Naval Supply Units & Naval Supply

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Jopo
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Naval Supply Units & Naval Supply

Post by Jopo »

In my playthroughs so far I´ve noticed one irritating thing, my short range naval units run outta gas in mid ocean and I cant get them refueled with say cargo ships or other naval supply units.

I´ll tell an example... As liberated Finland in 1914 start, I received 2 torpedo boats as gifts from Austria-Hungary and you´ll guess what happened... They ran out of fuel somewhere near Malta as I did not have naval transit treaties with all the nations in their route. Also I "lost" several torpedo boats and light units while transferring between the Baltic and Finland´s only Arctic port in the so called Petsamo arm of Finland (the little area near Murmansk)

Historically this arctic port was of vital interest to Finland during the peace between the Winter War (1939-40) and Continuation war (beginning in summer ´41) as a "breathing hole" to the world market as the Baltic was pretty much closed due to the war. For this purpose the small port of Liinahamari was connected to the more southern parts of the nation with a hastily constructed road along which truck ran constantly delivering much needed goods.
Could I request that this port facility be added to the map along with a basic road to connect it?

Yes and of course, some naval refueling units would be good and maybe have the diplomatic merchant marine act as refuelers if you´re not at war with anyone, so during peacetime you should be able to get fuel somewhere so you can transfer your bought or gifted naval units to their new home ports, right? And if they do run out of fuel, then maybe a "Scuttle" command to instantly delete the units instead of them fruitlessly trying to get to a port for decommissioning with scrap command.
GIJoe597
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Re: Naval Supply Units & Naval Supply

Post by GIJoe597 »

The first part of the video deals with how to supply units. Starting at 2m 15s it shows how to refuel naval vessels. It may be of help to you. Of course, you would need to have either cargo ships or rotary aircraft.

https://www.youtube.com/watch?v=UC1KE44 ... 4q&index=6
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SteamSupreme
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Re: Naval Supply Units & Naval Supply

Post by SteamSupreme »

Out of fuel stranded ships seems to be a phenomenon peculiar to this game series, ie, in SR2020 packed a freighter to the gills with units, sent it to Israel from Baltimore only to have it get stuck in the middle of the Mediterranean. Rescued it with another Freighter. Civ ships go forever, I think something happens to ships in Europa games, they deteriorate until they disappear or something if out of supply, but keep moving until that time.

Coordinating a sea fuel rendezvous is not always easy depending on the location. Ground units out of supply and STOPPED are something new in my gaming experience, however, the AI does respond with transport trucks and planes, as I gather ground units so disadvantaged tend to be "in range." Ships / boats, I'm thinking about modifying their fuel load else just leaving it as is, with "ghost ships" so stranded just part of this particular "game reality."

Not sure what a solution could be, I have not studied it enough to know how big a "problem" it is , especially for the AI. Maybe unsupplied ships /units move quarter speed or something until refueled?
way2co0l
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Re: Naval Supply Units & Naval Supply

Post by way2co0l »

I'm definitely a fan of the reduced speed for out of fuel units both land and sea, but not sure how to do it best, and it obviously shouldn't effect air units. I believe it's a change the devs themselves would have to make if there was enough support for it to happen.
SoB
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Re: Naval Supply Units & Naval Supply

Post by SoB »

Tankers should refuel ships at sea. So it less some thing broken and more just forcing countries to use logistics. A better solution is to have the AI detected standard ships and dispatch tenders to refuel them.
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YoMomma
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Re: Naval Supply Units & Naval Supply

Post by YoMomma »

Yah i agree with SoB, transport ships and tankers are there for a reason, then use them or if your incapable to make use of them for AI delete them.

Same with range, if AI is incapable of prediciting range, then delete range or fix it.
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SoB
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Re: Naval Supply Units & Naval Supply

Post by SoB »

I would not go as far as deleting transport ships. I mean the AI can't use carriers.



It should not be to hard to code the AI sending support ships. The AI detects when ground forces need supplies and dispatches Aircraft fixed and rotary and supply trucks. Just code ships so the AI sends ships (and helicopters) .

Could even code it so air tankers go to aircraft low on fuel. Though in that case it would need to trigger before the aircraft is actually truly empty.
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Leafgreen
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Re: Naval Supply Units & Naval Supply

Post by Leafgreen »

I can't remember ever seeing an AI controlled ship sitting out of fuel. Just look at it like a handicap you have for being a human, a balancing effect. =)
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YoMomma
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Re: Naval Supply Units & Naval Supply

Post by YoMomma »

OEWW SCARY we dont want AI to be better as human :lol: :lol: :lol: :lol:

Thats the last of my concerns on this game, but something i would like to see.

Anyway i dont see it often too. Usually they sit in their own waters and its just merchant marines leaving that area.

but yeah in my opinion they should also remove carriers, i dont even use them, cause what are 5 planes gonna do after 1 mission? Yes repair, to much hassle. Now it would be cool if ai can use all these and can actuallly calculate better and beat the player, but i guess there is no support for that.

And if your up for a challenge i guess evildari's mod is very nice, equal terrain for everyone compared to R&D. I would like to see a AAR of Iceland on that mod :wink:
Last edited by YoMomma on Jul 23 2018, edited 1 time in total.
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SoB
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Re: Naval Supply Units & Naval Supply

Post by SoB »

Carriers are actually pretty good. 4 Tatical bombers are pretty deadly to tanks in the open. Not to mention LHD are a great way to do a mass air assault on Islands.
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YoMomma
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Re: Naval Supply Units & Naval Supply

Post by YoMomma »

Hmm i would expected a reaction of using missles and not attack on the ground, but yeah they are usefull for that (if you wanna roleplay and not just take the cloosest airbase), would they ever be usefull for AI in that specific scenario? NO
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SoB
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Re: Naval Supply Units & Naval Supply

Post by SoB »

If the AI was coded to see carries as airfields to do RnR on and coded carriers to sail where there is limited to no freindly air bases or air fields it could use them. Might need to add in that a carrier all ways needs a escort.


So yes as of now they a waist for the AO but BG can get them to work. See how in Supreme ruler 2010 the AI never did amphibious assaults and there aircraft never left the bases I have confidence that they will trick the AI in to making what amounts to Carrier battle groups. Whether in a update or the next title.
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YoMomma
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Re: Naval Supply Units & Naval Supply

Post by YoMomma »

Allright lets keep it real. A moving airfield that the AI register, knows the capacity, knows that it can even land there (not all planes can) and then go to an area with no airfield or airbase ' cloose by' whatever that means, hmm i dont think so. No offence to BG, but they will need alot more workforce for that.

Never noticed AI doesnt even see difference between embark or disembark trait on land units?
Or the huge swarm of Chinese planes along the Vietnamese coast, hopefully realising in time they dont have the fuell capacity for attacking Thailand? (i have seen planes blow up because of this)

Well lets pray i guess. In my opinion they should just have a function for the ai, and if that's not possible yeah delete that, its called cheating.
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SoB
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Re: Naval Supply Units & Naval Supply

Post by SoB »

Never said it was a easy fix or priorty fix. Just that it could be done. Might be for the new project since a engine overhaul could make it easier.
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