) even if it's no longer visible... will it be concidered by the game engine as beeing produced and counted towards the loss penalty ??
I will run some tests and report back later :)

In the meantime disregard my above post as it is obviously bogus :D

[ Post a Reply to This Message ]
[> Subject: Re: Several TO&E bugs in 3.8b


Author:
Kraut
[ Edit | View ]

Date Posted: 19:48:41 06/08/04 Tue

OK, I did some testing and it seems as if the on hand equipment has no influence on the loss penalty value so it shouldn't matter whether the game engine internally continues to produce Yak-9s or not :) Only lost and assigned equipment counts. It's just another minor TOAW bug but with no influence on gameplay.
Therefor my second concern, that mass stockpiles of undistributed overproduced equipment will influence the loss penalty value is also void :D

OK, now all I have to do is find some spare time to give this scenario a try :)

[ Post a Reply to This Message ]
[> Subject: Re: Several TO&E bugs in 3.8b


Author:
Snefens
[ Edit | View ]

Date Posted: 01:27:56 06/21/04 Mon

Just responding, so you don't think that we are ignoring this.

Like you say the large ammount of excessive equipment that has nowhere to be assigned, doesn't seem to affect anything, and they are simply leftovers from when we simplified the equipment of various units (like pooling Yak-3 and -9's), but just to be safe I've reset production of all these units.

Your second disovery of the problems of massive production vs. very few available slots is more important, and we'll get it sorted for the coming version.

Thanks for the effort.

Snefens

[ Post a Reply to This Message ]


Post a message:
This forum requires an account to post.
[ Create Account ]
[ Login ]
[ Contact Forum Admin ]


Forum timezone: GMT+1
VF Version: 3.00b, ConfDB:
Before posting please read our privacy policy.
VoyForums(tm) is a Free Service from Voyager Info-Systems.
Copyright © 1998-2019 Voyager Info-Systems. All Rights Reserved.