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JiM_cz

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I've tried an amphibious operation for the first time in AOD and I'm pretty confused. The new feature for transport ships that they have limited amount of supply keep forcing my ships to disengage before my marines manage to get to the shore! What's wrong? When my ships are leaving Denmark (a close port to the Stockholm where I try to disembark) they have full supply but then the victory battle and the movement of the infantry to the beach takes so long that my transports are forced to return..
 

CyBSKhan

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I've tried an amphibious operation for the first time in AOD and I'm pretty confused. The new feature for transport ships that they have limited amount of supply keep forcing my ships to disengage before my marines manage to get to the shore! What's wrong? When my ships are leaving Denmark (a close port to the Stockholm where I try to disembark) they have full supply but then the victory battle and the movement of the infantry to the beach takes so long that my transports are forced to return..

Got the same problem...
Fleet them temporarily with your bigger fleet, they'll have a bigger pool of supplies which will last long enough.
 

piratefish

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Why not just edit the misc. file to increase supply capacity for the navy?

I found the problem to be both unrealistic and extremely annoying from a playability standpoint, so I edited the applicable line in the miscellaneous file.

One of the great things about AoD is that it is extremely easy to make small mods like this to suit your particular taste.
 

JiM_cz

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Why not just edit the misc. file to increase supply capacity for the navy?

I found the problem to be both unrealistic and extremely annoying from a playability standpoint, so I edited the applicable line in the miscellaneous file.

One of the great things about AoD is that it is extremely easy to make small mods like this to suit your particular taste.
Yes, I'm thinking about the same solution. Which variable in the misc.txt file is it please?

But developers should think about the issue in the next patch because I don't think that complicated amphibious operations (e.g. as Japan) are possible with the current status.
 

Julle64

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Is it this line?

# _EV_SUPPLIES_STOCK_NAVAL_, amount of stock stored in each divison - of combat usage
12.0

How much should it be increased? I'm about to start a USA game and this might come handy ;)
 

Lennartos

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I think it would be better to add oil/supply stock to transporters for now, instead of making ships use more...

Check out Armor unit files
 

Julle64

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I think it would be better to add oil/supply stock to transporters for now, instead of making ships use more...

Check out Armor unit files

Can these commands be used with the transport.txt file?

max_supply_stock = xx
max_oil_stock = yy

Or should the "supplyconsumption" and "fuelconsumption" of a transport be lower?

EDIT: I made a quick test and added these lines to the end of transport.txt file:

max_supply_stock = 40
max_oil_stock = 45.

Seems to work ok and transports now have 50 % more supply and oil than before. BTW the original values are for supply 27 and for fuel 30. This was only a test so those new values might be too high.
 
Last edited:

piratefish

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Is it this line?

# _EV_SUPPLIES_STOCK_NAVAL_, amount of stock stored in each divison - of combat usage
12.0

How much should it be increased? I'm about to start a USA game and this might come handy ;)
Julle,

Yes, that is the line I edited. I changed the value to 18 and now I have enough time to actually execute an amphibious assult without having to return home 3 or 4 times for resupply after I have already defeated the enemy on each occassion.
 

Julle64

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Julle,

Yes, that is the line I edited. I changed the value to 18 and now I have enough time to actually execute an amphibious assult without having to return home 3 or 4 times for resupply after I have already defeated the enemy on each occassion.

As Lennartos mentioned it might be better to edit the transport ships only (how to do it, see post #9). The misc.txt change applies to all ships. I think we only need to add the line "max_supply_stock = 40" to transports.txt file. So far oil hasn't been a problem for me.
 

Caesar_Augustus

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How did you come by these values of 40/45? Do they work then reasonably well? Did you experiment with 50/50? In my home-made mod, there are 6 transport classes, and was thinking maybe to have each model increase these values by 10, so starting off with 10/10 and working up to 60/60. Or maybe it would be better just a straight value of say 50/50 across the board...
 

