Explain the 1.04 changelog, please? (Full Version)

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WCG -> Explain the 1.04 changelog, please? (7/2/2020 1:08:39 PM)

Would someone please explain to me this line in the version 1.04 changelog? I don't have the slightest idea what this even means:

After the 4th branching (not counting the source) logistics “runners” will suffer AP penalties (5th branch=10 ap, 6h = 40, 7th=90, 8th=160,etc..).

What's a "runner"? (I did a search here and came up with nothing.) And how does "branching" have anything to do with the game?

This is talking about logistics, clearly. But that's about all I can understand about this.

Thanks.







zgrssd -> RE: Explain the 1.04 changelog, please? (7/2/2020 1:47:56 PM)

Trucks and Rails have AP.
Every Hex costs some AP to "move into".
Once they run out of AP, their capacity drops hard every hex until it runs out.

Now, there is also a AP cost for too many branches.




GodwinW -> RE: Explain the 1.04 changelog, please? (7/2/2020 1:53:26 PM)

A runner is a truck or a train.

Branching is the amount of forks/splits from start to end-point.

In terms of giving directions, every time you have to tell someone to go left, right, middle (or to choose 1 from however many things branch off) adds 1 branch.




Malevolence -> RE: Explain the 1.04 changelog, please? (7/2/2020 2:48:28 PM)

I'd say that change is anemic unless it is preparation for some other logistics changes.




zgrssd -> RE: Explain the 1.04 changelog, please? (7/2/2020 2:50:42 PM)


quote:

ORIGINAL: Malevolence

I'd say that change is anemic unless it is preparation for some other logistics changes.


You mean like the change he has already teased for 1.04beta2?




Malevolence -> RE: Explain the 1.04 changelog, please? (7/2/2020 3:17:31 PM)


quote:

ORIGINAL: zgrssd

You mean like the change he has already teased for 1.04beta2?


I make no assumptions about future changes.




WCG -> RE: Explain the 1.04 changelog, please? (7/2/2020 4:24:09 PM)


quote:

ORIGINAL: zgrssd

Now, there is also a AP cost for too many branches.



OK, this is the part I wasn't aware of. (Of course, the word "runners" - in quotes - didn't make a connection for me, either. Heh, heh.)

Thanks! I didn't realize there was ever an AP cost for that. Does it still cost extra if you've blocked off the road with a "traffic light"?

Speaking of which, I noticed another line in the changelog which said, "Road Demolition now also clears Traffic signs."

"Road demolition"? I didn't realize there was a way to remove roads. How do we do that? I've always just set the traffic lights to block off 100% of the logistics on a road I didn't want.






GodwinW -> RE: Explain the 1.04 changelog, please? (7/2/2020 4:48:44 PM)

No, traffic lights will be taken into account (even partially for < 100% traffic lights).

Press 'r' for road and simply choose the demolition option.




zgrssd -> RE: Explain the 1.04 changelog, please? (7/2/2020 5:36:14 PM)

quote:

ORIGINAL: WCG


quote:

ORIGINAL: zgrssd

Now, there is also a AP cost for too many branches.



OK, this is the part I wasn't aware of. (Of course, the word "runners" - in quotes - didn't make a connection for me, either. Heh, heh.)

Thanks! I didn't realize there was ever an AP cost for that. Does it still cost extra if you've blocked off the road with a "traffic light"?

Speaking of which, I noticed another line in the changelog which said, "Road Demolition now also clears Traffic signs."

"Road demolition"? I didn't realize there was a way to remove roads. How do we do that? I've always just set the traffic lights to block off 100% of the logistics on a road I didn't want.




I also had no idea what "Supply Runners" are supposed to be, I only translated it from what it does. I guess it could be a umbrella term for "Trucks, Rails and Free Logistics given to AI majors".
But now we are trying to guess the intention of a dutch guy, when naming a thing in a game in english programm, that he was programemr in. Good names are not a easy thing for programmers.

Road Demolition was added in 1.03 beta 1-ish. 1.03beta12 became 1.04. So the changelogs are written with 12 phases of beta in mind




Thomas8 -> RE: Explain the 1.04 changelog, please? (7/2/2020 6:17:43 PM)

Click on 'Road Construction' and click on exisiting road - you will have option to 'Demolish Road' for 5IP per hex.




WCG -> RE: Explain the 1.04 changelog, please? (7/2/2020 8:13:02 PM)


quote:

ORIGINAL: GodwinW

Press 'r' for road and simply choose the demolition option.



Thanks.






Sequitor2000 -> RE: Explain the 1.04 changelog, please? (7/2/2020 9:39:38 PM)

Can this be used offensively? Sending a unit behind enemy lines, perhaps a sentinel, and creating havoc with your their road system?




Hazard151 -> RE: Explain the 1.04 changelog, please? (7/2/2020 10:37:39 PM)

If you are playing against an AI? No.

AI get free roads.

If you are playing against another player though you need to hold that territory at the start of next turn and be able to trace a road or railroad path to your SHQ. This makes it difficult, but not impossible.




zgrssd -> RE: Explain the 1.04 changelog, please? (7/3/2020 12:32:12 AM)

quote:

ORIGINAL: Sequitor2000

Can this be used offensively? Sending a unit behind enemy lines, perhaps a sentinel, and creating havoc with your their road system?

You need a connection to your SHQ to scrap a road.

Plus, AI Majors get free dirt roads.

And AI Minors with Cities just have to draw a land connection to the City, ignoring distance, roads and the like.,




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