Choosing which HQ is boosted
Moderator: Hubert Cater
-
HamburgerMeat
- Posts: 385
- Joined: Sat Jul 22, 2017 6:11 pm
Choosing which HQ is boosted
Assuming you have three HQs and you want one to boost another specific one, is there a way to attach HQs to each other, or do you have to hope that it chooses the one you want to boost?
In addition, what is the HQ to HQ boost range in terms of hexes? Is that dependent on C&C or supply or something else?
In addition, what is the HQ to HQ boost range in terms of hexes? Is that dependent on C&C or supply or something else?
RE: Choosing which HQ is boosted
If I understand your question, I haven't seen a need to do that.
As I observe the supply rule the best supplied HQ will be the base of a HQ chain. I have run as many as three together to campaign in western China.
As I observe the supply rule the best supplied HQ will be the base of a HQ chain. I have run as many as three together to campaign in western China.
"L'audace, l'audace, toujours l'audace."
-
HamburgerMeat
- Posts: 385
- Joined: Sat Jul 22, 2017 6:11 pm
RE: Choosing which HQ is boosted
The reason I ask is because I remember situations where Id have 3 Italian HQs in Africa (one in Tobruk, one west, and one east), but the eastern-most Italian HQ was not boosted and did not provide an 8 supply despite being the same distance from tobruk as the western HQ.
- Hubert Cater
- Posts: 6038
- Joined: Mon Jul 22, 2013 11:42 am
- Contact:
RE: Choosing which HQ is boosted
Hi HamburgerMeat,
HQ linking/boosting is automatic but the engine tries to do it as intelligently as possible. For example:
- Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.
- The engine will seek to make lower rated HQs provide supply for higher rated ones, rather than vice versa.
- HQs can only be linked if the first HQ has a supply value >= 1
--> the HQ to be linked must have a supply value < 5 and is now automatically boosted 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.
The boost range is dependent on the distribution supply of the source HQ. For example, if it has a distribution supply of 8, then the linked HQ needs to be within 8 hexes etc.
Hope this helps,
Hubert
HQ linking/boosting is automatic but the engine tries to do it as intelligently as possible. For example:
- Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.
- The engine will seek to make lower rated HQs provide supply for higher rated ones, rather than vice versa.
- HQs can only be linked if the first HQ has a supply value >= 1
--> the HQ to be linked must have a supply value < 5 and is now automatically boosted 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.
The boost range is dependent on the distribution supply of the source HQ. For example, if it has a distribution supply of 8, then the linked HQ needs to be within 8 hexes etc.
Hope 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
-
HamburgerMeat
- Posts: 385
- Joined: Sat Jul 22, 2017 6:11 pm
RE: Choosing which HQ is boosted
Just the breakdown I was looking for, thanks for explaining Hubert!
- Hubert Cater
- Posts: 6038
- Joined: Mon Jul 22, 2013 11:42 am
- Contact:
RE: Choosing which HQ is boosted
My pleasure [:)]
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
RE: Choosing which HQ is boosted
any screenshot would be helpful.
- EarlyDoors
- Posts: 758
- Joined: Sun Dec 16, 2018 10:28 am
- Location: uk
- Contact:
RE: Choosing which HQ is boosted
ORIGINAL: Hubert Cater
Hi HamburgerMeat,
HQ linking/boosting is automatic but the engine tries to do it as intelligently as possible. For example:
- Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.
- The engine will seek to make lower rated HQs provide supply for higher rated ones, rather than vice versa.
- HQs can only be linked if the first HQ has a supply value >= 1
--> the HQ to be linked must have a supply value < 5 and is now automatically boosted 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.
The boost range is dependent on the distribution supply of the source HQ. For example, if it has a distribution supply of 8, then the linked HQ needs to be within 8 hexes etc.
Hope this helps,
Hubert
I think HQ supply at low levels is too generous and with the chaining rules makes the Western Desert indefensible.
For example, if the Axis chains 3 HQs around Tobruk, Mersa Matruh and El Alemain then it is wasted effort to reduce the supply of those towns and ports. Even if you reduce all to zero, on the Axis turn they will all grow to 1, which the source HQ will distribute as 5, the second takes a 4 and outputs 6, the third takes 5 and distributes 8. So the front line troops are at full supply which is exactly as they would be if the towns and ports were at full supply.
Have you considered lowering the supply output at lower levels?
