Open Beta Patch v1.27a (18 june 2025)

Stop here if you are eager to try in advance new patches! Please note that these patches are not compatible with the Steam version of the game.

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Malevolence
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Malevolence »

Supply base levels continue to support supply routes that are not shortest path between truck stations. For example, following junctions prior to truck station.
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demiare
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by demiare »

ORIGINAL: Malevolence

Supply base levels continue to support supply routes that are not shortest path between truck stations. For example, following junctions prior to truck station.

I know how they're used. I just no longer see real use for upgraded (!) level 2-3 supply bases. Basic level 1 is still well-used of course.
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Vhalor
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vhalor »

ORIGINAL: GodwinW
-In order to get the Logistics system more comprehensible I added a rule change. Once a runner from one logistical Assets encounters another logistical Asset it stops there. This is the only sane way to avoid the big majority (almost total) of the problem cases where a runner from a far away Asset would remove Pull Points that would cause a more nearby Asset to not use them. Furthermore it makes the network more comprehensible as there is less runners per hex in large networks now. * (requires new game start with beta9 for not to disrupt older games in progress)

No! I am very much against that. I play without Pull Points. Having this work like it does is GREAT. It means you get overlap. It's purely beneficial. It's also NOT hard to figure out (not using pull system), and removing it is like a really arbitrary rule (not grounded in the game's reality) that dumbs down the game.

I really wish you hadn't done this and now I really wish you can make it affect only the pull system if it apparently causes some issue there.

Thank you for your consideration.

I have to agree. That change seems rather horrible indeed. Don't like the idea of silly bypasses and nonsensical road structures to bypass other logistical assets. Also sounds like it will make the entire logistical system rather messy and more incomprehensible to be honest.
"Pull and obtain wisdom. Push and invite ruin." ― Cult of LIS
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Malevolence
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Malevolence »

ORIGINAL: demiare

ORIGINAL: Malevolence

Supply base levels continue to support supply routes that are not shortest path between truck stations. For example, following junctions prior to truck station.

I know how they're used. I just no longer see real use for upgraded (!) level 2-3 supply bases. Basic level 1 is still well-used of course.

Then you understand, ostensibly, a Supply Base III should create a perfectly efficient supply route between two Truck Station I's at 20 hexes distant. That has not changed.



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demiare
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by demiare »

ORIGINAL: Malevolence

Then you understand, ostensibly, a Supply Base III should create a perfectly efficient supply route between two Truck Station I's at 20 hexes distant. That has not changed.

And generate ~20-30% admin strain for one zone. Previously it may worth it sometimes as same supply base will boost several truck stations LP point (including so precious LP from SHQ). Now such base will boost basically only 2 truck stations, a bit more with tons of planning & suitable placement.

Previously Supply Base III boosted whole branch of logistic system, now only nearby stations.
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Malevolence
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Malevolence »

ORIGINAL: demiare

And generate ~20-30% admin strain for one zone.

Could you elaborate? How does a supply base 10 hexes from a city create 20-30% admin strain?
ORIGINAL: demiare

Previously Supply Base III boosted whole branch of logistic system, now only nearby stations.

It still does, via branching routes as stated above.
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willgamer
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by willgamer »

Also sounds like it will make the entire logistical system rather messy and more incomprehensible to be honest.

I'm getting on in years so I may be the canary in the coal mine for this... yes, LIS is now totally incomprehensible to me.

I was concerned about the presumed ease of adding a pull system to the original LIS push; those fears have come home to roost. Just look at the increased complexity of the traffic management screen alone!

Good on y'all that are still managing this well as we descend into logistics darkness. Perhaps you will write a guide at primary school level for the rest of us someday.

Rex Lex or Lex Rex?
demiare
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by demiare »

ORIGINAL: Malevolence
Could you elaborate? How does a supply base 10 hexes from a city create 20-30% admin strain?

This is my practical experience from one of games. Two lvl2 supply bases at optimal distance (10 or 11 hexs) resulted with ~24% admin strain in capital that was slowly going down overtime. It was in previous beta so maybe now penalty is more adequate.
ORIGINAL: Malevolence
It still does, via branching routes as stated above.
Branching routes are a big trap because of branching penalty. As for me I'm highly doubt it worth for any prolonged route.
Destragon
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Destragon »

ORIGINAL: demiare

After some testing there is seems a minor issue with it - you'd killed Supply Bases lvl 2 and 3. Previously I could use them to boost my capital truck station range via placing them in "free" zone of nearby cities (as placing them optimally in a 10-11 hex distance between truck stations is bestow too high administrative strain even for developed level 3-4 cities). Now... They're seems to be completely useless.

