Forged Alliance Forever Forged Alliance Forever Forums 2016-03-11T17:50:20+02:00 /feed.php?f=41&t=11843 2016-03-11T12:26:39+02:00 2016-03-11T12:26:39+02:00 /viewtopic.php?t=11843&p=122505#p122505 <![CDATA[Re: Transport loading]]>
Since in the beta ferry is replaced with a marker like function would be great if you can add the ferry "marker" next to the markers and use the free button slot in the units for introducing a load button which clearly is for loading units only and is able to split them if you selected several transports and land units. To spread them equally thats already luxury but even the basic function is not in the game :(

An additional advantage is that you can even while not having a trans plane create ferry routes while beeing idle.

Statistics: Posted by Iszh — 11 Mar 2016, 12:26


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2016-03-10T23:14:23+02:00 2016-03-10T23:14:23+02:00 /viewtopic.php?t=11843&p=122432#p122432 <![CDATA[Re: Transport loading]]>
Re my mod, its just part of the ui party mod... select a hundred units and hit the key to split into ten groups (which you will need to bind) and it intelligently decides which units go in which group. Then you can switch through the groups quickly using a different key (which you will need to bind).

At the moment the mod has a million uses (eg sending 10 scouts in 10 directions) but one I used is to load transports. I get 10 bricks, split into 5 groups, then quickly load them into transports manually ... so I have to 1x (split button) and 5x(press switch button then click transport). It works fine but normally my problem is not knowing which transports haven't been loaded yet... which ones to click on.

Statistics: Posted by nine2 — 10 Mar 2016, 23:14


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2016-03-10T14:16:12+02:00 2016-03-10T14:16:12+02:00 /viewtopic.php?t=11843&p=122386#p122386 <![CDATA[Re: Transport loading]]> tm)

Statistics: Posted by TheKoopa — 10 Mar 2016, 14:16


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2016-03-10T14:13:58+02:00 2016-03-10T14:13:58+02:00 /viewtopic.php?t=11843&p=122385#p122385 <![CDATA[Re: Transport loading]]>
Anihilnine wrote:
Ui mod won't cut it because ui mod can't issue orders
im pretty sure washy's bomber mod would disagree : )
inb4 im horribly wrong as usual

Statistics: Posted by Exotic_Retard — 10 Mar 2016, 14:13


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2016-03-10T13:23:01+02:00 2016-03-10T13:23:01+02:00 /viewtopic.php?t=11843&p=122376#p122376 <![CDATA[Re: Transport loading]]> Statistics: Posted by Lionhardt — 10 Mar 2016, 13:23


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2016-03-10T13:19:49+02:00 2016-03-10T13:19:49+02:00 /viewtopic.php?t=11843&p=122375#p122375 <![CDATA[Re: Transport loading]]> Statistics: Posted by nine2 — 10 Mar 2016, 13:19


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2016-03-10T13:17:33+02:00 2016-03-10T13:17:33+02:00 /viewtopic.php?t=11843&p=122373#p122373 <![CDATA[Re: Transport loading]]> Statistics: Posted by nine2 — 10 Mar 2016, 13:17


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2016-03-10T04:08:41+02:00 2016-03-10T04:08:41+02:00 /viewtopic.php?t=11843&p=122352#p122352 <![CDATA[Re: Transport loading]]> option for this alternate loading scheme. And this scenario does happen fairly frequently in longer games like FFAs.