-
LoneRunner
- Posts: 443
- Joined: Sun Aug 16, 2020 4:30 pm
RE: Choosing which HQ is boosted
[/quote]
I think HQ supply at low levels is too generous and with the chaining rules makes the Western Desert indefensible.
For example, if the Axis chains 3 HQs around Tobruk, Mersa Matruh and El Alemain then it is wasted effort to reduce the supply of those towns and ports. Even if you reduce all to zero, on the Axis turn they will all grow to 1, which the source HQ will distribute as 5, the second takes a 4 and outputs 6, the third takes 5 and distributes 8. So the front line troops are at full supply which is exactly as they would be if the towns and ports were at full supply.
Have you considered lowering the supply output at lower levels?
[/quote]
Hi Early,
If I understand correctly, an HQ can only boost one other HQ. And a boosted HQ cannot boost another HQ. That would eliminate the opportunity to create a daisy chain of HQs.
Hopefully Hubert can confirm my understanding.
Lone
I think HQ supply at low levels is too generous and with the chaining rules makes the Western Desert indefensible.
For example, if the Axis chains 3 HQs around Tobruk, Mersa Matruh and El Alemain then it is wasted effort to reduce the supply of those towns and ports. Even if you reduce all to zero, on the Axis turn they will all grow to 1, which the source HQ will distribute as 5, the second takes a 4 and outputs 6, the third takes 5 and distributes 8. So the front line troops are at full supply which is exactly as they would be if the towns and ports were at full supply.
Have you considered lowering the supply output at lower levels?
[/quote]
Hi Early,
If I understand correctly, an HQ can only boost one other HQ. And a boosted HQ cannot boost another HQ. That would eliminate the opportunity to create a daisy chain of HQs.
Hopefully Hubert can confirm my understanding.
Lone
-
LoneRunner
- Posts: 443
- Joined: Sun Aug 16, 2020 4:30 pm
RE: Choosing which HQ is boosted
Dang, I still haven't figured out how to use the quote box.
-
LoneRunner
- Posts: 443
- Joined: Sun Aug 16, 2020 4:30 pm
RE: Choosing which HQ is boosted
ORIGINAL: Hubert Cater
The boost range is dependent on the distribution supply of the source HQ. For example, if it has a distribution supply of 8, then the linked HQ needs to be within 8 hexes etc.
Hope this helps,
Hubert
Hi Hubert,
Just want to make sure I understand the process of one HQ boosting another HQ.
Let's say a full-strength HQ is on a hex with a level 5 supply. That means the HQ has a supply distribution value of 8. If another HQ were 8 clear hexes away, that HQ could boost the second HQs supply level to 5? However, if an army were 8 clear hexes away, the original HQ would only provide 1 supply to that hex (because the supply degrades 1 point per hex).
If the hexes between the original HQ and the boosted HQ were desert, then the original HQ could only boost an HQ 4 hexes away because desert costs an extra movement point? Then if a sandstorm whipped up, the range would be only 2 hexes (drop the rounding)?
Also, I'm not sure if zone of control affects supply range. So, movement cost is higher through a zone of control but supply goes right through a zone of control without penalty?
Thank you for advice.
Lone
RE: Choosing which HQ is boosted
I'm pretty sure a boosted HQ can not boost another HQ.
On the other hand, I would ask the Devs please please allow manual designation of HQ boost. I know it's done automatically, but as it stands now, it's still very messy and there are issues when the HQ may or may not get boosted. I could have 2 HQs sitting at exactly the same position without moving, and for the first turn 1 can boost the other, yet the next turn it won't, and there are no other HQ nearby. This problem seems to come from the supply growth of an adjacent resource. It seems when the HQ that's supposed to be boosted has an adjacent recourse grow to 4, then it will stop receiving boost, even though it is far more beneficial to than using the adjacent resource. However this doesn't seem always repeatable, and I don't know what's the cause.
Once you have a 3rd or 4th HQ in the region, then it can get really messy. The automatic process seem to always boost the closest HQ, though often times you need the farthermost one(still within range) to be boosted. The consequence of boosting the wrong HQ for just one turn is extremely severe, as it can cause the collapse of an entire front (e.g. the Russian south) and possibly the game, when you are playing against a competitive human. Since you usually are pushing your front line to the 5 supply envelope, 1 wrong boosting could mean those units are now supplied at 3 or lower, which means they are now easy kills and non-replaceable. Coupled with the issue of sometimes it will stop boosting because of some nearby resource, it's too messy of a situation that we can afford not to have manual designation of HQ boosting.
