TOE Milestone

I’ve still got various test units to build and actual testing to put the code through its paces, but its tormenting me by surviving first-glance rough handling.

Spent the bulk of my evening putting together a “TOE Milestone” report along which I mailed with Handle’s Halleluljah chorus attached as an MP3.

TOE MILESTONE REACHED!

sexy_party.gif

TOEs live on the BETA SERVER; baseline featureset completed.

(Without crashing every 9-15 minutes)

– Spawn lists and resupply lists are entirely encapsulated within the brigade they belong to; essentially equipment never moves. If you’re about to ask a what if question involving a CP? Dee-dee-dee. Equipment is filed under brigade, not CP.
– TOEs are template based, http://not4.joo/toetemplate.html
– Each brigade is assigned a template
– New, simpler trickle suppy system
– New capability: dynamic, variable resupply rates
– New “;dumpresupply” CRS command to list the top 30 (combined) resupply tickets for your brigade

Detailed explanations of key features:

(At this milestone)

Templates

A template defines the nominal list of equipment for a “type” of brigade. The only restriction as to what equipment may be added to a template is country. You can put infantry on a naval template. Each brigade derives its spawn lists as an instance of the template assigned to it.

Note: A brigade registered to a template is termed “a subscriber”

Dynamic templates

If you change the “capacity” of a vehicle for a template, the host will apply this change to all brigades using that template. If you raise the capacity of riflemen on a template, all of the templates subscribers will the number of units present by 5 vehicles (unless they are overstocked).

If you add a new vehicle to a template, it will be added to the instances of all subscribers.

Trickle resupply

All bulk resupply uses the new trickle resupply mechanic. This is based on five variables:

  capacity — the total number of vehicles available on this TOE
  absent — the number of units to be trickled
  delay — the amount of time before it should begin resupplying
  window — the total amount of time over which the resupply should occur
  intervals — the lesser of the host config value deliverySlices or the capacity of the vehicle

Delivery does not start for delay seconds and is then distributed across window seconds.

The trickle system determines an interval between each delivery based on window / intervals. If window is 10 minutes and intervals is 10, then the interval will be 1 minute.

Finally, for each interval it schedules delivery of the lesser of capacity/intervals or absent for resupply.

Example:

Riflemen: 400 capacity, 65 absent, 2 minutes delay, 3600s window (1 hour), 20 intervals.
interval between = 3600 / 20 = 180 seconds ( 3 minutes )
units per interval = (capacity 400) / (intervals 20) = 20

Since 65 riflemen are missing it will generate the following tickets:
+2 minutes (delay) -> 20 riflemen
+5 minutes (delay + interval 3 minutes) -> 20 riflemen
+8 minutes -> 20 riflemen
+11 minutes -> 5 riflemen

Server startup gap filling

When the server restarts it loads the templates, applies the templates to subscriber brigades and then restores the saved supply levels from the database. Any shortfall (difference between capacity and present) are scheduled for trickle resupply over a 15 minute window. Trickle does not begin until the server is unlocked.

Spawnlist restart

If a brigade becomes out of supply (routed, moved off map, loses factory link) it will flush all of its resupply tickets. If it is routed or moved off map, it also wipes its spawn lists.

Once it is moved back to a supplied city, the lists will be restarted with trickle resupply.

Uses host configuration values deliveryDelay and deliveryWindow.

Dynamic Supply Rates

Individual supply tickets (deliver 10 rifles in 30 minutes) are grouped together into dockets. Each docket holds tickets that fall within a certain time of each other (currently 15 seconds). Instead of saying “deliver 10 rifles in 30 minutes” it becomes “deliver 10 rifles in 100 dockets time”.

By changing the rate at which the system takes dockets off the resupply queue, the effective resupply time of vehicles can be changed; more importantly, it respects the current conditions of the resupply queue.

This could enable us to have rules such as faster resupply for a brigade which has moved into the same town as its DivHQ. The resupply queue is unchanged, but while it is under these conditions, the brigade would pull dockets off the queue faster. If it then moves away, the resupply queue would slow down.

