Results 1 to 12 of 12

Thread: [Submod] Optional & Experimental - Niklas' Supply Submod

  1. #1
    UMCenturion's Avatar Ducenarius
    Join Date
    Nov 2007
    Location
    Atlanta
    Posts
    914

    Default [Submod] Optional & Experimental - Niklas' Supply Submod

    Wonderful news, we have our script for the supply mechanic! Unfortunately, we did not have a chance to test this. So we are leaving it up to you! Please subscribe here if you are interested in the army supplies submod. Niklas will be by to answer any details you may have. When all goes well, we will wind up integrating this fully into the main pack.

    "When a force sets out on campaign, it will start consuming supplies. Depending on it’s environment and stances supplies may be consumed faster, slower or even gathered. Moving a force around a lot increases it’s supply usage. When the force is defeated supplies are lost, when battles are won, supplies will be gained."

    - The current available supplies of an army can be viewed when hovering over the supply icon on the general card in the bottom-left corner.

    Optional Supply Mechanic by Niklas Download here

    Mod Lead - UI/2D Art - Custom Map Editing

  2. #2

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    Ill try whrn ill come back frpm work, why arent you hired by CA?
    very good ideas

  3. #3
    Maetharin's Avatar Senator
    Join Date
    Oct 2013
    Location
    Austria
    Posts
    1,483

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    Would be cool to have a full breakdown of the mechanic to read here!
    Do current supplies influence upkeep cost?
    Is there a foraging mechanic? Can foodstuff be bought instead of stolen?
    Will men be put on reduced rations once supplies have dropped to a certain amount?
    Et cetera, et cetera.

    Will test it out as soon as I´m no longer in stress about University

    Also, have you guys thought about making a submod subforum?
    With official submods obviously being stickied.

    I´d love to share my new shields for Seleucids once I´ve finished
    Spoiler Alert, click show to read: 
    currently still in DeI, but I´ll transfer them to AE as soon as I´m no longer stressing about university
    Last edited by Maetharin; May 19, 2018 at 06:04 AM.
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  4. #4

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    Looked really cool from the description, but it seems to break MP games
    May You Rest In Peace Calvin



  5. #5
    UMCenturion's Avatar Ducenarius
    Join Date
    Nov 2007
    Location
    Atlanta
    Posts
    914

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    Quote Originally Posted by TheAeneas View Post
    Looked really cool from the description, but it seems to break MP games
    Thanks - we will work on getting that fixed.

    Mod Lead - UI/2D Art - Custom Map Editing

  6. #6

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    it seems to take too long to deplete supplies atm? i have besieged Corinth as Makedon for several turns (a few in-game years) and even though the city and its garrison was starving (there seems to be a massive food shortage in effect for the Achaeans) my supplies stayed 'full' throughout.

    great and absolutely essential add-on, imho. keep up good work.:-)

  7. #7

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    PLEASE non steam link for this little submod will be much appreciated

  8. #8
    UMCenturion's Avatar Ducenarius
    Join Date
    Nov 2007
    Location
    Atlanta
    Posts
    914

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    Non steam links will come once we get settled more. Right now we are maneuvering so many things, i dont want to make it more complicated and provide bad links by mistake.

    Mod Lead - UI/2D Art - Custom Map Editing

  9. #9

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    Quote Originally Posted by UMCenturion View Post
    Non steam links will come once we get settled more. Right now we are maneuvering so many things, i dont want to make it more complicated and provide bad links by mistake.
    thank you, I'll just be more patient, keep up the good work!

  10. #10
    Maetharin's Avatar Senator
    Join Date
    Oct 2013
    Location
    Austria
    Posts
    1,483

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    Just a little idea I had, and I‘m wondering about its feasibility.

    Would it be possible to have armies without the ability to move, but a radius around it within which armies are supplied?
    I‘m thinking along the lines of DeI supply ships, but land based and without movement range.

    IIRC there was a script a while back for AE which made it possibly to spawn new armies next to an existing army.
    I would love to see a future for this script in an in depth supply mechanic.

    Whenever an army is outside a certain radius of the nearest settlement or such a “supply depot“ army,
    it could spawn new depots, thus dynamically furthering its operational range.

    Since these supply depots would be fantastic strategic targets, they could then be strengthened by units an army left behind,
    thus simulating the need to protect one‘s supply lines, especially if operating without these were to dramatically increase food consumption and costs.
    Of course, the longer the supply lines, and thus the higher the amount of supply depots, the costlier it is to uphold them, and the more vulnerable they‘d be.

    IIRC the biggest issue of the script back then had to do with its ability to ignore any manpower system,
    and theoretically make it possible to just spawn an I finite amount of armies.
    But if these armies were headed by a Supply depot unit, and were without any movement range, this wouldn’t cause any problems.
    Last edited by Maetharin; June 15, 2018 at 09:59 AM.
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  11. #11
    GM207's Avatar Decanus
    Join Date
    Nov 2010
    Location
    Mew York
    Posts
    510

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    Will the AI also need supplies when leaving there home region?

  12. #12

    Default Re: [Submod] Optional & Experimental - Niklas' Supply Submod

    Quote Originally Posted by GM207 View Post
    Will the AI also need supplies when leaving there home region?
    That's what I wanna know as well

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •