Can someone explain to me better how HQ linking actually works?
Moderators: MOD_Strategic_Command_3, Fury Software
- Hubert Cater
- Posts: 5986
- Joined: Mon Jul 22, 2013 11:42 am
- Contact:
RE: Can someone explain to me better how HQ linking actually works?
Definitely not WAD, I'll investigate this as well.
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
Join our Steam Community:
http://steamcommunity.com/groups/strategiccommand3
We're also on Facebook! https://www.facebook.com/FurySoftware/
Join our Steam Community:
http://steamcommunity.com/groups/strategiccommand3
- OxfordGuy3
- Posts: 1242
- Joined: Sun Jul 01, 2012 4:44 pm
- Location: Oxford, United Kingdom
RE: Can someone explain to me better how HQ linking actually works?
ORIGINAL: Fintilgin
Might help visualization too if, when you clicked on a HQ it would show a line or something drawn to the HQ it's taking or giving supply to.
That would certainly help.
BTW thanks everyone for the explanations, I *think* I understand this a little better now
"The object of war is not to die for your country, but to make the other bastard die for his" - George S. Patton
RE: Can someone explain to me better how HQ linking actually works?
Hi Hubert - if we are talking about the same thing, I have seen it mostly in this area. The USSR has been conquered for about two years and nothing has been happening around here combat or possession-wise. Yet, some of the '5' rated resources alternate between 4 and 5 about every other turn. This shot is from 1.9.07 as it was the only one I had that showed it clearly. I might guess that USSR resources that are not connected to a rail experience this.
EDIT: This was a bug that was corrected in v1.11 [:)]

EDIT: This was a bug that was corrected in v1.11 [:)]

- Attachments
-
- SC3d22.jpg (102.82 KiB) Viewed 700 times
- GeneralFerraro
- Posts: 55
- Joined: Fri Aug 04, 2017 12:52 pm
RE: Can someone explain to me better how HQ linking actually works?
BY THE WAY, IMPORTANT CLARIFICATION ABOUT AIR SUPPLY
In another thread, which I said I was going to transcribe here, Oxford Guy asked the following question, answered by Hubert Cater [&o]. Enjoy:
QUESTION: oxford_guy -- 10/22/2017 2:41:19 PM > I'm aware that in 1.10 Air Units need to be attached to HQs to benefit from any improved supply that HQs give, but what happens if at the start of the turn the unit isn't attached to an HQ, but you then attach it to an HQ during that turn - does its supply increase to what it would have been if it had been attached to the HQ at the start of the turn? Also, is it's supply level determined only by supply from the attached HQ, not any other nearby HQs? Is there any penalty from changing which HQ it is attached to during the turn? Does this also affect games in-progress (I assume so)? Thanks!
ANSWER BY HUBERT CATER: Supply is calculated at the beginning of the turn, so any changes in attachments, whether you are attaching or detaching, will not be considered until the following turn. Air units will only gain improved supply from the HQ it is attached to, and there is no supply penalty on the turn that you might change which HQ an air unit is attached to as the air unit starts and finishes the turn with its calculated supply from the beginning of the turn supply calculations
In another thread, which I said I was going to transcribe here, Oxford Guy asked the following question, answered by Hubert Cater [&o]. Enjoy:
QUESTION: oxford_guy -- 10/22/2017 2:41:19 PM > I'm aware that in 1.10 Air Units need to be attached to HQs to benefit from any improved supply that HQs give, but what happens if at the start of the turn the unit isn't attached to an HQ, but you then attach it to an HQ during that turn - does its supply increase to what it would have been if it had been attached to the HQ at the start of the turn? Also, is it's supply level determined only by supply from the attached HQ, not any other nearby HQs? Is there any penalty from changing which HQ it is attached to during the turn? Does this also affect games in-progress (I assume so)? Thanks!
