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tables_of_organisation_and_equipment [2015/06/05 11:02] victables_of_organisation_and_equipment [2026/06/22 12:14] (current) – external edit 127.0.0.1
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 Also you can specify "RENAME" to yes or no. Default is yes. If it is set to 'yes' any change of the name of the TOE in the model designer or in the change model window will be reflected in the unit name. Also you can specify "RENAME" to yes or no. Default is yes. If it is set to 'yes' any change of the name of the TOE in the model designer or in the change model window will be reflected in the unit name.
 +
 +Also you can specify "AUTOSTAFF" to yes or no. Only for HQ TOEs. Default is yes. If it is set to 'yes' subordinate HQs will ask more staff than their TOE if they are below 100% staff level. If set to 'no' requests will adhere strictly to the amount of staff specified in the TOE.
  
 ====Assigning TOE's to a unit on the map==== ====Assigning TOE's to a unit on the map====
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 If the HQ does not have the troops its subordinate wants it will pass on the request to its HQ. If the HQ does not have the troops its subordinate wants it will pass on the request to its HQ.
  
-Staff uses an exceptional rule. Any TOE assigned HQ unit with staff will ask as much staff as is needed to reach 100% staff level.+==Exceptional rule for staff== 
 + 
 +Staff uses an exceptional rule. Any TOE assigned HQ unit with staff will ask as much staff as is needed to reach 100% staff level. Unless its TOE has been flagged as 'AUTOSTAFF=no'
 + 
 +HQs that are TOE enabled will never send out more staff than their minimum compliment specified in their TOE model. 
 + 
 +==Reinforcement level==
  
 Units or HQs can specify their reinforcement level to: DISBAND / 0%, 25%, 50%, 75%, 100%, PRIORITY. Units or HQs can specify their reinforcement level to: DISBAND / 0%, 25%, 50%, 75%, 100%, PRIORITY.
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 100% is full auto-reinforce. 0% is no auto-reinforce. 100% is full auto-reinforce. 0% is no auto-reinforce.
 +
 +==Reinforcements slowly move down the chain of command==
  
 Take in to account that it takes a round for auto-reinforcements to travel between 2 units. So if your production arrives at SHQ and then needs to go to THQ and then to FRONT UNIT it will take 2 rounds. Take in to account that it takes a round for auto-reinforcements to travel between 2 units. So if your production arrives at SHQ and then needs to go to THQ and then to FRONT UNIT it will take 2 rounds.
 +
 +==Transfer capacity and fuel use and reserve settings ==
  
 In New Dawn the auto-reinforce transfer costs are much cheaper than the costs of regular transfers. Own power auto-reinforcement have double the range (and use either RDN or AP whatever is higher for movement points). This is done because the efficiency of an organized rule-based system is supposed to be much more efficient than hap-and-snap manual transfers. Furthermore it prevents micro management being more advantageous. The transfer point cost is only half and any possible oil cost (navy/land) is only a quarter. In New Dawn the auto-reinforce transfer costs are much cheaper than the costs of regular transfers. Own power auto-reinforcement have double the range (and use either RDN or AP whatever is higher for movement points). This is done because the efficiency of an organized rule-based system is supposed to be much more efficient than hap-and-snap manual transfers. Furthermore it prevents micro management being more advantageous. The transfer point cost is only half and any possible oil cost (navy/land) is only a quarter.
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 Keep in mind that auto-reinforcements are subject to anti-supply just like regular transfers. Keep in mind that auto-reinforcements are subject to anti-supply just like regular transfers.
 +
 +==Detailed log info on auto-reinforcements==
  
 In the LOG subsheets there is logging information on IN-Requests and OUT-Demands for each unit/HQ. In the LOG subsheets there is logging information on IN-Requests and OUT-Demands for each unit/HQ.
 +
 +==Naval reinforcements special rule==
  
 Autoreinforcement of ships to naval units only works within own power movement range. Air and land theater units can be transported by any type of transfer capacity points (land/rail/navy). Autoreinforcement of ships to naval units only works within own power movement range. Air and land theater units can be transported by any type of transfer capacity points (land/rail/navy).
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 ==Interesting Checks and Execs== ==Interesting Checks and Execs==
  
-CheckHistoricalUnit(unit slot nr) => historical unit ID#+CheckUnitHistorical(unit slot nr) => historical unit ID#
  
-CheckHistoricalUnitModel(his ID#) => historical model ID# +CheckUnitHistoricalModel(his ID#) => historical model ID# 
  
 ExecAddHistoricalUnit ( TOE model ID# , x, ,y ,) => place a virgin new unit already assigned to a specific TOE with full troops on map. ExecAddHistoricalUnit ( TOE model ID# , x, ,y ,) => place a virgin new unit already assigned to a specific TOE with full troops on map.
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 * Allow feature (in combination with future AI work) where the towns automaticly produce whats needed to meet the REQUEST needs of the units in the field. * Allow feature (in combination with future AI work) where the towns automaticly produce whats needed to meet the REQUEST needs of the units in the field.
 +
 +
 +* Allow setting 0% reinforcements (without setting to DISBAND)
 +
 +
 +* In production screen show the Requests made to the HQ so you can better decide what to produce
  
  
tables_of_organisation_and_equipment.1433502171.txt.gz · Last modified: 2026/06/22 12:13 (external edit)

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