Successful roll but failed

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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havoc1371
Posts: 456
Joined: Tue Dec 05, 2017 2:44 pm

Re: Successful roll but failed

Post by havoc1371 »

perde wrote: Wed Jan 03, 2024 11:45 am
havoc1371 wrote: Sun Dec 31, 2023 9:15 pm
mroyer wrote: Sat Dec 23, 2023 3:32 am

Geez... you're like a dog with a bone - you just won't let go. We all heard you the first and the second and the third, etc..., time you said this. You've been told about 10 times that you're wrong: SE doesn't require micro-management, but allows for it if you choose to do so. If you can't hear that, or choose not to believe it, then either stop endlessly prattling on about it or just move on. Negative commentary that is constructive can be very useful. Negative commentary just sounding off because you're annoyed you spent money on a game you don't like is just wasting everyone's time.

-Mark R.
I am not wrong. I have my own opinion, and if you bothered to read some of the comments, there are others who think the logistics is overbearing as well. Just because you don't agree doesn't make your right. I will comment any way I please and don't need your permission. I am bringing attention to the fact that this game doesn't have practical levels of applying logistics so you can choose not to micromanage, but allow aspects of it to be managed efficiently by the AI. Change this and I would not need to comment. If you believe there to be a staged system to applying logistics in this game, then share that knowledge, because I don't see it other than checking a box that gives you more points instead of AI assistance. Try that instead of being rude. If not, then take your own advice and "move on".
Skill issue.
Thanks, that's really helpful. So do you have something useful to add or just trolling?
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BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

Re: Successful roll but failed

Post by BlueTemplar »

havoc1371 wrote: Fri Dec 22, 2023 6:36 pm
BlueTemplar wrote: Mon Dec 18, 2023 4:37 pm
havoc1371 wrote: Mon Dec 18, 2023 3:25 am [...](i.e. "place a truck station in hex ##,## to optimize supply from hex XX,XX to YY,YY") would be a great help.
Some kind of helper that interactively shows, for instance when you select a truck station/depot that you just ordered, where exactly the logipoints will start to fall off after the asset is completed, would be certainly great to have.

(Ideally, we would be able to select & drop them from the road-building menu, with the indicators refreshed in real time as you move your cursor over different hexes, but I doubt that the engine is up to that ?)
At least something that highlights the hexes where a truck station, supply depot, etc., would be most beneficial.
[...]
This sounds to be harder to achieve than my suggestion, as "most beneficial" depends on your (future) goals and the overall assessment of the situation.

And in the simplest cases, like the dropoff of truck AP range (without taking into accounts upgrades) on an already working truck station, this information is already fairly easy to get.
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