Matrix Games Forums

Space Program Manager Launch Contest Announced!Battle Academy 2 is out now on iPad!A closer look at rockets in Space Program ManagerDeal of the Week - Pride of NationsA new update for Piercing Fortress EuropaNew screenshots for War in the West!Pike & Shot is now available!Server Maintenance Battle Academy 2 gets updated!Deal of the Week: Advanced Tactics Gold
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: SUPPLY difficult to understand

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: SUPPLY difficult to understand Page: <<   < prev  1 2 [3]
Login
Message << Older Topic   Newer Topic >>
RE: SUPPLY difficult to understand - 1/13/2011 4:21:05 PM   
von altair


Posts: 291
Joined: 4/27/2004
Status: offline
I would like to know, if German AI suffers the same supply problems than a human. For example railroad heads,
does that distance effect AI the same way as it effects human player? In other words, does AI cheat in this area?

_____________________________

"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna

(in reply to MechFO)
Post #: 61
RE: SUPPLY difficult to understand - 1/13/2011 6:34:19 PM   
Repsol

 

Posts: 103
Joined: 1/20/2010
Status: offline
Hello...

Like many others...I have no intention of checking the SUPPLY DETAIL SCREEN of every single unit every
turn and i don't think i will remember the precise formulas for calculating supply delivery for very long even if they are shown to me...

But what i do want...Is to be able to understand what i'm looking at when rewiewing the supply situation and to have a fairly good
understanding of how and why things are happening the way they are and how i can improve the situation...

That to me would increes the enjoyment i get from the game...

Thanks to this forum i think i will !

(in reply to von altair)
Post #: 62
RE: SUPPLY difficult to understand - 1/13/2011 9:25:28 PM   
Helpless


Posts: 11956
Joined: 8/27/2004
Status: offline
quote:

I would like to know, if German AI suffers the same supply problems than a human. For example railroad heads,
does that distance effect AI the same way as it effects human player? In other words, does AI cheat in this area?


There is no Ai supply cheat that I would be aware of. However the logistic level have quite big impact on the supply deliveries.

_____________________________

Pavel Zagzin
WITE/WITW Development

(in reply to von altair)
Post #: 63
RE: SUPPLY difficult to understand - 1/13/2011 9:40:51 PM   
MechFO

 

Posts: 274
Joined: 6/1/2007
Status: offline
Continued here

http://www.matrixgames.com/forums/tm.asp?m=2688579&mpage=1&key=&#2688631

(in reply to Helpless)
Post #: 64
RE: SUPPLY difficult to understand - 1/14/2011 7:34:13 PM   
bwheatley

 

Posts: 3345
Joined: 12/13/2004
Status: offline

quote:

ORIGINAL: jomni

quote:

ORIGINAL: bwheatley


quote:

ORIGINAL: BASB

Another issue that's missing from the supply mechanics is prioritisation, there be a mechanism that allows the player to push supply towards HQ and combat units that have a greater need depending tasks. Hq units should assign low, medium or high priority designations to regulate the flow of supplies.


That would certainly be handy. Unless refit already handles that for you. But i think that just priorities replacements not supply.


"HQ Buildup" simulates supply prioritization. Look it up in the manual p.271

Simply put, you can use this function to guarantee maximum MP by immediate resupply of HQ and all subbordinates but overall supply for whole army is reduced by 1-2% for about two months as several vehicles will be damaged.




I think it is a little different. That is giving extra priority which in turn damages your motor pool. What i think he and i would think is nice is being able to say try to get this unit supplies first. But don't use anything more then you normally would.

(in reply to jomni)
Post #: 65
RE: SUPPLY difficult to understand - 1/26/2011 7:43:28 PM   
Repsol

 

Posts: 103
Joined: 1/20/2010
Status: offline
Thanks for fixing the HQ SUPPLY DUMP problem ! Sounds very good...

(in reply to von altair)
Post #: 66
RE: SUPPLY difficult to understand - 1/26/2011 8:12:39 PM   
Farfarer

 

Posts: 670
Joined: 7/21/2004
Status: offline
I would like a map colouring option that shows all areas in full supply ( 25 hex/100MP) and all areas that will become in full supply once pending Rail Repairs take effect. This would really speed up offensive play.

(in reply to Repsol)
Post #: 67
Page:   <<   < prev  1 2 [3]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> RE: SUPPLY difficult to understand Page: <<   < prev  1 2 [3]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.074