My suggestion - either make them administrative strain free or merge lvl2-3 into a single level 1 supply base.
I don't get it. What's stopping you from just put the supply base nearby another city, so that there is no administrative strain?
Just have your road go adjacent to your truck stations, not through them, like I posted a picture of above.
ramnblam
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by ramnblam »

ORIGINAL: Destragon

ORIGINAL: demiare

After some testing there is seems a minor issue with it - you'd killed Supply Bases lvl 2 and 3. Previously I could use them to boost my capital truck station range via placing them in "free" zone of nearby cities (as placing them optimally in a 10-11 hex distance between truck stations is bestow too high administrative strain even for developed level 3-4 cities). Now... They're seems to be completely useless.

My suggestion - either make them administrative strain free or merge lvl2-3 into a single level 1 supply base.
I don't get it. What's stopping you from just put the supply base nearby another city, so that there is no administrative strain?
Just have your road go adjacent to your truck stations, not through them, like I posted a picture of above.

Bro don't listen to demi, he doesn't even want to feed his people :(((((((((((((((((((((((((((((((((((
demiare
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by demiare »

ORIGINAL: Destragon

I don't get it. What's stopping you from just put the supply base nearby another city, so that there is no administrative strain?
Just have your road go adjacent to your truck stations, not through them, like I posted a picture of above.

Your idea is +1 branching point per each city. Okay if there is one city, questionable if there is two cities, no-way-ever if more.
Your idea is attempt to abuse game and ignore new logistics rule added by Vic. I don't want to avoid it, I want to play with it instead. Is that hard to understand? No offense.
But if I following new rule then high level Supply Bases losing their value to me completely. As I stated - previously I used them in first or second circle of cities around my capital to push capital LP a bit further. Now they are boosting only logistics between two zones, max 3-4 if I will build my road network around it (questionable as it force me to use sub-optimal paths).

P.S. Plus I'm like idea that Truck Stations are efficiently limited to a single zone - it's suit reality well for me (no one using trucks to delivery over 6k km!).
ORIGINAL: ramnblam
Bro don't listen to demi, he doesn't even want to feed his people :(((((((((((((((((((((((((((((((((((
Damned forum engine (can't browse my own posts quickly), but I really don't remember that I even suggested to not feed my own people. I guess there is some misunderstanding.
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Malevolence
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Malevolence »

ORIGINAL: demiare

Your idea is attempt to abuse game and ignore new logistics rule added by Vic. I don't want to avoid it, I want to play with it instead.
ORIGINAL: demiare

But if I following new rule then high level Supply Bases losing their value to me completely.

These two statements appear to be incongruent.

Supply bases provide all the same benefits, but you don't want to modify your behavior. You want the supply bases to fit your behavior, at the expense of everything else.

The only change to your circumstances, based on your comments, is that the added truck action points do not extend past a truck station.

That issue is not the result of the supply base or the truck station, it's because you aren't properly placing your supply bases. Modify the behavior and it works the way you wish, without "abuse" or "ignoring new logistic rules".

Granted, sometimes a player can't set the location of every city, but also sometimes, "The best is the enemy of the good."

We live with the minor inefficiencies. Certainly overall, players being able to understand, predict, and manage the LP flow is a greater benefit for everyone.

I would also advise to think about the highest tier capabilities of all assets when selecting placement. Don't just consider the moment, but moves ahead.

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Destragon
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Destragon »

ORIGINAL: demiare
Your idea is +1 branching point per each city. Okay if there is one city, questionable if there is two cities, no-way-ever if more.
The +1 branch is really not a big deal, when you try to keep your supply road as a single line for the most part anyway. If you have a road going past 5 cities, then that sounds like you're trying to supply half the planet with a single truck station. I would like to see some screenshots of that scenario. I think the logistics points would run out of movement points before the branching penalty would actually start to matter.
Anyway, you can turn off the branching penalty simply by placing a 100% blocker traffic light directed at the city.
Your idea is attempt to abuse game and ignore new logistics rule added by Vic. I don't want to avoid it, I want to play with it instead. Is that hard to understand? No offense.
I really, really don't think putting a road next to a truck station can in any way be seen as "abuse".
This is as much "abuse" as is trying to get around the branching penalty like you said in the sentence before this one.
Foxador
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Foxador »

Honestly the game would be better off without logistics in the first place. It's obviously not working that great as you need to keep changing it and it's vastly more complicated than anything else in the game for no purpose than to be complicated.

