Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: FalconSS on July 13, 2006, 09:02:26 AM

Title: Getting convoys to move
Post by: FalconSS on July 13, 2006, 09:02:26 AM
What am I doing wrong, Ive set roads, Ive noticed that the convoys have an obect data of 3 is this the correct setting for them I've also attached the convoys to fields is this correect also? THX
Title: Getting convoys to move
Post by: Skuzzy on July 13, 2006, 09:11:07 AM
FalconSS, the easiest way to get your convoys to work is to use the "Create All" button to create the roads.  The "Redo All" places the start and end points for the convoys.  Use the "Redo All" if you make elevation changes, or move towns, factorys, and/or fields around.

That said, you have to make sure the factories, towns, and fields are all "Group Masters" and are in the correct zones.  
Towns should be owned by the field they are attached to.
Factories are country objects and not field owned and need the zone set correctly.

Oh, the convoys/trains are driven by the server, not the client.
Title: THX Skuzzy
Post by: FalconSS on July 13, 2006, 10:16:07 AM
All is good.
Title: Getting convoys to move
Post by: NHawk on July 13, 2006, 10:37:57 AM
Skuzzy you have me so darned confused. :huh

If you make factories group masters, and the click "redo objects" you get this error...

"Nothing to supply with road/track to/from Track to FXXGMS00x"

where XX is the zone base field number and x is the GMS number

I thought factories were always just the appropriate factory owned by the zone base. And the towns (with the map room) next to bases were group masters.

So you would have a FXXGMS000 as the base and FXXGMS001 as the town for the base. Then the factories for the zones are shown as factories owned by the zone master ie: FXXAAF000 for an AA factory.
Title: Getting convoys to move
Post by: NHawk on July 13, 2006, 10:51:47 AM
Thanks. I thought my brain stopped working for a while there. :)

At least now I know the fixes for compello I sent this morning should be OK.

Speaking of which, any chance for a reset? Because of the CV problems there are to many back doors for everyone. :(
Title: Getting convoys to move
Post by: Skuzzy on July 13, 2006, 10:53:52 AM
NHawk, I just modified what I had originally said.  See if that makes more sense to you.

If you have set the factories to field owned, then that would explain the oddness of the country damage being wrong.
Title: Getting convoys to move
Post by: NHawk on July 13, 2006, 10:57:03 AM
Quote
Originally posted by Skuzzy
Factories are country objects and not field owned.
Except for this? Aren't factories, owned by the zone master field for the zones and country owned in the master zones (HQ Zones)?
Title: Getting convoys to move
Post by: Skuzzy on July 13, 2006, 10:59:06 AM
No.  Factories are all country owned and group masters.  You set the country, then set the zone they belong in.
Title: Getting convoys to move
Post by: FalconSS on July 13, 2006, 11:01:17 AM
I have my factories as country owned and set as group master, just like Skuzzy explained and sence I made elevation changes useing the redo button after placeing convoys everything is working GREAT. THX again Skuzzy
Title: Getting convoys to move
Post by: Dux on July 13, 2006, 11:01:24 AM
So a Radar Factory gets set as a Group Master, and NOT as a "Fact Radar"...? Okay.
Title: Getting convoys to move
Post by: NHawk on July 13, 2006, 11:01:36 AM
OK, give me an hour and the corrected files will be sent with 0713B in the file name.
Title: Getting convoys to move
Post by: Skuzzy on July 13, 2006, 11:13:21 AM
Quote
Originally posted by Dux
So a Radar Factory gets set as a Group Master, and NOT as a "Fact Radar"...? Okay.
Correct.

The tag "Group Master" just signifies the tile has a bunch of different objects on it.  It could be a mix of different types of factory buildings.

The relationship of the factories in a zone are global.  In other words, the number of factories in any given zone represent one factory supply for the zone.  As each is destroyed, it effects the percentage of supply.

NHawk, check your email before you finish with the update.
Title: Getting convoys to move
Post by: Easyscor on July 13, 2006, 11:26:47 AM
What about Task Groups?  Group Masters or no?
Title: Getting convoys to move
Post by: Skuzzy on July 13, 2006, 11:32:10 AM
Task groups are all Ship types.
Title: Getting convoys to move
Post by: Easyscor on July 13, 2006, 11:41:50 AM
Right, not Group  Master.

Thanks Skuzzy

Is that because they don't need resupply the same way factories, towns and fields do?
Title: Getting convoys to move
Post by: Skuzzy on July 13, 2006, 11:44:36 AM
No, it is because they are part of the Port, which is a "Group Master".  You cannot have nested "Group Masters".

