Page 1 of 1

[1.25c] Operational Logistics range display not working without road

Posted: Sun Dec 17, 2023 8:30 pm
by BlueTemplar
ShadowEmpire_jWm5YUdAjL.jpg
ShadowEmpire_jWm5YUdAjL.jpg (642.47 KiB) Viewed 560 times
Considering how all the hexes are darkened, this layout algorithm seems to assume that they are all (even the SHQ hex !) outside of Operational Logistics range.
But in practice, the supplies seem to be delivered with the usual restrictions.
And as soon as a road is built (and the display refreshed) :
ShadowEmpire_BcER3JA9PN.jpg
ShadowEmpire_BcER3JA9PN.jpg (653.87 KiB) Viewed 560 times
Note that this happens even though the capital has a working private Transport Hub.
(Not that this should make any difference, in the absence of strategic logipoints, the units should try to get their operational logistics supplies from the SHQ hex anyway.
In fact I just checked it by disbanding the Hub the previous turn, and thankfully, the behaviour seems to be exactly the same... at least until the next turn once the logipoints start filling the road, of course.)

This might cause confusion for new players, especially with Oceania DLC (less roads to nearby zones), especially in situations like here, where the capital started too far from the coast to come with a pre-built private Harbour and a road connecting it to the capital.
Save :

Re: [1.25c] Operational Logistics range display not working without road

Posted: Sun Dec 17, 2023 8:43 pm
by BlueTemplar
(Not that this should make any difference, in the absence of strategic logipoints, the units should try to get their operational logistics supplies from the SHQ hex anyway.
In fact I just checked it by disbanding the Hub the previous turn, and thankfully, the behaviour seems to be exactly the same... at least until the next turn once the logipoints start filling the road, of course.)
(Oops, I spoke too soon, because the turn after, everything went to black, as the SHQ logistic limitations looked at 0 logipoints and said nope. (Even 100% allowance doesn't help, 100% of 0 being still 0.)

But whether this is something that even should be fixed, would be for another thread entirely.

EDIT : One that already exists : https://www.matrixgames.com/forums/view ... 8&t=389673 )

Re: [1.25c] Operational Logistics range display not working without road

Posted: Tue Dec 19, 2023 11:23 am
by Don_Kiyote
BlueTemplar wrote: Sun Dec 17, 2023 8:43 pm ... in the absence of strategic logipoints, the units should try to get their operational logistics supplies from the SHQ hex anyway.

EDIT : One that already exists : https://www.matrixgames.com/forums/view ... 8&t=389673 )
I remember that post.

There seems to be an inconsistency in how Organic Logistics Points interact with Strategic Headquarters *directly*.

With the current rules, its possible only when there is a road hex (or presumably rail) with Truck Logistics available on it, connecting to SHQ,
-even if the Unit can and does reach SHQ without that road,
-and regardless of whether the Strategic Headquarters hex is producing logi points or not, as in this post.

So, it's like Org Logi points need to contact Truck Logi points to function, and that Truck Logi points only exist between hexes, at which point both hex centers will have points present, though different amounts. So, when all your truck logistics are gone, units can not re-supply *directly* from SHQ anymore. But before that, they can.

Is this something like what you're seeing?

Anyways, in my opinion, logistics would work more consistently If a unit within Org Logi range could supply and re-enforce itself *directly* from the SHQ in the capital hex, regardless of whether Truck Logi points or any other Logistics Points were available at all. The Battalion's own supply detail would just walk right up to the Chief Quartermaster's desk. Thusly, a unit within Org Logi range of SHQ will never be blacked out (...as long as SHQ has the goods, of course).

Re: [1.25c] Operational Logistics range display not working without road

Posted: Wed Dec 20, 2023 2:29 pm
by Vic
Interesting special case this. I think the solution would be to give SHQs at least 1 logistical point on their own Hex. Made notes and will try this out next year.

Thanks for reporting!