It's also something only the player has to deal with because it's too complicated for your AI to handle so it gets a free pass and cheats out of needing it. Because the AI doesn't need it and makes no pretense of pretending to need it you always end up taking over enemy cities with lvl 1 truck stations that are privately owned and no rail stations. But once you get the town you need to quickly fix the town into having such things because chances are that it's going to need them to supply the town and your troops that just took it. The way I see it, if it's too complicated for your own AI to handle than it's too complicated to have in place. It just means you're fighting with one hand behind your back while everyone else isn't because they're all cheating.

I can't find myself using most of the units you have in the game because the logistic system can't handle them. I want to use the other units like heavy tanks, monitor tanks with mobile artillery or even medium tanks but I can't. They use so much damn supplies that if I try using a corp of them in a offensive manner my supply network gets ruined under the strain of needing to give every unit 500-1k gas a piece. I could easily afford it but I can't give it to the troops which means I have no point to make them which means I have no point to make most of the items required to make said units.
CzarKasm
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by CzarKasm »

ORIGINAL: Foxador

I can't find myself using most of the units you have in the game because the logistic system can't handle them. I want to use the other units like heavy tanks, monitor tanks with mobile artillery or even medium tanks but I can't. They use so much damn supplies that if I try using a corp of them in a offensive manner my supply network gets ruined under the strain of needing to give every unit 500-1k gas a piece. I could easily afford it but I can't give it to the troops which means I have no point to make them which means I have no point to make most of the items required to make said units.

I have to agree with this sentiment. This is an infantry and light tank game, unless you spend tons of game time building solely logistics infrastructure.

Medium tanks and up slurp fuel like an alcoholic at an open bar.
Smidlee
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Smidlee »

Without Logistics the player will just run away with the game. Malevolence has made a post questioning if it even possible to lose a game.
I think Heavy tanks should be limited. Without fuel cost and logistics once I got heavy tanks why build light or medium tanks?
ORIGINAL: CzarKasm

I have to agree with this sentiment. This is an infantry and light tank game, unless you spend tons of game time building solely logistics infrastructure.

Medium tanks and up slurp fuel like an alcoholic at an open bar.
Wasn't that true for the Allies on the Western Front in WW2? The mass production of light tanks to the badly out numbers superior German tanks.
demiare
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by demiare »

ORIGINAL: CzarKasm
I have to agree with this sentiment. This is an infantry and light tank game, unless you spend tons of game time building solely logistics infrastructure.

Sigh. Electric engines? Nuclear engines? Fuel efficiency repeatable tech? If you think to be capable to have a large force of heavy tank since day0 it's a not bright idea. Remember WW2 - it was a long road to heavy tanks. Hell, show me any strategy game where is wise to build biggest ships/units since day0? [:D]
Usually lvl2-3 truck station is enough to feed motorized force if you're using traffic signs PLUS keeping your forced adequate to your technologies (max gun & max armor is a big fat trap until veeeery late game or if you're using them only for mostly defensive battles close to major cities with railway).
ORIGINAL: Smidlee
Wasn't that true for the Allies on the Western Front in WW2? The mass production of light tanks to the badly out numbers superior German tanks.

No. Nazis had a HUGE logistic issues when Western Front came into reality and simply can't supply their tanks there, so aside very few local battles they don't resisted much. It's hard to resist without fuel.
CzarKasm
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by CzarKasm »

Sure, there are techs that eventually show up to help with (or replace) fuel consumption, but it takes eons to get there.

And I wasn't even talking about massive tank armies thundering across the map. An independent medium tank regiment can wreck whatever logistics leg they are pulling from.
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Vic
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by Vic »

Thanks for the feedback everybody.

For the moment I think cutting of the logistics for a truck/rail station when reaching another station is a good one.

The big argument for me is:
1) that when you look at the logs in the traffic sign popup there are much less entries for each hex and it is actually possible to better understand what is going on. all the overlap if you had many logistical assets was creating an incomprehensible (for me) number of overlaps and entries.
2) that when using only the pull systems there will be much less cases where an already depleting logistics stream (due to distance from source) is high-jacking the pull points in a certain direction.

The supply bases will still be useful on long trajectories and especially on the frontline.

I am not rushing this beta however. And will give it some more time for reflection.

best wishes,
Vic
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ramnblam
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RE: Open Beta Patch v1.04-beta9 (last update 19th july!)

Post by ramnblam »

ORIGINAL: Vic



1) that when you look at the logs in the traffic sign popup there are much less entries for each hex and it is actually possible to better understand what is going on. all the overlap if you had many logistical assets was creating an incomprehensible (for me) number of overlaps and entries.



To be honest I never really understood or really tried to decipher the traffic sign log :D I'm really enjoying all the change's you've made to the logistics system. I feel things are more intuitive and controllable.
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