Remember, a "Group Master" is a collection of desparate object types.  As an example, using Dux's question.  If you named a AAA Factory, a aaa factory type, then the AAA at the factory will not work, as the server assumes all the objects are aaa factory types.
As a "Group Master" the server will see all the different types of objects on the tile and make the appropriate disctinction on what needs to happen.  Firing aaa, keeping the country strat percentages correct and so on.
Title: Getting convoys to move
Post by: Easyscor on July 13, 2006, 11:47:59 AM
Thanks again Skuzzy.  There's been a lot of clarification in the last two weeks, thanks.
Title: Getting convoys to move
Post by: Dux on July 13, 2006, 12:11:57 PM
So if we were to build a custom *whatever*, all of those objects, the acks, the bunkers, the fuel, etc., would be TYPE-assigned to their appropriate function in the OE, and when placed in the TE as a group master, all those special properties are nested.

It's starting to click.
Title: Getting convoys to move
Post by: Easyscor on July 13, 2006, 12:22:53 PM
I think the thing that always got me was the lising of "Fact AAA" etc in the TE.

Since you place and type the HQ as HQ, then by extension I thought it was necessary to do the same thing with factories until I saw it was tied to the resupply system.
Title: Getting convoys to move
Post by: Skuzzy on July 13, 2006, 12:27:23 PM
Quote
Originally posted by Dux
So if we were to build a custom *whatever*, all of those objects, the acks, the bunkers, the fuel, etc., would be TYPE-assigned to their appropriate function in the OE, and when placed in the TE as a group master, all those special properties are nested.

It's starting to click.
Bingo!
Title: Getting convoys to move
Post by: BlauK on July 13, 2006, 01:27:43 PM
Should a town then also be defined as group master even though it belongs to an air field which is group master?
The town has acks and maproom etc...

Or is the town an exception?
Title: Getting convoys to move
Post by: Skuzzy on July 13, 2006, 01:42:04 PM
Ownership and being physically part of the tile are different.  Ships are a special case, where they are actually part of the field, but they happen to be able to move.

Towns are separate tiles from Fields, thus they are both "Group Masters", regardless of ownership.
Title: Getting convoys to move
Post by: FalconSS on July 13, 2006, 02:07:10 PM
Skuzzy what about trains, I can set the get train to run on track but the tracks don't seem to want to attach I was plaining on useing trains to resupply factories and this is what they won't attach to what am I missing?. THX
Title: Getting convoys to move
Post by: Skuzzy on July 13, 2006, 03:17:28 PM
I think you are missing the concept FalconSS.  If you are trying to physically tie repair to a field or factory, you are missing the point.

Repair runs are not tied to a specific field.  All the factories in a zone are resonsible for the individual repairs to every field in the zone.

Repairs occur across the entire zone.
Title: Getting convoys to move
Post by: Easyscor on July 13, 2006, 03:28:42 PM
Say NHawk, there are no PT spawns that I could find except at the Port.

Just a heads up.
Title: Getting convoys to move
Post by: Easyscor on July 13, 2006, 03:43:30 PM
I'm not sure this will help Falcon but if you let the TE set all your roads and tracks, the factories are automaticly supplied with tracks and trains and all the correct settings are input.  You can then edit the type of resupply vehicle or the track route.  If you edit the vehicle type from truck to train, or the route of the track in any way, you must hit Redo Objects.  All trains, trucks and barrges run the route in 10 minutes so the length of the route determines how fast they go which is why you edit the track for a barge down to 2-3 miles and hit Redo Objects again.
Title: Getting convoys to move
Post by: NHawk on July 14, 2006, 07:52:59 AM
Quote
Originally posted by Easyscor
Say NHawk, there are no PT spawns that I could find except at the Port.

Just a heads up.
That's how I knew something was amiss. ;)
Title: Getting convoys to move
Post by: Bogie603rd on July 14, 2006, 11:08:00 AM
Wow, this definatly just helped me out. Maybe now I can make a small H2H map that re-supplies itself. Thanks guys:aok
Title: Getting convoys to move
Post by: FalconSS on July 14, 2006, 12:14:07 PM
Missing the concept I think not! In other words from your explanation you actually don't even need convoys or trains becuase you say the factories do it all on there own, I may be missing the concept right now but check your post because thats how it reads to me.
Title: THX Easyscor
Post by: FalconSS on July 16, 2006, 07:12:05 AM
You saved me hours of work the set all roads button works like a charm, I am though having to repair some like the Island roads that run into the ocean  funniest thing I ever saw was the convoy popping out from the ocean and still driving on the road LMAO, anyway I shortend them and they work great I also am leveling roads so they are drivable for gv's that we man, anyway THX again and I SALUTE Sir.