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Re: Quick Questions Thread

Posted: Thu Feb 05, 2026 8:06 pm
by Tom_
RangerJoe wrote: Wed Feb 04, 2026 5:47 pm
Tom_ wrote: Wed Feb 04, 2026 5:19 pm Would it be possible to have the save games also save the 'real world' date and time?
Look in your save folder in the game folder and then sort by date. You could also add the date and time in the description of the save when you save the game.

I have had to start a couple of the scenarios a few times because of CTDs and other issues and its hard to track which saves are current or old.
The above solution should help.

Is it possible to get a higher quality map? - so that zooming in isnt so pixilated?
I really don't know but I have a small screen and I just deal with it. Sorry that I can't help there.
Could saves also include the overlays we have chosen in the scenario - e.g automatically load the road/rail overlay.
Your game preferences should be saved.
Could there be a setting where once a unit reaches its move destination it defaults to defend? - rather than remain in 'move'?
If the unit doesn't move or has enough movement points left over, it "defaults" to combat mode and will dig in even if it shows that it is in the "move" mode.
If you give a unit a strategic move and its not on a rail line, it either doesn't pack up - or moves to a rail line and then begins the strategic move.
Yes, that is annoying. But you can bring in enough engineers to build a rail line! :lol:
Extend the arrows/paths that display the route a unit is going to move?
I believe but I can't state for a certainty that the movement arrows show how far the unit should move in one day.
I hope that those help.
RJ thanks for the responses..especially the one regarding the "move" mode still showing, that was useful to know.

With regards to 'saves' I think a QoL feature for players would be a date/time stamp like pretty much every other game - save people having to root around looking for it.

I'm sure they can also update the map to make it as lovely close in, as it is zoomed out. Dealing with it is fine but expressing areas that could be better benefits not just us that are enjoying the game but could encourage even more people to buy it.

Same with the other suggestions really - they are for the Devs etc to hopefully consider..

Anyway enough procrastinating :)

Re: Quick Questions Thread

Posted: Thu Feb 05, 2026 8:12 pm
by Tom_
Have a question regarding this unit.
Its the tutorial scenario.

What do you folks do with this unit? (to be honest I'm more interested in how you use this type of unit, not what to do i.e. teach me to fish don't just give me a fish)

My instinct says send them to El Prat Llobregat where air units are based.

Will the 'do something' at that location?

And how can you tell by looking at that screen?

Edit: I believe they are covered under 8.1.4 Engineers in the manual. So I should send the to an airbase to do airbase things..

Re: Quick Questions Thread

Posted: Thu Feb 05, 2026 9:00 pm
by Dali101
Your instinct is right.
Air support points really belong at the airport.

The whole game is a bit about instinct...... :)

Re: Quick Questions Thread

Posted: Thu Feb 05, 2026 9:22 pm
by RangerJoe
But if there are sea planes and/or float planes to be supported, then that unit could be at a port supporting those aircraft.

Re: Quick Questions Thread

Posted: Fri Feb 06, 2026 3:02 am
by User1984
francescomolina wrote: Thu Feb 05, 2026 10:44 am
User1984 wrote: Wed Feb 04, 2026 8:34 pm How can I access the unit movement screen shown in the Developer Diary #4?

The Developer should have provided the key commands in the Diary to show us how to access each screen.
DISPLAY ALL LCU gives you access to the window which can be switched to different views
Holding STRG - key shows these movement paths
Yes, the Display All LCU button opens the window that I showed in my screenshot listed above. However, as I stated I am unable to get to the Movement selection shown in my screenshot as was shown in the Developer Diary. I can cycle between Unit Details, Unit Orders, Unit Overview, but as stated Movement is not available. Please read my previous post again. This must be a bug.

Also, I have no idea what STRG key is?? I was able to see movement paths by holding the CTRL key.

Re: Quick Questions Thread

Posted: Fri Feb 06, 2026 11:44 am
by vinnland
After reading some of the manual, I am getting a feel of what things are and how mechnics work. But, I still don''t really understand "how to play".

I remember when I first bought a matrix game it came with a "first few turns guide". is there anything like that available?

(also, not youtube, i find that it's just the same as the manual - what things are, not how to play).

Re: Quick Questions Thread

Posted: Fri Feb 06, 2026 12:33 pm
by RangerJoe
vinnland wrote: Fri Feb 06, 2026 11:44 am After reading some of the manual, I am getting a feel of what things are and how mechnics work. But, I still don''t really understand "how to play".