ANSWER BY HUBERT CATER: Supply is calculated at the beginning of the turn, so any changes in attachments, whether you are attaching or detaching, will not be considered until the following turn. Air units will only gain improved supply from the HQ it is attached to, and there is no supply penalty on the turn that you might change which HQ an air unit is attached to as the air unit starts and finishes the turn with its calculated supply from the beginning of the turn supply calculations
RE: Can someone explain to me better how HQ linking actually works?
Thanks to all people for taking the time to explain & help, this is really appreciated [&o]
- OxfordGuy3
- Posts: 1242
- Joined: Sun Jul 01, 2012 4:44 pm
- Location: Oxford, United Kingdom
RE: Can someone explain to me better how HQ linking actually works?
Actually having seen my latest 1.10 PBEM turn come back, I'm still confused, or do linked HQs never receive more than 3 or 4 supply?
"The object of war is not to die for your country, but to make the other bastard die for his" - George S. Patton
RE: Can someone explain to me better how HQ linking actually works?
ORIGINAL: OxfordGuy3
Actually having seen my latest 1.10 PBEM turn come back, I'm still confused, or do linked HQs never receive more than 3 or 4 supply?
Of course they do (if placed correctly, they`ll provide 8 at max.), please send screenshot.
- Hubert Cater
- Posts: 5986
- Joined: Mon Jul 22, 2013 11:42 am
- Contact:
RE: Can someone explain to me better how HQ linking actually works?
Hi Oxford,
The simplest way to think of how this works would be something like the following:
- HQ1 under normal supply conditions due to its position and distance from the nearest supply resource has a supply value < 3 (think deep in the USSR for example)
- HQ2 has a supply value >= 3 giving it in this case a minimum distribution supply value of 8
HQ2, if within distribution supply range of HQ1, can now link and boost the supply value of HQ1 to 5, giving HQ1 a supply distribution value of 8. This linking is automatically handled by the engine as no action is required by the player to make this happen other than to have the units in the right positions and distances from each other considering the rules above.
If HQ1 was not linked to HQ2 then HQ1 would have a lower distribution supply value of 5.
That's it in a nutshell and hopefully this helps,
Hubert
The simplest way to think of how this works would be something like the following:
- HQ1 under normal supply conditions due to its position and distance from the nearest supply resource has a supply value < 3 (think deep in the USSR for example)
- HQ2 has a supply value >= 3 giving it in this case a minimum distribution supply value of 8
HQ2, if within distribution supply range of HQ1, can now link and boost the supply value of HQ1 to 5, giving HQ1 a supply distribution value of 8. This linking is automatically handled by the engine as no action is required by the player to make this happen other than to have the units in the right positions and distances from each other considering the rules above.
If HQ1 was not linked to HQ2 then HQ1 would have a lower distribution supply value of 5.
That's it in a nutshell and hopefully this helps,
Hubert
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
Join our Steam Community:
http://steamcommunity.com/groups/strategiccommand3
We're also on Facebook! https://www.facebook.com/FurySoftware/
Join our Steam Community:
http://steamcommunity.com/groups/strategiccommand3
- OxfordGuy3
- Posts: 1242
- Joined: Sun Jul 01, 2012 4:44 pm
- Location: Oxford, United Kingdom
RE: Can someone explain to me better how HQ linking actually works?
ORIGINAL: Hubert Cater
Hi Oxford,
The simplest way to think of how this works would be something like the following:
- HQ1 under normal supply conditions due to its position and distance from the nearest supply resource has a supply value < 3 (think deep in the USSR for example)
- HQ2 has a supply value >= 3 giving it in this case a minimum distribution supply value of 8
HQ2, if within distribution supply range of HQ1, can now link and boost the supply value of HQ1 to 5, giving HQ1 a supply distribution value of 8. This linking is automatically handled by the engine as no action is required by the player to make this happen other than to have the units in the right positions and distances from each other considering the rules above.
If HQ1 was not linked to HQ2 then HQ1 would have a lower distribution supply value of 5.