On the other hand, I would ask the Devs please please allow manual designation of HQ boost. I know it's done automatically, but as it stands now, it's still very messy and there are issues when the HQ may or may not get boosted. I could have 2 HQs sitting at exactly the same position without moving, and for the first turn 1 can boost the other, yet the next turn it won't, and there are no other HQ nearby. This problem seems to come from the supply growth of an adjacent resource. It seems when the HQ that's supposed to be boosted has an adjacent recourse grow to 4, then it will stop receiving boost, even though it is far more beneficial to than using the adjacent resource. However this doesn't seem always repeatable, and I don't know what's the cause.
Once you have a 3rd or 4th HQ in the region, then it can get really messy. The automatic process seem to always boost the closest HQ, though often times you need the farthermost one(still within range) to be boosted. The consequence of boosting the wrong HQ for just one turn is extremely severe, as it can cause the collapse of an entire front (e.g. the Russian south) and possibly the game, when you are playing against a competitive human. Since you usually are pushing your front line to the 5 supply envelope, 1 wrong boosting could mean those units are now supplied at 3 or lower, which means they are now easy kills and non-replaceable. Coupled with the issue of sometimes it will stop boosting because of some nearby resource, it's too messy of a situation that we can afford not to have manual designation of HQ boosting.
RE: Choosing which HQ is boosted
I would add one of the problem that HQ situation creates is that it can get very confusing when you have HQs from different countries in crowded areas.
Ex: North Africa with 2 IT HQs and 1 german HQ, Russia of course with hungarian, italian, romanian and german HQs, or british indian and commonwealth units in Africa.
Add to that differences between minors and majors (like the fact italian HQs can command german minors units) and it's hard to predict supply for next turn.
You'll just move units/HQs and pray the S key shows good results that'll actually stick.
I often see air units with atrocious supply right next to HQs but that may be those pesky partisans [:D].
Well all in all it makes Russia the logistical hell hole it should be but it can be a bit frustrating just pushing your HQs blindly in some locations.
So maybe some clarification about the whole sharing supply thing could help players.
Ex: North Africa with 2 IT HQs and 1 german HQ, Russia of course with hungarian, italian, romanian and german HQs, or british indian and commonwealth units in Africa.
Add to that differences between minors and majors (like the fact italian HQs can command german minors units) and it's hard to predict supply for next turn.
You'll just move units/HQs and pray the S key shows good results that'll actually stick.
I often see air units with atrocious supply right next to HQs but that may be those pesky partisans [:D].
Well all in all it makes Russia the logistical hell hole it should be but it can be a bit frustrating just pushing your HQs blindly in some locations.
So maybe some clarification about the whole sharing supply thing could help players.
RE: Choosing which HQ is boosted
ORIGINAL: Dazo
I often see air units with atrocious supply right next to HQs but that may be those pesky partisans [:D].
Air units are supplied differently from ground ones. They need to be directly commanded by a HQ to receive supply from that HQ.
Right now it seems to me what separates an advanced player from a good one is whether he (or she?) understands supply fully (or as much as possible). A very good player like Elvis who is excellent at tactics and maneuver with tons of experience still don't know enough about supply. Sorry I have to pick on you here Elvis.
RE: Choosing which HQ is boosted
ORIGINAL: Cpuncher
Air units are supplied differently from ground ones. They need to be directly commanded by a HQ to receive supply from that HQ.
Thanks for the tip, missed that, well usually I keep air units attached but with HQs on semi-auto, makes senses there are some surprises here and there[:)].
And it's true even if you're the best maneuvering guy, you're toasted if you're out of supply (hello Rommel and that 44 Ardennes brawl).
RE: Choosing which HQ is boosted
I have experienced similar frustration with the supply linking process. While I have read the supply linkage rules several times, and have lived with the rules in their various iterations for some time, I must confess that I still have a difficult time predicting the outcome of any linkage involving three or more HQs. Sort of like the SCWaW version of the Three Body Problem. While a logical linkage would attempt to push supply to the front, at times I see an HQ in the rear (perhaps supplying air units) as the linked HQ and an HQ near the front with low supply, with an HQ in between that could provide supply to either. I will often use the supply prediction tool along with shuffling HQs around gingerly, leaving sufficient APs to reverse a move if it results in worse supply, but this is obviously a less than optimal process. It would simplify play, and avoid some very frustrating situations such as those described by Cpuncher, were the devs to enable a manual linking option.
