Factory Production and Reinforcements
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Factory Production and Reinforcements
Availability: SEDCS3.00(A), SEDB30, MP4-v4.285 or later
Description:
SEOW now supports a sophisticated industrial production feature that allows commanders to supplement their reinforcement streams by marshalling factories under their control. This is achieved by the following steps:
(1) Enable Factory Production in the DCS "Production and Statistics" tab. Set the number of Production Points created by each factory per mission. Allied and Axis factories may produce at different rates.
(2) Commanders that have control of factories can then use the MP "Logistics : Industrial" tool to order individual factories to produce war materiel of kinds that are already present on the sector.
(3) Each unit type has its own cost per object, e.g. a single Bf-109E4B fighter may cost 10 points. Costs are specified in the Object_Costs table of the database. At the end of each mission, any factory that is undestroyed and "In Production" uses the Production Points just accrued, together with its carryover point balance to purchase the designated unit type. Any such units purchased are automatically placed in the nearest resupply point owned by the controlling force. Aircraft are placed in the nearest Air Supply point, ground units in the nearest Road Supply point, and Naval Units in the nearest Ship Supply point. Any unspent Production Points are placed in the factory's own balance account for the next mission.
(4) Commanders may vary production orders at any time. Factories that are destroyed or captured lose all their point balances. Admins may vary factory production rates using the DCS sliders at any time during the campaign.
Of course, industrial installations are targetable in SEOW. Commanders can designate industrial areas for strategic bombing or for rocket barrages. Now, with industrial production turned on, there is a real strategic reason for getting recon on the enemy factories, working out which ones are producing the most vital supplies, and then destroying them to disrupt your enemy's plans. But remember to protect your own factories!
Description:
SEOW now supports a sophisticated industrial production feature that allows commanders to supplement their reinforcement streams by marshalling factories under their control. This is achieved by the following steps:
(1) Enable Factory Production in the DCS "Production and Statistics" tab. Set the number of Production Points created by each factory per mission. Allied and Axis factories may produce at different rates.
(2) Commanders that have control of factories can then use the MP "Logistics : Industrial" tool to order individual factories to produce war materiel of kinds that are already present on the sector.
(3) Each unit type has its own cost per object, e.g. a single Bf-109E4B fighter may cost 10 points. Costs are specified in the Object_Costs table of the database. At the end of each mission, any factory that is undestroyed and "In Production" uses the Production Points just accrued, together with its carryover point balance to purchase the designated unit type. Any such units purchased are automatically placed in the nearest resupply point owned by the controlling force. Aircraft are placed in the nearest Air Supply point, ground units in the nearest Road Supply point, and Naval Units in the nearest Ship Supply point. Any unspent Production Points are placed in the factory's own balance account for the next mission.
(4) Commanders may vary production orders at any time. Factories that are destroyed or captured lose all their point balances. Admins may vary factory production rates using the DCS sliders at any time during the campaign.
Of course, industrial installations are targetable in SEOW. Commanders can designate industrial areas for strategic bombing or for rocket barrages. Now, with industrial production turned on, there is a real strategic reason for getting recon on the enemy factories, working out which ones are producing the most vital supplies, and then destroying them to disrupt your enemy's plans. But remember to protect your own factories!
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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Hi cmirko,
Factories produce reinforcements over time. At the end of each mission, each undestroyed, operating factory gets allocated a certain number of production points (as set in the DCS campaign settings). These points are used to "build" whatever object type the factory is designated to produce. If any objects are built, they are automatically placed in the nearest appropriate resupply point and the factory's production point balance is decremented according to the Cost of the object(s).
I don't think that factory production continues during a clock advance, but maybe that is a worthwhile option to have in future. (see the recent thread http://www.raf74.net/seow/viewtopic.php ... ck+advance ).
Cheers,
4Shades
Factories produce reinforcements over time. At the end of each mission, each undestroyed, operating factory gets allocated a certain number of production points (as set in the DCS campaign settings). These points are used to "build" whatever object type the factory is designated to produce. If any objects are built, they are automatically placed in the nearest appropriate resupply point and the factory's production point balance is decremented according to the Cost of the object(s).
I don't think that factory production continues during a clock advance, but maybe that is a worthwhile option to have in future. (see the recent thread http://www.raf74.net/seow/viewtopic.php ... ck+advance ).
Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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Do factories help each other to gain the needed cost to build one single object (40 factories x 5 pts x 1 mission = 200 pts -> 1 FW 190 available at 1st mission), or does any factory keep on producing until its own points summary will be enuogh (40 factories x 5 pts x 40 missions = 8000 pts -> 40 FW 190 available at the 40th mission)?
22GCT_Gross
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Ok,
my suggestion (for the future developement) is regrouping the production amount between factories that lie at the same location/city.
In the maps with a great number of installations (see Normandy):
- if I set a low production, I'll wait too many missions before some reinforcements will appear;
- if I set a normal production, I'll get too many reinforcements than required for a balanced game;
Or several factories should be deleted from db before the campaign inizialization.
my suggestion (for the future developement) is regrouping the production amount between factories that lie at the same location/city.
In the maps with a great number of installations (see Normandy):
- if I set a low production, I'll wait too many missions before some reinforcements will appear;
- if I set a normal production, I'll get too many reinforcements than required for a balanced game;
Or several factories should be deleted from db before the campaign inizialization.
22GCT_Gross
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you already can make a clock advance with maintaining factory production
but if you regroup the factory it will be faster to buit ship or big ressource point item...but the tank, or low cost vehicules will be a lot slower.
imagine. You try to make tank with your system in a town with 6 factory.... every mission a tank will be built....but with the actual system after 1 or 2 mission 6 tank will be build.
or maybe haven't i understand your exemple.
in fact the best solution will be to associate factory who have the same production... but i imagine the work to adapt the code will be high.
i prefer see the train effective first lol
but if you regroup the factory it will be faster to buit ship or big ressource point item...but the tank, or low cost vehicules will be a lot slower.
imagine. You try to make tank with your system in a town with 6 factory.... every mission a tank will be built....but with the actual system after 1 or 2 mission 6 tank will be build.
or maybe haven't i understand your exemple.
in fact the best solution will be to associate factory who have the same production... but i imagine the work to adapt the code will be high.
i prefer see the train effective first lol
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Maybe not so complex.
It's needed a "Group By" query based on Industrial_Installation.City field which gives the points city summary; if summary is enough for building the ordered objects, go to build routine and put the point rest in the factory wallet.
This could be an optional feature under SEDCS industrial menù (production grouped by factory location = TRUE/FALSE)
It's needed a "Group By" query based on Industrial_Installation.City field which gives the points city summary; if summary is enough for building the ordered objects, go to build routine and put the point rest in the factory wallet.
This could be an optional feature under SEDCS industrial menù (production grouped by factory location = TRUE/FALSE)
22GCT_Gross
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Wow, my first mysql steps!
Code: Select all
SELECT Controlled, City, Sum(Production_Points)
FROM Industrial_Installations
GROUP BY City
ORDER BY Controlled, City
22GCT_Gross
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As you see above, total per city gained points would let factories produce some objects, however -after 2 missions- each factory holds only 10 points so that no objects can be released.
Regrouping points can simulate factories are specialized in producing some elements of an entire object,
Regrouping points can simulate factories are specialized in producing some elements of an entire object,
22GCT_Gross
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