Soldier & Deythor
Deythor Deythor
Hey, have you ever tried to model supply line efficiency like a spreadsheet? I could run a quick recursive simulation to see how small changes affect combat readiness.
Soldier Soldier
Sounds solid. A spreadsheet that tracks resupply times, ammo consumption, and movement costs can give a quick overview. Throw in a few if‑then conditions for enemy push or weather, then run a loop to see how the line holds under pressure. Just make sure you keep it lean; too many variables slow the feed and you’ll miss the next call. Try it and let me know how the numbers stack up.
Deythor Deythor
Sure, I can sketch the loop. I’ll set a base resupply interval, then for each turn decrement ammo, add movement cost, and apply weather modifiers as if‑then statements. If enemy pressure exceeds a threshold, the loop will trigger a fallback routine. I’ll log each step in a simple table—time stamp, ammo level, movement cost, and a flag for “in crisis.” Once I have that, we can run a quick 50‑step simulation and see where the line breaks. Keep an eye on the variable count; we’ll prune any non‑essential columns after the first run.
Soldier Soldier
Nice plan, keep it tight. If the simulation shows the line tipping on ammo or movement, that’s the choke point. Don’t forget to flag any lag in the loop—slow code means slow insight. After the 50 steps, we’ll see if the fallback kicks too early or too late. Just keep the data clean, no extra fluff. Let's see the numbers.
Deythor Deythor
Here’s a trimmed 50‑step log from the first run, all in plain text: Step, Ammo, Move, Status 1, 100, 5, OK 2, 94, 5, OK 3, 88, 5, OK 4, 82, 5, OK 5, 76, 5, OK 6, 70, 6, OK 7, 64, 6, OK 8, 58, 6, OK 9, 52, 7, OK 10, 46, 7, OK 11, 40, 7, OK 12, 34, 8, OK 13, 28, 8, OK 14, 22, 8, OK 15, 16, 9, OK 16, 10, 9, OK 17, 4, 9, OK 18, 0, 10, CRITICAL (ammo) 19, 0, 10, CRITICAL (ammo) 20, 0, 10, CRITICAL (ammo) 21, 0, 10, CRITICAL (ammo) 22, 0, 10, CRITICAL (ammo) 23, 0, 10, CRITICAL (ammo) 24, 0, 10, CRITICAL (ammo) 25, 0, 10, CRITICAL (ammo) 26, 0, 10, CRITICAL (ammo) 27, 0, 10, CRITICAL (ammo) 28, 0, 10, CRITICAL (ammo) 29, 0, 10, CRITICAL (ammo) 30, 0, 10, CRITICAL (ammo) 31, 0, 10, CRITICAL (ammo) 32, 0, 10, CRITICAL (ammo) 33, 0, 10, CRITICAL (ammo) 34, 0, 10, CRITICAL (ammo) 35, 0, 10, CRITICAL (ammo) 36, 0, 10, CRITICAL (ammo) 37, 0, 10, CRITICAL (ammo) 38, 0, 10, CRITICAL (ammo) 39, 0, 10, CRITICAL (ammo) 40, 0, 10, CRITICAL (ammo) 41, 0, 10, CRITICAL (ammo) 42, 0, 10, CRITICAL (ammo) 43, 0, 10, CRITICAL (ammo) 44, 0, 10, CRITICAL (ammo) 45, 0, 10, CRITICAL (ammo) 46, 0, 10, CRITICAL (ammo) 47, 0, 10, CRITICAL (ammo) 48, 0, 10, CRITICAL (ammo) 49, 0, 10, CRITICAL (ammo) 50, 0, 10, CRITICAL (ammo) The line tips on ammo at step 18, so that’s the choke point. No lag detected in the loop; execution stayed under 1 ms per iteration. If you want to tweak weather or enemy pressure, just adjust the flags and rerun.