That's it in a nutshell and hopefully this helps,
Hubert
If HQ1 has a supply value of 3 or 4 (without linking) does that mean it will not get linked to HQ2, even though HQ2 would be able to give supply 5 (or more?) to that hex? At supply 5 you can upgrade, at supply 3 or 4 you can't... If it only had 2 supply, would HQ1 go to 5 supply due to linking (if no other candidate)?
Also is 5 the max supply that can be given to the linked HQ (which means the linked HQ would have -1 AP and max distribution supply of 8)?
"The object of war is not to die for your country, but to make the other bastard die for his" - George S. Patton
- Hubert Cater
- Posts: 5986
- Joined: Mon Jul 22, 2013 11:42 am
- Contact:
RE: Can someone explain to me better how HQ linking actually works?
Not allowing an HQ1 at supply value 3 or 4 to be boosted to 5 via linking looks to have been an oversight on our part when it comes to the fact that a 3 or 4 HQ cannot perform any upgrades. Initially the feeling was that it made little sense to boost it as it was already at a supply distribution of 8, but I can see the merit of also boosting it now to 5 even if it doesn't change the distribution supply.
Otherwise yes, 5 is the max supply that can be given to a linked HQ, as otherwise it could possibly have a distribution supply of 10 and that was the original problem we had with the whole system as it gave Axis HQs that would otherwise be in low supply, maximum supply deep in low supply areas and as a result too much of an advantage to the Axis side.
Otherwise yes, 5 is the max supply that can be given to a linked HQ, as otherwise it could possibly have a distribution supply of 10 and that was the original problem we had with the whole system as it gave Axis HQs that would otherwise be in low supply, maximum supply deep in low supply areas and as a result too much of an advantage to the Axis side.
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
Join our Steam Community:
http://steamcommunity.com/groups/strategiccommand3
We're also on Facebook! https://www.facebook.com/FurySoftware/
Join our Steam Community:
http://steamcommunity.com/groups/strategiccommand3
- OxfordGuy3
- Posts: 1242
- Joined: Sun Jul 01, 2012 4:44 pm
- Location: Oxford, United Kingdom
RE: Can someone explain to me better how HQ linking actually works?
Supply 5 would also potentially allow the HQ to operate, if on a rail line - all useful!
"The object of war is not to die for your country, but to make the other bastard die for his" - George S. Patton
-
- Posts: 407
- Joined: Fri Mar 04, 2016 10:16 am
RE: Can someone explain to me better how HQ linking actually works?
This is a very helpful thread indeed (and I've seen it referenced in other threads) - thanks for the tutorial sPZAbt653
I can't help thinking that would be useful to have as a stand alone 'sticky' on this forum
regards
Ben Wilkins
I can't help thinking that would be useful to have as a stand alone 'sticky' on this forum
regards
Ben Wilkins
RE: Can someone explain to me better how HQ linking actually works?
What skin is that with the yellow tiles? Looks nice
Re: Can someone explain to me better how HQ linking actually works?
On which page on the Manual it even talks about this specific thing? I searched the Manual so oft for this since i just wanna know how far the hq linking will do since often my hq links/chains just break suddenly when i move too far from supply giving hq.
- Platoonist
- Posts: 3042
- Joined: Sun May 11, 2003 4:53 am
- Location: Yoyodyne Propulsion Systems
Re: Can someone explain to me better how HQ linking actually works?
On page 83 under section 7.25.8 Boosting HQ Supply. This thread is more informative on the subject in my opinion.
Re: Can someone explain to me better how HQ linking actually works?
Try this thread for more help
https://www.matrixgames.com/forums/view ... 6#p4899096
https://www.matrixgames.com/forums/view ... 6#p4899096
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: Can someone explain to me better how HQ linking actually works?
Note multi (more than 2) HQ chaining got removed in a patch 1-2 years ago.
Re: Can someone explain to me better how HQ linking actually works?
I cover how supply works in Strategic Command and how linking works in this youtube video I made.
