A somewhat elaborated rapport of known supply bug
Posted: Fri Mar 17, 2017 7:40 am
This bug is really frustrating and since there are a version published (1.03) without a fix, I'm filing this report with some facts, speculations and ideas with the intent to facilitate a solution and possibly an improvement.
Below you can see the result of my attempt to circumvent the limits of the game engine. The theory is that HQ's are checked if it will cast supply to other HQ's in a top to bottom order. That is, the HQ of the best leader will be checked first and if it passed the check, it will cast thereby making it ineligible to receive from another HQ. To circumvent this, I have placed my best HQ, closest to the front, outside the '3'-range of the town, El Agheila. The town casts only '2' to the HQ's hex which means it cannot cast supply, which in turn means it should be able to receive from another HQ. I have another HQ which receives a '4' from the town. Being full strength, it shows as 4(8) and the (8) reaches the first HQ as a '6'. The first HQ indeed shows as 6(10) and the supply overlay shows values that corresponds to it having a supply value of 10. If I had placed the top leader HQ one hex closer to the town, it would have been casting supply to the rear area HQ.
Hah, Got You! I thought. It sometimes becomes a meta game to get around the features that the game designer/programmer, intentionally or unintentionally, have included. I don't think this one is intentional, there simply was no reason not to use a top bottom order or rather lowest number in the unit roster first, and when the scenario was designed, the best leaders were listed first which led to them having the lowest number in the roster. Also, it did not matter until the additional limits to casting supply was added.
But I did draw the shortest straw after all as can be seen by examining the supply received by the I Aus. The overlay shows a '9' in its hex but the unit shows a '7'. It still has 4 action points which proves it has not moved. Somehow the function uses a different initial value for the HQ when generating the supply overlay than it does when actually supplying units. That needs to be fixed.
I also suggest that the order used when checking if an HQ will cast supply is changed to be lowest rated leader first. That way, players can put their top leaders closer to the units they command and supply them as much as possible.

Below you can see the result of my attempt to circumvent the limits of the game engine. The theory is that HQ's are checked if it will cast supply to other HQ's in a top to bottom order. That is, the HQ of the best leader will be checked first and if it passed the check, it will cast thereby making it ineligible to receive from another HQ. To circumvent this, I have placed my best HQ, closest to the front, outside the '3'-range of the town, El Agheila. The town casts only '2' to the HQ's hex which means it cannot cast supply, which in turn means it should be able to receive from another HQ. I have another HQ which receives a '4' from the town. Being full strength, it shows as 4(8) and the (8) reaches the first HQ as a '6'. The first HQ indeed shows as 6(10) and the supply overlay shows values that corresponds to it having a supply value of 10. If I had placed the top leader HQ one hex closer to the town, it would have been casting supply to the rear area HQ.
Hah, Got You! I thought. It sometimes becomes a meta game to get around the features that the game designer/programmer, intentionally or unintentionally, have included. I don't think this one is intentional, there simply was no reason not to use a top bottom order or rather lowest number in the unit roster first, and when the scenario was designed, the best leaders were listed first which led to them having the lowest number in the roster. Also, it did not matter until the additional limits to casting supply was added.
But I did draw the shortest straw after all as can be seen by examining the supply received by the I Aus. The overlay shows a '9' in its hex but the unit shows a '7'. It still has 4 action points which proves it has not moved. Somehow the function uses a different initial value for the HQ when generating the supply overlay than it does when actually supplying units. That needs to be fixed.
I also suggest that the order used when checking if an HQ will cast supply is changed to be lowest rated leader first. That way, players can put their top leaders closer to the units they command and supply them as much as possible.