I remember when I first bought a matrix game it came with a "first few turns guide". is there anything like that available?

(also, not youtube, i find that it's just the same as the manual - what things are, not how to play).
I was showing some things in my AAR, I offered to answer questions with written explanations and pictures with the items highlighted. As to "how to play" I am not sure exactly what you mean. Do you know what you want to do first? How to move your units?

Re: Quick Questions Thread

Posted: Fri Feb 06, 2026 1:13 pm
by vinnland
RangerJoe wrote: Fri Feb 06, 2026 12:33 pm
vinnland wrote: Fri Feb 06, 2026 11:44 am After reading some of the manual, I am getting a feel of what things are and how mechnics work. But, I still don''t really understand "how to play".

I remember when I first bought a matrix game it came with a "first few turns guide". is there anything like that available?

(also, not youtube, i find that it's just the same as the manual - what things are, not how to play).
I was showing some things in my AAR, I offered to answer questions with written explanations and pictures with the items highlighted. As to "how to play" I am not sure exactly what you mean. Do you know what you want to do first? How to move your units?
Actually, an ARR would help a lot. Can you link me to the ARR you are referring?

Re: Quick Questions Thread

Posted: Fri Feb 06, 2026 1:29 pm
by Tom_
vinnland wrote: Fri Feb 06, 2026 1:13 pm
RangerJoe wrote: Fri Feb 06, 2026 12:33 pm
vinnland wrote: Fri Feb 06, 2026 11:44 am After reading some of the manual, I am getting a feel of what things are and how mechnics work. But, I still don''t really understand "how to play".

I remember when I first bought a matrix game it came with a "first few turns guide". is there anything like that available?

(also, not youtube, i find that it's just the same as the manual - what things are, not how to play).
I was showing some things in my AAR, I offered to answer questions with written explanations and pictures with the items highlighted. As to "how to play" I am not sure exactly what you mean. Do you know what you want to do first? How to move your units?
Actually, an ARR would help a lot. Can you link me to the ARR you are referring?
Vinnland, I empathise with what you’re saying. Here’s how I’m adjusting, having never really played anything like this properly before.

It’s such a detailed game that it can feel overwhelming. When you’re faced with so many different units and possibilities, it’s hard to figure out what you should—or shouldn’t—do.

For the moment, I’ve focused on the tutorial scenario and just had a bit of a “play around.” I played it through to the end, fully accepting that I was going to make a lot of mistakes. Once I felt comfortable with the basic mechanics, I started looking at specific units. I’m not really a stats person, but when I came across something unfamiliar—like the air support units—I checked here on the forum, with people like RJ offering support. I then double-checked the manual.

It can be a little tedious at times, but the effort is worth it.

Remember, the game is essentially a sandbox. You have your forces at your disposal and an end goal—the way you achieve that is down to your own imagination.

One of the game’s real strengths is the community. I’d definitely lean on that in the early days and ask specific questions.

link to Rjs AAR https://forums.matrixgames.com/viewtopic.php?t=415090

Re: Quick Questions Thread

Posted: Sun Feb 08, 2026 7:40 am
by melegor
What are the hotkeys to cycle LCUs? cycle TFs? cycle bases?

Re: Quick Questions Thread

Posted: Mon Feb 09, 2026 6:17 am
by MoorishBandit
How do I set up repetitive cargo routes? If it's target port Leningrad and homeport Bilbao do I export goods from Leningrad to Bilbao or is it import goods from Leningrad to Bilbao? I might've been emptying Republica del Norte of fuel this whole time... :?

Re: Quick Questions Thread

Posted: Mon Feb 09, 2026 9:56 am
by Dali101
Regarding the north.
It is advisable to withdraw all larger ships to Leningrad.
And some with a greater range to Murmansk.
Already because of the air superiority of the nationalists in the north, which will become apparent after a few months.

And from there, organize convoys with supplies and fuel from these Soviet bases.
These commodities are arriving at these bases every day, so it is possible to take them (in reasonable quantities) almost all the time.
Basically, this is the only chance to keep the north in the war.

Also, go through AKL suitable for conversion to escort ships and not risk them unnecessarily in convoys.