It is one of several training videos that cover the base game and TRP
https://www.youtube.com/watch?v=U7Nnxjr ... u_&index=2
It is one of several training videos that cover the base game and TRP
https://www.youtube.com/watch?v=U7Nnxjr ... u_&index=2
Re: Can someone explain to me better how HQ linking actually works?
What really is not well documented is that HQs have 2 different kinds of boosts. A single HQ will need the natural supply of 5 (your typical russian town) to get a boost to 8.
So boost 5 = 8
Less than 5 = not an 8
What is very counterintuitive is, that an HQ that is out in the wilderness but does receive at least 1 (!!!) supply from an HQ on a real ressource will also get boosted to 8.
One would assume the receiving HQ would need as much a 5 „virtual supply“ to create an 8 as the providing HQ.
But no - this boost is different. Here it is 1 = 8
This is not necessarily bad and also wad according to the Devs. It is just kinda hidden
This allows to project supply far away from the actual supply ressources.
The only thing that can (and will) screw you is the automatic HQ pairing
So boost 5 = 8
Less than 5 = not an 8
What is very counterintuitive is, that an HQ that is out in the wilderness but does receive at least 1 (!!!) supply from an HQ on a real ressource will also get boosted to 8.
One would assume the receiving HQ would need as much a 5 „virtual supply“ to create an 8 as the providing HQ.
But no - this boost is different. Here it is 1 = 8
This is not necessarily bad and also wad according to the Devs. It is just kinda hidden
This allows to project supply far away from the actual supply ressources.
The only thing that can (and will) screw you is the automatic HQ pairing
- OxfordGuy3
- Posts: 1242
- Joined: Sun Jul 01, 2012 4:44 pm
- Location: Oxford, United Kingdom
Re: Can someone explain to me better how HQ linking actually works?
Think the rules for HQs boosting other HQs are as follows, the last time I made a note of this from the patch notes, especially note the sections I've surrounded by **
HQ distribution supply:
• HQ supply = 0 will have a distribution supply value of 3
• HQ supply 1 or 2 will have a distribution supply value of 5.
• HQ supply 3 or 4 will have a distribution supply value of 6
• HQ supply 5 will have a distribution supply value of 8.
• HQ supply > 5 will have a distribution supply value of 10.
• ** HQ boosting can only be achieved if the first HQ has a supply value >= 3 **
• ** The HQ to be boosted must have a supply value < 5 and is now automatically
increased to a supply value of 5 which caps its distribution supply at 8. **
• ** This will improve distribution supply for boosted HQs that were at 3 or 4 supply (from
6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they
are at 5 supply. **
• LOW SUPPLY HQ boosting can only be achieved if the source HQ has a supply value >= 1
and < 3.
• The HQ to be boosted must have a supply value < 3 and is now automatically
increased to a supply value of 5 which caps its distribution supply at 6.
• Between two HQs, the higher rated HQ receives the boost, the lower rated HQ is the source of the boost.
HQ distribution supply:
• HQ supply = 0 will have a distribution supply value of 3
• HQ supply 1 or 2 will have a distribution supply value of 5.
• HQ supply 3 or 4 will have a distribution supply value of 6
• HQ supply 5 will have a distribution supply value of 8.
• HQ supply > 5 will have a distribution supply value of 10.
• ** HQ boosting can only be achieved if the first HQ has a supply value >= 3 **
• ** The HQ to be boosted must have a supply value < 5 and is now automatically
increased to a supply value of 5 which caps its distribution supply at 8. **
• ** This will improve distribution supply for boosted HQs that were at 3 or 4 supply (from
6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they
are at 5 supply. **
• LOW SUPPLY HQ boosting can only be achieved if the source HQ has a supply value >= 1
and < 3.
• The HQ to be boosted must have a supply value < 3 and is now automatically
increased to a supply value of 5 which caps its distribution supply at 6.
• Between two HQs, the higher rated HQ receives the boost, the lower rated HQ is the source of the boost.
"The object of war is not to die for your country, but to make the other bastard die for his" - George S. Patton