let's make it easier to see and fix logistics problems

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

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mahaniok
Posts: 39
Joined: Wed Dec 30, 2020 10:12 am

let's make it easier to see and fix logistics problems

Post by mahaniok »

So I've just spent 20 minutes trying to figure out and understand why suddenly my 10 units got "black" supply. It's funny, I got the same feeling as if I debugged a program I wrote. Usually in a game I don't need to "debug" - usually in a game it's clear what's happening.

So the game just says that units have no log points. Without explaining why. Then I have to try different logistics overlay map modes, and I initially see that units are very close to road, they get good pick up point, and the road has lots and lots of "green" logistical points. Then I needed to check carefully the whole road for bottlenecks, and I finally found a bottleneck in a tile right next to SHQ.

Unfortunately of course when this happened, my troops went hungry already. So to fix it, the only way for me was to "save scum" and to load an autosave from the previous turn to fix this by setting traffic signs and manual pull points.

Two suggestions:
1. It should be explained right on the undersupplied unit where is the bottleneck to SHQ
2. It should be clarified to the player before the turn end that next turn the units will be not supplied, so the player can fix it without having to savescum.
KarisFraMauro
Posts: 113
Joined: Wed Dec 02, 2020 9:36 pm

RE: let's make it easier to see and fix logistics problems

Post by KarisFraMauro »

I just play it with easy logistics, for now at least. At some point I'm going to have to look deeper into the different kinds of logistics (road / rail / maglev?) if I want to get the most out of things though.
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: let's make it easier to see and fix logistics problems

Post by zgrssd »

This seems like a duplicate of this suggestion:
https://www.matrixgames.com/forums/tm.asp?m=4937869

I think we should keep the discussions to one thread, not split them up over multiple subforums [:)]
ncarson
Posts: 79
Joined: Sat Nov 11, 2006 11:37 pm
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RE: let's make it easier to see and fix logistics problems

Post by ncarson »

I totally agree. With all those advisors, heads of commissions, etc, the "supreme leader" should not have to worry about putting up traffic signs (what an awful name...). I love this game, but the irritating admixture of large scale (conquering a planet and running a civilization) with micro-management details makes it definitely less fun. Why not have a "logistics czar" and let him/her manage some of these things just like the other heads of enterprises?
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: let's make it easier to see and fix logistics problems

Post by zgrssd »

ORIGINAL: ncarson

I totally agree. With all those advisors, heads of commissions, etc, the "supreme leader" should not have to worry about putting up traffic signs (what an awful name...). I love this game, but the irritating admixture of large scale (conquering a planet and running a civilization) with micro-management details makes it definitely less fun. Why not have a "logistics czar" and let him/her manage some of these things just like the other heads of enterprises?
I never used traffic signs before the pull point system. I never used them after.

Just figure out where the bottleneck is and upgrade the nearest Truckstops. Or add raillines.
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