ORIGINAL: nukkxx5058
Hi, I'm surprised that such an old game still has some basic bugs like that (see picture below):
For amphibious operations:
The %load is not correctly calculated for the troops (cargo is OK).
When clicking "verify load" it computes:
%load = (available / used ) - 1 , which gives a meaningless number.
(5800 / 1843) -1 = 214%
Instead of : %load = (used / available) = 1843 / 5800 = 31.7% , which is the % of load of troops.
Cargo calculation is correctly done: 4246 / 6880 = 62%
DEVS, a little patch to fix this ?
PS: Computation is correctly made for cargo, problem is just for troops %load.
See the picture.
There are some wrinkles to be aware of, and it is better to use the Amphib TF screen to see what is happening.
1. Amphib TFs have a less efficient use of space because everything must be ready to use as soon as it is unloaded, so the game reduces capacity by 20%.
2. The "Troops" counted includes only Combat Troops, ignoring the Support and Engineer type troops. You can see that when you select an artillery unit it will show 0 troops. On the Amphib TF screen at the bottom left is a figure called "Stacking Cost" or something like that. That is the true number of troops that need to go into your troop capacity (or cargo capacity used for troops).
3. Beyond the 20% reduction, some types of equipment like guns and tanks take up more space than general supplies - i.e. you can't stack them in the hold so space above them is unused. In addition, the supplies that a unit holds are removed from the unit and put into the ship load during the voyage. That makes the cargo load rather nebulous.
4. If you are landing on enemy shores you also want to have extra supply aboard because combat uses supply at a tremendous rate. Combine that with 3 above and I find I usually need 2X the cargo usage it says it has after the units are selected. So in your example the cargo load of 4246 I would expect to be about 8500 rounded, and would add ships to the TF to reach that capacity.
5. Even with that boost in capacity, if I have a lot of guns or vehicles and am not in a hurry, I set the TF to "Do not unload" and wait until everything is loaded before giving the TF a destination. If it is not all loaded, I add the ship or two more to load the remnants and when all is loaded, give the TF orders to a destination and only then
remove the "Do not unload" orders.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth