Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Logistics problem

 
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] >> Shadow Empire >> RE: Logistics problem Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Logistics problem - 1/26/2021 8:51:17 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
Status: offline
quote:

ORIGINAL: compactset

Here is the save
https://filebin.net/z9t0klc9qsy7n9yy
I should mention that the rail line going to NE goes in circle and comes back to the south of the capitol. Also I played most of this game on version 1.06.05.

That Logistics network is less understandable then those Stairs from McEsher:
https://en.wikipedia.org/wiki/Relativity_(M._C._Escher)#/media/File:Escher's_Relativity.jpg

I as a human have no idea how the supplies should flow in that madness.
It is a maze of dead ends, circles, 100% block and branches with no apparent rhyme or reason.

< Message edited by zgrssd -- 1/26/2021 10:00:59 PM >

(in reply to compactset)
Post #: 31
RE: Logistics problem - 1/26/2021 9:23:26 PM   
newageofpower


Posts: 261
Joined: 12/3/2020
Status: offline
Your image doesn't work. Try rehosting that screenshot on Imgur or something.

(in reply to zgrssd)
Post #: 32
RE: Logistics problem - 1/26/2021 9:28:02 PM   
compactset

 

Posts: 36
Joined: 8/5/2020
Status: offline
Ok, like I said before I am not claiming it is a good network. I just wanted to understand that strange behavior to have a deeper knowledge of the mechanics and avoid future trouble.
That said in m defense I would add:
1) at the East of my capitol, after the mountain ranges, the zone with 4 nearby cities was originally of 3 mayor regimes. There you have a lot of non-sensical road which the AI built. I usually prefer not to destroy infrastructure but to regulate with signs. It is a purely psychological habit of considering that a waste, but I know that other people would prefer to have a clean road network.
2) Some road were constructed only to supply my units: this planet is mostly desert and there were a lot of raiders which constantly threatened my supply lines.
3) In some city I had the rail line connect from an edge different from a main road: this way I can use the sign mode without having to bother to set the sign working only for trucks or rail.
4) Except for the above facts, the system should be functional. After conquering Alba and Dierkenfield which formed the first skeleton of my rail line, I moved to E toward the mayors and attacked both at North and South on that front. Doing so I could isolate Monfield from the other two cities and effectively cut off 1/3 of one army from its supply source. So I connected with rails first Monsfield, then another city to the South with tso different rail heads coming from Inlandtown and Alba respectively. After clearing also the middle of that front I decided to join the two extremities together to form a ring. After that I expanded to the zone S-W of Alba and went in that direction straight. This is why at Alba the rail line splits.

Maybe the system could be configurated in a more efficient way, but this is what I constructed progressively during the course of a game of 140 turns, during which I had a lot of minor fronts with minors regimes, independent units and raiders.

(in reply to zgrssd)
Post #: 33
RE: Logistics problem - 1/26/2021 9:32:34 PM   
compactset

 

Posts: 36
Joined: 8/5/2020
Status: offline
If you right click and open in another tab you can see it without problem, it is just a dawning by Escher posted as joke.

(in reply to newageofpower)
Post #: 34
RE: Logistics problem - 1/26/2021 10:32:10 PM   
DTurtle

 

Posts: 443
Joined: 4/26/2010
Status: offline
Haven't figured it out completely, but there is something weird (aka buggy) going on with partially blocking everything (including pull points) directly after the junction and then having assets with pull points there. If you don't block pull points, it is correct. If you have the rail roads going slightly differently, it is correct. If you block some of the pull points, it is correct.

I'll try narrowing it down and then I'll make a bug report about it. I can replicate it around the SHQ to a certain extent, but still want to see if I can provoke it elsewhere. It seems to need some extremely specific circumstances in order to pop up. But I do recall having some weird interactions with partially blocking pull points before. So this seems like a chance to track down that bug.

< Message edited by DTurtle -- 1/26/2021 10:33:45 PM >

(in reply to compactset)
Post #: 35
RE: Logistics problem - 1/27/2021 4:43:58 AM   
arvcran2

 

Posts: 2170
Joined: 12/11/2020
Status: offline
quote:

ORIGINAL: zgrssd

quote:

ORIGINAL: compactset

Here is the save
https://filebin.net/z9t0klc9qsy7n9yy
I should mention that the rail line going to NE goes in circle and comes back to the south of the capitol. Also I played most of this game on version 1.06.05.

That Logistics network is less understandable then those Stairs from McEsher:
https://en.wikipedia.org/wiki/Relativity_(M._C._Escher)#/media/File:Escher's_Relativity.jpg

I as a human have no idea how the supplies should flow in that madness.
It is a maze of dead ends, circles, 100% block and branches with no apparent rhyme or reason.


ROFL!

Recursive refocusing, ew.

< Message edited by arvcran2 -- 1/27/2021 4:45:16 AM >

(in reply to zgrssd)
Post #: 36
RE: Logistics problem - 1/27/2021 3:29:15 PM   
yutowap33

 

Posts: 71
Joined: 11/1/2017
Status: offline
quote:

ORIGINAL: zgrssd
I am a bit unsure about your "No more than 3 connection per city" rule. I already know the city hex will incur the "branches" penalty[..]


This is more about encouraging planning ahead (and aesthetics) not due to ingame mechanics. Overall non of these rules are set in stone just general guide lines I follow.

quote:

ORIGINAL: compactset
4) Except for the above facts, the system should be functional. [..]

Maybe the system could be configurated in a more efficient way, but this is what I constructed progressively during the course of a game of 140 turns, during which I had a lot of minor fronts with minors regimes, independent units and raiders.


I don't know about functional.. You seem to be in the process of upgrade to highspeed rail, I think you either not finished or unintentionally overlooked few things:

* Your SHQ capital is in the black, it doesn't produce nearly enough rail points.
* Thousands of SHQ capital truck points are wasted on the long NE road (better use truck station in middle and divert truck to alba ?)
* Most of your rail points arriving at SHQ/Capital are generated elsewhere. Alba to the south only produced 4 rail points (its station is mouthballed). So if you trying to push more to NE track, try diverting some out of mosfeld..

Overall, you have very large network spaghetti, with rail stations affecting stations in other zones, any change can ripple across the whole system.. which is impossible to track properly. That why I suggested the rules above, so you can easily deal with one section at time.

< Message edited by yutowap33 -- 1/27/2021 6:16:48 PM >

(in reply to zgrssd)
Post #: 37
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> RE: Logistics problem Page: <<   < prev  1 [2]
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

0.844