RE: SUPPLY difficult to understand (Full Version)

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von altair -> RE: SUPPLY difficult to understand (1/13/2011 4:21:05 PM)

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?




Repsol -> RE: SUPPLY difficult to understand (1/13/2011 6:34:19 PM)

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 ! [:D]




Helpless -> RE: SUPPLY difficult to understand (1/13/2011 9:25:28 PM)

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.




MechFO -> RE: SUPPLY difficult to understand (1/13/2011 9:40:51 PM)

Continued here

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




bwheatley -> RE: SUPPLY difficult to understand (1/14/2011 7:34:13 PM)


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.




Repsol -> RE: SUPPLY difficult to understand (1/26/2011 7:43:28 PM)

Thanks for fixing the HQ SUPPLY DUMP problem ! Sounds very good...[:D]




Farfarer61 -> RE: SUPPLY difficult to understand (1/26/2011 8:12:39 PM)

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.




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