98 lines
3.8 KiB
Perl
98 lines
3.8 KiB
Perl
.TH Command SUPPLY
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.NA supply "Cause a unit to draw supplies"
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.LV Basic
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.SY "supply <UNIT/ARMY>"
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The supply command causes a unit to draw enough supplies from its
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supply sources to make sure that it has its basic load of supplies.
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Supply tells you which units have enough supplies.
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.s1
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A basic load of supplies for a unit consists of:
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.nf
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1) enough food to eat for one update
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2) enough shells to fire once
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A unit uses shells equal to its ammo stat to fire once.
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Use the \*Qshow\*U command to find out how much ammo
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the unit uses per shot.
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3) petrol equal to its fuel use number, if the unit uses fuel
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(show land stats will show the fuel use number)
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.fi
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.s1
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If the unit has enough of all these things, it is said to be 'in supply'.
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A lack of any of these things is enough to make the unit 'out of supply'.
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.s1
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.L "When supplies are drawn & used"
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.s1
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A unit that fights may use a basic load of supplies
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to attack with. (depending on the intensity of combat. The more intense the
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combat, the more chance the unit will use a basic load of supplies)
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.s1
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During the update, each unit will attempt to draw food supplies just before
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starvation is calculated.
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.s1
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When a unit needs to draw supplies, such as when you use the supply command,
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or the unit wishes to attack, or is attacked, etc, it must attempt to get
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them from supply sources. Other things may use the same routines, such as
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loyal sectors, which will draw food from supply sources when in danger of
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starvation, and ships/forts/sectors, which will draw shells when they need
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them to fire defensively or fire AA at planes.
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.s1
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.L "Supply Sources"
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.s1
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There are four sources of supply. In each case, the
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unit must be within supply range of the source. Supply range is:
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.s1
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.ti 3
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10 * ((tech+50)/(tech+200) sectors.
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.s1
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In addition there must be a valid supply path to the source. A supply path
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is a path of sectors owned by the owner of the unit that leads to the
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supply source. (Note that the path may be of any length.. only the supply
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source itself must be within supply range.. this is to make the coding
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simpler, and may change in the future) The best path (in terms of mobility
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use) will be used.
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.s1
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In each case, mobility is used to move the supplies.
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.s1
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The first source of supply checked is the sector the unit is in.
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This is foraging, and uses some mobility from the unit itself.
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.s1
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If the unit's needs can't be satisfied by forging, it look for an owned
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warehouse or headquarters that is at least 60% efficient. Drawing
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from these sources uses mobility from
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the warehouse or headquarters. (A headquarters will NOT supply a unit if it
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has no distribution path)
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.s1
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If still in need, the unit will look for an owned supply ship (one that has
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the supply ability) in an owned harbor.
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The harbor must be at least 2%
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efficient. This uses mobility from the harbor.
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.s1
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If it still can't find enough supplies, the unit will look for an owned
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unit with the 'supply' ability. (see info show for information on how to
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find out about abilities of units) In this case, the supply unit uses its
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mobility to use the supplies. After it supplies the unit, the supply unit
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will then itself try to re-supply, so that it is possible to form a chain
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of supply units reaching back to a headquarters or supply ship.
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.s1
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If after all this the unit can't get enough, it is out of supplies.
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.s1
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Note that no supply source will give up enough food to make it starve. In
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addition, no supply source will go below 1 of any commodity.
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.s1
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.EX supply *
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War band #2 has supplies
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.ti 3
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4 units
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.s1
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OTHER USES OF SUPPLY
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.s1
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In general, when any land unit/ship/fort needs shells, it will attempt to
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draw them before use, if it does not already have them.
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.s1
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Also, units/ships/sectors will use supply sources to get enough food during
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the update so that they do not starve.
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.s1
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.SA "lload, LandUnits"
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