- Hubert Cater
- Posts: 6038
- Joined: Mon Jul 22, 2013 11:42 am
- Contact:
RE: Choosing which HQ is boosted
Hi everyone, I can confirm that a boosted HQ cannot then boost another HQ.
We can think about a way to manually select which HQ should boost another, but this is a bit tricky as positions change on every turn and there is no guarantee that what you select on a previous turn will hold up on another turn leaving players to wonder why an HQ is not linked.
Also supply is calculated prior to the beginning of the turn and then it would have to be recalculated if you are manually amending the HQ link/boosts, and this might be exploitable unless you only allow it prior to any moves. In the end, with the additional rules and restrictions in place it could be just as frustrating, for some, relative to the current automatic assignment etc.
We can think about a way to manually select which HQ should boost another, but this is a bit tricky as positions change on every turn and there is no guarantee that what you select on a previous turn will hold up on another turn leaving players to wonder why an HQ is not linked.
Also supply is calculated prior to the beginning of the turn and then it would have to be recalculated if you are manually amending the HQ link/boosts, and this might be exploitable unless you only allow it prior to any moves. In the end, with the additional rules and restrictions in place it could be just as frustrating, for some, relative to the current automatic assignment etc.
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
-
Aussiematto
- Posts: 344
- Joined: Sun Feb 13, 2011 8:27 am
- Location: Australia
RE: Choosing which HQ is boosted
I would comment that while the supply effects are tricky to anticipate (even with the S-key to give you an idea) and that it would take insanely detailed play to get it right at all times, I think WaW models supply effects really well compared to most games. I concur that organising supply is probably the #1 challenge at an operational level and rewards people who think well ahead. My play has slowly improved since I started to grapple with it and, usually, when I screw up badly, it's cose I've just been thinking about 'attack!!!' and not 'where is the food n bullets'. The interplay of command, morale, readiness, supply is a delicious puzzle which makes much more realistic play, especially in places like East Africa and the Chinese mountains.
I still remember cardboard!
-
James Taylor
- Posts: 701
- Joined: Fri Feb 08, 2002 10:00 am
- Location: Corpus Christi, Texas
- Contact:
RE: Choosing which HQ is boosted
The supply feature is fine(grand strategy scale) and replicates the quirks and innuendos of a true life logistical system, especially of WW2 vintage.
SeaMonkey
RE: Choosing which HQ is boosted
ORIGINAL: Hubert Cater
Hi everyone, I can confirm that a boosted HQ cannot then boost another HQ.
We can think about a way to manually select which HQ should boost another, but this is a bit tricky as positions change on every turn and there is no guarantee that what you select on a previous turn will hold up on another turn leaving players to wonder why an HQ is not linked.
Also supply is calculated prior to the beginning of the turn and then it would have to be recalculated if you are manually amending the HQ link/boosts, and this might be exploitable unless you only allow it prior to any moves. In the end, with the additional rules and restrictions in place it could be just as frustrating, for some, relative to the current automatic assignment etc.
First let me say that I'm really enjoying the game. You have done an excellent job improving the AI. At the highest difficulty,it actually does a very credible job as the Axis powers.
That being said, the one thing in the game that "really grinds my gears" is how the automatic HQ boosting works, or doesn't work.
I have read everything about how its supposed to work, and a some of the time it works as advertised. But then there are the times, where it doesn't work as expected. And as someone else pointed out, these can come at the worst possible times. It's very frustrating to say the least.
I think the problem may lay as Cpuncher pointed out,
"This problem seems to come from the supply growth of an adjacent resource. It seems when the HQ that's supposed to be boosted has an adjacent recourse grow to 4, then it will stop receiving boost, even though it is far more beneficial to than using the adjacent resource."
I'm not sure if this is always the cause of suddenly losing your boosting. But in my experience it sure seems like it is.
I'm currently just playing the wonderful AI, but I doubt I'd ever risk playing a human player with the HQ boosting working as it currently does.
In short I'd love to be able to manually select which HQ gets boosted. It wouldn't bother me at all it I had to change reassignments every turn due to changing conditions. I often change HQ-troop assignments nearly every turn anyway.
In a nutshell, its something a little more predictable is what I'm looking for. Anything you can do in that regard will be very appreciated.




