Pull logistics issue update from Vic

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KingHalford
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Pull logistics issue update from Vic

Post by KingHalford »

So those of you who were following my SE multiplayer series will have heard me complain about what I thought was an inconsistency/bug/glitch in the Pull system logistics, where it seemed to just have a mind of it's own. Vic very kindly took a look at the game save and sent the following response, which I think you guys would probably like to see too.

I'm still a bit confused as to why the system would pull excessive points (with many left over) to those cities, unless instead of taking them on a point by point basis, it's rerouting entire assets? But this at least helps clear up that specific issue that was driving me so mad.


"Hi Ben,

I looked at logistical preview mode for Ring of Rust during round 39.

I cleared all Signs (17 or so).

Then put 200 Custom Pull Points with overrule mode on Border-Fort and
Weimar. (overruling the like 1000 or so City Pull Points on each City)

This leads to (almost) enough logistical points being directed to your
frontline troops. (the troops in the middle-west need an extra round for
the closest Truck Station to produce fully)

It was the big quantities of Metal + Food your 2 Cities wanted to return
to SHQ that was pulling the logistical points to them instead of your
troops.

This is interesting as I see why this is confusing, especially when
already knee-deep in also trying to place traffic lights.

Relooking at this save (apparently i already did so once) helps me see
how I can make further improvements. I have an "improvement of supply
system UI" in the planning for the coming year. My objective is that the
pull point system works stand alone without the need to use traffic
lights. As I think it does in this save game when just focussing on the
pull points (instead of mixing the 2 systems)

Best wishes,

Vic"
Ben "BATTLEMODE"
www.eXplorminate.co
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