Statistics: Posted by Lionhardt — 10 Mar 2016, 04:08


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2016-03-10T03:41:17+02:00 2016-03-10T03:41:17+02:00 /viewtopic.php?t=11843&p=122351#p122351 <![CDATA[Re: Transport loading]]> Statistics: Posted by JaggedAppliance — 10 Mar 2016, 03:41


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2016-03-10T03:05:13+02:00 2016-03-10T03:05:13+02:00 /viewtopic.php?t=11843&p=122350#p122350 <![CDATA[Re: Transport loading]]>
So if we have 3 transport with 6 slots each:

[0|0|0|0|0|0]

[0|0|0|0|0|0]

[0|0|0|0|0|0]

and 15 units (1 x is 1 unit):

xxxxx
xxxxx
xxxxx

then we want:

[x|x|x|x|x|0]

[x|x|x|x|x|0]

[x|x|x|x|x|0]

and not

[x|x|x|x|x|x]

[x|x|x|x|x|x]

[x|x|x|0|0|0]

Statistics: Posted by Lionhardt — 10 Mar 2016, 03:05


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2016-03-10T02:46:11+02:00 2016-03-10T02:46:11+02:00 /viewtopic.php?t=11843&p=122349#p122349 <![CDATA[Re: Transport loading]]>
select all your units; shift click all the transport.
the units will load onto the transports in order, and when one is full go to the next.
the problem is its really slow because the units only carry out the next order after they bump the transport.

the game knows which units will fit onto the trans, as it says "transport is full" as soon as you give the order.

what would be great is if units' orders would be cancelled to fill if they cant fit on that transport.
this would make loading onto multiple and single trans much easier and nicer looking as well.

the problem would happen if a unit dies on the way to a transport. this is probably why they work like they do now. its an edge case but its still a thing.
two ways to go about this:
- only cancel load order if there is another load order in the queue (most likely very hard to do)
- or just ignore it and say if you want to move through dangerous area then you should queue a move order next to the trans then a load order.

hope this helps

Statistics: Posted by Exotic_Retard — 10 Mar 2016, 02:46


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2016-03-11T17:50:20+02:00 2016-03-10T01:51:44+02:00 /viewtopic.php?t=11843&p=122345#p122345 <![CDATA[Re: Transport loading]]>
You have a set of transports transports T. The sum of all slots of all transports in T = t. You have a set of u units U. All units in U take up u slots. Also t > u. Now you want to spread U across T such that all transports in T carry at least one unit and also there is no transport that could carry an additional unit while there is a transport that carries more than the average units carried per transport.

This gets more complicated with different transport sizes and different units types (that take up differing numbers of slots) but basically it's this:

Code:
# assume each unit takes up 1 slot
# assume each transport has the same number of slots

from collections import deque



units = deque([0,1,2,3,4,5,6,7,8,9])

transports = [[],[],[]]

###########################################################

def load(transport, units):
   transport.append(units.popleft())

done = False
while not(done):
   for t in transports:
      if not(len(units) == 0):
         load(t, units)
      else:
         done = True
      
###########################################################
      
for t in transports:
   print t
   
###########################################################

# Output:

# [0,3,6,9]
# [1,4,7]
# [2,5,8]

# what normally happens:

# [0,3,6,9]
# [1,4,7,2]
# [5,8]



So, normally transports get filled up completely. You end up with completely full transports, possibly one half full one and a bunch of empty transports. That sucks, because transports are cheap and unis are expensive. You want to lose as few units as possible per transport shot down. Therefore you want to spread the load evenly.

Statistics: Posted by Lionhardt — 10 Mar 2016, 01:51


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2016-03-01T18:03:27+02:00 2016-03-01T18:03:27+02:00 /viewtopic.php?t=11843&p=121445#p121445 <![CDATA[Re: Transport loading]]>
you can also send units on their way and set transport to assist units, dunno how well that works tho

off the top of my head

EDIT: or just use ferries lol

Statistics: Posted by mirroredwang — 01 Mar 2016, 18:03


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2016-02-24T13:00:13+02:00 2016-02-24T13:00:13+02:00 /viewtopic.php?t=11843&p=120899#p120899 <![CDATA[Transport loading]]>
I cant program it but i imagine it could be possible to check tech levels of planes and land units and then calculate the average needed space if spread. if this is to complicated maybe a special marker would be nice to introduce. A marker like the start point of a ferry route where you can sent planes for assist and units to load but without unloading them automatically just for creating big drops.

Statistics: Posted by Iszh — 24 Feb 2016, 13:00


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