Example:

  • A replacement for an MIA char is scheduled for 3 hours.
  • 1 hour passes, leaving char1 due for resupply in 2 hours.
  • Brigade moves to a town where resupply occurs 2x faster.
  • A replacement for a second MIA char is scheduled for 3 hours (1.5 hours in this town)
  • Brigade remains here for 30 minutes at 2x resupply, so char 1 would now be due in 30 minutes; char 2 would be due in 1 hour
  • Brigade relocates to original town with normal resupply: Char 1 would now be due in 1 hour and Char 2 in 2 hours.

Factory Link = Supply

Prior to 1.27 there were two supply-related states for a CP:

 out of supply – meant the town had no (0) links to friendly towns and was entirely cut off and received no supply
 no factory link – meant the town had one or more friendly links but it was in a pocket, cut off from friendly factory supply; initial trickle supply still applied allowing players to expand into a pocket, also resupply still applied at 1/2 speed

With 1.27, this has been reduced to

 supplied – the town has one or more link connecting it to its friendly factories.

A brigade in a town that is not supplied receives no initial trickle supply, no resupply, and no new vehicles if the template is adjusted.

TODO:

  • RDP adjustment of TOEs – either progressive templates or provide a column on the template page for the next cycle.
  • Multicrewing is currently crippled, needs a few hours work to re-enable
  • Fallback is crippled, a few hours work
  • Support brigades are not implemented
  • If a player RTBs someplace other than their brigade, there is no delay in the return of the equipt to the brigade
  • When a brigade moves, there is no delay on the availability of its equipment
  • No warning for HCs/anyone when equipt runs low
  • Host restart is currently required to change which template a brigade is using
  • Vehicles that are out of attrited (0 present) are not showing in the client spawn list for some reason

24 Comments

Yes, but what about fixing multicrew and also being able to spawn infantry under a Navy brigade but have it applied to the Army persona?

j/k Nice Work!!

lol…sorry, I hadn’t read all the way down to the TODO list. Damn you! I tried to think of the two most annoying things left.

Yay for no resupply if cut off / in pocket.

It shall be nice :)

I’m concerned there won’t be the same level (amount) of equipment available to players. I will again voice my ‘feature creep’ request to have the amount of equipment in the template calculated using some sort of multiplier based on server population to increase/decrease equipment/unit levels.

But congratulations on your recent successes! I never lost faith in your abilities to come up wiht something incredible.

Can you give a bit more examples of the trickle system? Such as when you are down 300 rifles instead of 65?

When I look at your numbers I am confused on how the numbers adjust…..it looks like if you are short more men your resupply is faster…..

Good Job KFS1.

I’m curious, have you guys ever looked at how units really were resupplied in WW2? It sounds like you have added all the controls so that if you wanted to you could replicate somthing approximating historicaly accurate supply.

I’m sure Jwilly knows how it was done…..!

I’d like to see a feature put in place that constrains supply based on distance from the RDP facilities. In addition to delaying resupply over long distances, you could add a form of natural attrition whereby a few things just dissapear from the list in transit (caused by mechanical breakdowns, air attacks, just getting lost in the system..)

I thought TOEs would be the end of fallbacks. Oh well :)

Hey, if you can continuously adjust the templates, would that make it easy to now implement the “continuous RDP” that I’ve been advocating? That is, new (classes of) equipment don’t just show up all at once, instead a side can spend RDP points on new stuff as they become available. Ie, we can quickly up the number of sappers but if we want to get a new tank out before the other side we need to save a big chunk of RDP points.

DOC said before that this was a pain in the ass with the current system, but I’m not sure whether it was adjusting the spawn lists or doing the RDP calculations he was referring to.

Nice job, btw! Must feel good, huh? :-)

300 instead of 65? It would look exactly the same it would just take longer. The trickle rate for any given capacity is the same regardless of how many are absent.

Under TOEs, fallback is what it was mean’t to be – a way to pull out of town and open incoming FBs. It doesn’t do anything for your supply; it doesn’t alter your resupply.

