ORIGINAL: Destragon
If those civilian buildings would AUTOMATICALLY place a traffic sign when they get built, it would be a huge improvement.
+1
This would remove a lot of the complaints
Moderator: Vic
ORIGINAL: Destragon
If those civilian buildings would AUTOMATICALLY place a traffic sign when they get built, it would be a huge improvement.
ORIGINAL: btonasse
Enough food in SHQ's inventory? Check.
I just read your forum. First, thank you for taking the time to do it! Although I didn't personally glean any additional insight, it's a good starting point, and I hope and expect others will find it helpful.ORIGINAL: zgrssd
For 1, there is this:
https://www.matrixgames.com/forums/tm.asp?m=4834257
I fully agree it needs more Documentation/expalantion.
ORIGINAL: Falke
ORIGINAL: btonasse
Enough food in SHQ's inventory? Check.
Wrong, there was not enough food in the SHQ when it gets sent to the Units.
SHQ > Units is before
Zone > SHQ
ORIGINAL: btonasse
ORIGINAL: Falke
ORIGINAL: btonasse
Enough food in SHQ's inventory? Check.
Wrong, there was not enough food in the SHQ when it gets sent to the Units.
SHQ > Units is before
Zone > SHQ
Like I said: "I'm sure there's a very good reason why more food wasn't delivered to those units". Thank you for both providing the reason and demonstrating my point. Nothing in the interface makes that clear. Quite the contrary, the interface hides information (actually it provides that information, but always 1 turn off, which makes no sense, as it's not very useful to only be informed of stuff after the fact).
Now if I want to know if my units will receive supplies the following turn? Unless absolutely nothing changes in terms of how many supplies troops/zones need, the only way to know for sure is to calculate everything, because if I build one new formation or start building/complete an asset, nothing in the interface will give me a preview of how much stuff I will need to move around to satisfy the demand.
ORIGINAL: shi4stone
i love how i feel like playing transport tycoon in this game. the only grip on the logistics is when private economy build a farm next to my artery road, and me not aware losing half of the capacity to that... so i have to check the preview every turn, not a big deal, but maybe a notification of newly construct asset outside connected towns could be good.
ORIGINAL: Destragon
The system does have some actual issues. I wrote about that stuff here:
fb.asp?m=4828365
It's pretty much just about how micromanagement heavy the traffic sign system is.
Number 4 in my post there is probably annoying me the most while playing. I keep having to double check my road network to make sure that some civilians didn't suddenly build a mine somewhere, which causes half the logistics, which were heading to some important front, to be diverted and wasted, without giving you any notification or warning beforehand.
If those civilian buildings would AUTOMATICALLY place a traffic sign when they get built, it would be a huge improvement.
ORIGINAL: Nemo84
The logistics system is rather simple to figure out compared to some other wargames (which is a good thing). The changes being requested in the logistics thread are merely aimed at removing brainless busywork. Being forced to place a traffic sign on every road leading to a lvl.1 farm is not a deep strategic decision.
ORIGINAL: ricanuck
It was a subtle conversation during the beta test that the game would not be dumbed down like many other "strategy" games... and Vic was always in agreement with that ethos.
I doubt he will change his mind. Don't worry.
I've been looking for this feature unsuccessfully in v1.03--where is it?ORIGINAL: KingHalford
Now the ability to remove roads has been added...
ORIGINAL: 76mm
I've been looking for this feature unsuccessfully in v1.03--where is it?ORIGINAL: KingHalford
Now the ability to remove roads has been added...
ORIGINAL: ricanuck
About the "traffic lights": I remember at some point in the beta I suggested more control over the "forks" in the LIS system... not taking any credit, but after that Vic came up with the idea and implementation of the traffic lights...
The point is: the TF system is a HUGE improvement over what was before, where there was NO micromanagement (oh, the horror, that word [8|] ) at all, and the system ran itself often wasting valuable LIS points in dead end roads.. now you have control. Use it, or go play Civ. [;)]
Cheers,