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Any way to simulate supply (logistics)?

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  • Any way to simulate supply (logistics)?

    They say one can do anything with CIV IV as far as modding.

    Does anybody know if it is possible to simulate a supply system for the units so that they have some restrictions specially when they move into an enemies borders.

    ?
    Khartoum, Sudan Wars 1883-85
    an Epic of the Wars in the Sudan
    A new mod for CIV III Conquests Finally HERE !

  • #2
    When your units are outside of your own borders, they already do have increased maintenance costs...
    "Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." - Sun Tzu

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    • #3
      Errr, yes, guess does something. But really i am referring to some sort of system by which:

      1) There are lines of supply that can be cut off.

      and / or

      2) There are supply wagons or units that allow a movable supply source for armies in campaigns.


      Guess it's too much to ask, but it is one of the main items so as to make penetrations into enemy territory more realistic.
      Khartoum, Sudan Wars 1883-85
      an Epic of the Wars in the Sudan
      A new mod for CIV III Conquests Finally HERE !

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      • #4
        In Rise of Nations you would take attrition damage every second if you didn't have a supply cart within a certain radius. You could do some sort of damage per turn unless a supply cart is in the immediate vicinity. Of course in a defending stack, it would probably be last to get targeted.

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        • #5
          You could change the Rate of healing to Negative in Enemy Territory to give Attrition damage (that would be kind of nice) but any kind of Medic would repair that damage.

          Ofcorse you could create "Supply Wagons" make them the only units that can recive the Medic Promotion, then rename Medic Promotion to "Supply Convoy" or some such thing. That would roughly replicate the RON style of Supply.
          Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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          • #6
            Or make the attrition and supply equal, then the only way to heal will be with medics
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            • #7
              I tried setting a negative health modifier in enemy territory - it works, kinda.

              Problem is, the unit has to be damaged for the negative modifier to take effect. If you have a fully healed unit in enemy territory, it will not suffer negative health effects.

              Anyone know how to fix this?

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              • #8
                One possiblity that would have interesting tactical implications is to only face attritition dmg if there is no thru-road to one of your cities.

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                • #9
                  My guess is that the Python is only triggering healing (which is now atrition) when a unit is damaged. We might be able to change this if its under one of the Events (probably onBeginGameTurn) a new script would fire off "healing" for every unit that is damaged OR in enemy territory.
                  Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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                  • #10
                    well get to work

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