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I have been playing with the idea of higher stocks for transports for this and other reasons - I think it should likely be in the next patch. It allows transports to be used like oilers/supply ships in battle fleets, for example.
 

Julle64

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How did you come by these values of 40/45? Do they work then reasonably well? Did you experiment with 50/50? In my home-made mod, there are 6 transport classes, and was thinking maybe to have each model increase these values by 10, so starting off with 10/10 and working up to 60/60. Or maybe it would be better just a straight value of say 50/50 across the board...

As I mentioned it was only a quick test. I added roughly 50 % to both values just to see does it do something. So I haven't yet play tested these values. PirateFish's change is about 70 % (post #10), so my values might be a bit too low.

EDIT: I found a save game, where I (Germany) couldn't make an amphibious assault from Bergen to Narvik due to supplies. I modified the save file and tested these values and at least there it worked ok. There was still some supplies left on transports when the landing was finished.
 
Last edited:

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I have been playing with the idea of higher stocks for transports for this and other reasons - I think it should likely be in the next patch. It allows transports to be used like oilers/supply ships in battle fleets, for example.

What about different classes of transports, or at least techs that increase transport supply/oil stock (and possibly other stats)?
 

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More than one transport ship class would be very good, one class for converted merchant ships and another class as purpose-designed transport ships with increased defensive armament, speed and supply/fuel stockpiles.

I agree, Dennis. One class of ship to transport troops for amphibious assults, and another to act as a resupply vessel (with only the supply vessels being candidates to convert to the merchant marine convoys).

Also, I agree with Lennartos' approach to only changing the transport ships capacity/usage. I only changed the mic.txt file values because I am, at very best, an unskilled amateur quasi-modder. Once the idea for changing the specific unit's values was suggested and exemplified, I immediately adopted the better approach. So far it has worked just fine.
 

piratefish

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As I mentioned it was only a quick test. I added roughly 50 % to both values just to see does it do something. So I haven't yet play tested these values. PirateFish's change is about 70 % (post #10), so my values might be a bit too low.

Your values are probably more realistic and valid. I had no idea of what I was doing as far as a basis for my edit...I simply wanted supply to quit being a factor for the type of close-range amphibs I was executing as Germany in the Med and across the English Channel.

As far as I know, running out of supplies and needing to turn around and go back home after successfully assulting a beach never happened in WW 2 or any other war. (And I am not referring to the mere probes conducted by the French and British in the years and months before D-Day).

I just can't see a practical use for transports that run out of supply so quickly. Amphibious warfare is next to impossible the way supply is currently handled in AoD.
 

Amallric

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Stop complaining, amphibious warfare was way to easy in the previous versions. Why don't you take a couple of unloaded transports to carry the additional supply? The amphibious operations in WW2 were conducted with massive fleets to ensure the needed amount of supply and if the game manages to simulate it somehow it can only be a good thing.
But of course, when a game mechanic is changed, people prefer to believe that it should be reverted back instead of trying to adapt themselves.
 

Raph

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Stop complaining, amphibious warfare was way to easy in the previous versions. Why don't you take a couple of unloaded transports to carry the additional supply? The amphibious operations in WW2 were conducted with massive fleets to ensure the needed amount of supply and if the game manages to simulate it somehow it can only be a good thing.
But of course, when a game mechanic is changed, people prefer to believe that it should be reverted back instead of trying to adapt themselves.

In one way I guess I agree with you, amphibious operations were a tremendously difficult task, and people should adapt to a changing game if the changes are sensible. What I do think, however, is that it's a bit counter-intuitive to expect that people bring extra transports just for carrying supplies, since it doesn't really say anywhere that that's what they should be used for. I'd guess that most players see transports as nothing but troop transports. So, if we'd either have different classes of transport ships, i.e. troop transports and supply ships/tankers, or in some other way make it clear that transports shouldn't only be used for troops but also to boost fleet supply/fuel stores, it might be easier to do that adaptation.