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QoL- Logistics info upgrades

 
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QoL- Logistics info upgrades - 6/7/2020 2:51:29 PM   
willgamer


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Presently, when clicking on logistical assets that are finished building, it may appear that the asset is both working and contributing to the LIS, but it is not actually contributing to the LIS on the turn it completes, AND WORSE, the next turn as well (when it is "loading up").

Please add a visual indication on assets to show that they are not yet effectively contributing even though they are fully operational.

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RE: QoL- Logistics info upgrades - 6/7/2020 6:44:06 PM   
t1it

 

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It should contribute next turn after finish building though?

(in reply to willgamer)
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RE: QoL- Logistics info upgrades - 6/7/2020 7:03:27 PM   
jwarrenw13

 

Posts: 1897
Joined: 8/12/2000
From: Louisiana, USA
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Based on watching Das Tactics' logistics videos, I think willgamer is right on this one. He had several comments about this lag and whether it is WAD. I have not personally played far enough along to be sure, though.

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RE: QoL- Logistics info upgrades - 6/7/2020 7:21:40 PM   
Vormithrax

 

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This is fully explained in the manual on page 308-


Production Delay-
Turn X. Construction of Asset completed
Turn X+1. First Logistical Points produced by Asset
Turn X+2. Those first Logistical Points of X+1 are now applied at start of turn.
The rather technical design reason for the 1 turn delay between production
and application is that those Logistical Assets need Items to be delivered to
produce... but for those Items to arrive there need to be Logistical Points
on the map... To avoid the classical chicken-and-the-egg problem I put a
turn delay in.

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Post #: 4
RE: QoL- Logistics info upgrades - 6/7/2020 9:30:55 PM   
willgamer


Posts: 902
Joined: 6/2/2002
From: Huntsville, Alabama
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quote:

ORIGINAL: Vormithrax

This is fully explained in the manual on page 308-


Production Delay-
Turn X. Construction of Asset completed
Turn X+1. First Logistical Points produced by Asset
Turn X+2. Those first Logistical Points of X+1 are now applied at start of turn.
The rather technical design reason for the 1 turn delay between production
and application is that those Logistical Assets need Items to be delivered to
produce... but for those Items to arrive there need to be Logistical Points
on the map... To avoid the classical chicken-and-the-egg problem I put a
turn delay in.


The way it works is fine.

I'd just like to see better feedback on the logistical status of recently built assets.


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Rex Lex or Lex Rex?

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RE: QoL- Logistics info upgrades - 6/7/2020 10:23:03 PM   
Tester28

 

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This game provides very little feedback. That is its primary failing.

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RE: QoL- Logistics info upgrades - 6/7/2020 10:28:25 PM   
Jdane


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Joined: 6/5/2020
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There is feedback but it is often obfuscated in the user interface.
But I must concur in saying it is not the most user friendly software. This user has to be stubborn and willing to wrestle information from the game at times.

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RE: QoL- Logistics info upgrades - 6/7/2020 10:52:19 PM   
DasTactic

 

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Joined: 10/10/2005
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For me this 2-turn production lag is going to confuse players enormously. Players expect the information on screen to reflect the current situation rather than the next turn. I hope this is addressed as well. :)

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Post #: 8
RE: QoL- Logistics info upgrades - 6/7/2020 11:07:59 PM   
Jdane


Posts: 456
Joined: 6/5/2020
Status: offline
Agreed it's not very intuitive.

I have to play more to get a feel for this, and will be sure to pay attention when building a truck station next time.

Last time I dabbled in logistics I nationalized a private transport company, and the results were quick to follow, but I assume this was to be expected since the asset was already built for a long time.

< Message edited by Jdane -- 6/7/2020 11:13:16 PM >

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