Re: Quick Questions Thread

Posted: Mon Feb 09, 2026 10:18 am
by melvi
MoorishBandit wrote: Mon Feb 09, 2026 6:17 am How do I set up repetitive cargo routes? If it's target port Leningrad and homeport Bilbao do I export goods from Leningrad to Bilbao or is it import goods from Leningrad to Bilbao? I might've been emptying Republica del Norte of fuel this whole time... :?
It is either base port in Bilbao and import from Leningrad or base port in Leningrad and export to Bilbao.
You can have a ship/TF transport in Bilbao, put destination Leningrad and repetitive cargo route Leningrad and import goods. You can have a ship/TF transport in Bilbao, target Bilbao and repetitve cargo route Leningrad importing goods.
You can have a ship/TF transport in Leningrad target Bilbao and export goods. You can have a ship/TF tranport in Leningrgad, target Leningrad and repetitive cargo route to Bilbao to export goods.
You should do as i did and save the game before setting any repetive cargo routes. I ended up messing things a bit and having ships leaving Leningrad empty towards the "offmap travel hex" only to come back Leningrad with XXX delay hours.
Regards:
Melvi

Re: Quick Questions Thread

Posted: Mon Feb 09, 2026 10:26 am
by Dali101
I wanted to suggest with my post that it is advisable to coordinate convoys in the north manually.
There are not that many of them. I actually use 2 from Leningrad and one from Murmansk. And I try to add at least two escort ships to each of them.

The arrival of a convoy, for example, to Bilbao (I prefer Gijon) must be preceded by aerial reconnaissance.
There are German pocket battleships on short-term combat missions here and this means heavy losses for the convoy.

Re: Quick Questions Thread

Posted: Mon Feb 09, 2026 2:42 pm
by hightower88
What are the advantages of creating a disablements depot? Once I have the RSV should I back it off the combat hex. What are the best practices around this?

Re: Quick Questions Thread

Posted: Mon Feb 09, 2026 3:23 pm
by RangerJoe
hightower88 wrote: Mon Feb 09, 2026 2:42 pm What are the advantages of creating a disablements depot? Once I have the RSV should I back it off the combat hex. What are the best practices around this?
Send it to a base with a hospital or a hospital ship, a base that also has lots of supplies. The devices will repair faster. Those disabled devices are then not in a hex where there is combat and where they can be easily destroyed - or captured!

Re: Quick Questions Thread

Posted: Mon Feb 09, 2026 5:03 pm
by Q-Ball
Question: If a Sub-unit is destroyed, do you need to re-create and add that unit to the parent in order to add it's TOE to the OOB? Or will the parent unit build it out if it's there or not?

Example: A mortar unit is destroyed. Will the parent unit add those mortars anyway to the TOE, or does the child unit have to be re-created and added for it to do so?

I suspect it does need to be created/added, but want to confirm

Re: Quick Questions Thread

Posted: Mon Feb 09, 2026 6:02 pm
by hightower88
RangerJoe wrote: Mon Feb 09, 2026 3:23 pm
hightower88 wrote: Mon Feb 09, 2026 2:42 pm What are the advantages of creating a disablements depot? Once I have the RSV should I back it off the combat hex. What are the best practices around this?
Send it to a base with a hospital or a hospital ship, a base that also has lots of supplies. The devices will repair faster. Those disabled devices are then not in a hex where there is combat and where they can be easily destroyed - or captured!
Great thanks! One more QQ, I just captured a bunch of tanks, how do I get this into my units or create a new unit?

Re: Quick Questions Thread

Posted: Mon Feb 09, 2026 6:36 pm
by RangerJoe
hightower88 wrote: Mon Feb 09, 2026 6:02 pm
RangerJoe wrote: Mon Feb 09, 2026 3:23 pm
hightower88 wrote: Mon Feb 09, 2026 2:42 pm What are the advantages of creating a disablements depot? Once I have the RSV should I back it off the combat hex. What are the best practices around this?
Send it to a base with a hospital or a hospital ship, a base that also has lots of supplies. The devices will repair faster. Those disabled devices are then not in a hex where there is combat and where they can be easily destroyed - or captured!
Great thanks! One more QQ, I just captured a bunch of tanks, how do I get this into my units or create a new unit?
You can use the merge function to move them into existing units or change the loot device into the new unit if that is allowed according to your preferences. You can also disband the unit and then switch the existing device in your units to the captured tank device where it will then take up the TO&E slot.

Re: Quick Questions Thread

Posted: Wed Feb 11, 2026 1:54 pm
by hightower88
How do I motorize these units. I don't really understand the logi cap and doing trail and error with changing logistics of the units. I took out the wagons and put in trucks but still not enough. How bad would it be to switch the support squads with more trucks?