Easting, right now the templates are all set to 50 of everything with the exception of riflemen (400) and buzzards (1) and the british divisions (which have their own template)

The producers will be looking intensely at the resupply times, capacities, etc, over the upcoming weeks.

@LORCAN –

do the math. It works the same. Just more stacks of 20 rifles coming in every three minutes until the count is back up to max. (presumes no further attrition).

Innumeracy: Math takes work and must be read much slower than words, and the symbols (variables) adjusted in your head according to the example given. Read it – TRY to make it work for you…than ask a question IF you see a problem.

Otherwise, you are basically saying: I don’t understand your number system. Please give me more number systems, which is exactly the same as your first number system I didn’t understand… :)

All the above meant kindly, of course… :)

Nows the time to step back, crack open a cold one and enjoy the moment.

I hope that when new equipment is introduced it goes to a unit rather than an entire army. i.e. 109’s become available so they start in one squadron and then go into another after a few days until they replace the old units. Fielding by BDE rather than Army-wide is more realistic.

Tie trickle rate to factory state?

/runs from Oliver

What about OIC?

Are we going to expand it? Any plans on revamping the ranking system (esp how leaders are measured).

Anything new with KOTH?

Fuze, next the scoring system will be entirely redone if I understood correctly, I hope that kind of stuff is planned at the same time.

I think it is since CRS planned what you ask for before designing the new ranks a few years ago.

Give this game 18 more monthes and it will start to rock.

… will … start … to … rock?!??!??!
THAT GAME ROCKS ALREADY!!!! And simply gets better and better and better and better and BETTER … Great job KFS1!

Greetings,
Drave

This means we need to add a generic supply unit for trucks and planes to move to increase supply rates.

Maybe now that we are doing in field resupply this is possible?

I do have an actual question though, talk a bit more about templates, how many can a country have? Can you have a template for every brigade? Can they attach smaller than a brigade? I mean to say, can command break brigades up into smaller units that cover more cities?

There is no restriction on templates. There are no plans at this time for the orbat to go below the brigade level.

If you think sub-brigade units would be really cool, you’re really not applying any real thought to what you’d be building.

We do want to plan OIC, but honestly we’ve got some fundamentals catching-up to do before I can start thinking too far ahead – right now I’m psyched up about getting done with TOEs and having chance to give the networking code some loving, switch the cell hosts over to NetCode2 exclusively, cleanup some of the update system stuff and maybe help cut down on some of that infantry warping, and best of all, get the map/mission host connection persistent during a session so that it can run scoring (lets me give you points for killing UMSes, for example) instead of the 6-hop nightmare scoring currently has to use.

If the network changes go through relatively quickly, I might get chance to do a couple of “polish” things Ramp and I have wanted to do for a long time with the host/client — dropping the login out of playgate and moving it into the game so that CTHL can drop you back to the UI rather than the desktop.

perhaps already anounced somewhere, but how does Toe work for air brigade? Like for ground brigade?
could we place several air brigade on same AF ?

-KFS

At the risk of suggesting how yoiu should do your job and set priorities ;-)

…it sounds like the tasks below could mire you in legacy code issues that would further delay the introduction of very cool and popular features.

I dont know weather you like cleaning up stuff or if your work ethic and anal retentiveness just compel you to do it..BUT…after ToE’s you should just go to work on either ML spawning or UI redevelopment that lets peop0le find the action quicker.

Trout

—————
We do want to plan OIC, but honestly we’ve got some fundamentals catching-up to do before I can start thinking too far ahead – right now I’m psyched up about getting done with TOEs and having chance to give the networking code some loving, switch the cell hosts over to NetCode2 exclusively, cleanup some of the update system stuff and maybe help cut down on some of that infantry warping, and best of all, get the map/mission host connection persistent during a session so that it can run scoring (lets me give you points for killing UMSes, for example) instead of the 6-hop nightmare scoring currently has to use.

If the network changes go through relatively quickly, I might get chance to do a couple of “polish” things Ramp and I have wanted to do for a long time with the host/client — dropping the login out of playgate and moving it into the game so that CTHL can drop you back to the UI rather than the desktop.

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