ComradeP
Posts: 7192
Joined: 9/17/2009 Status: offline
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quote:
Umm, not to hurt any testers or devs feelings, but it is a problem. I'm not saying it isn't a problem, I'm saying I don't know why it happens and that it's not a logical problem as if armament points and manpower is available, the on demand system should produce the equipment. There does seem to be an issue with the on demand production, although Pavel might've tweaked it since my last test game. The production system can overproduce elements, as when an element is damaged it seems to be registered as lost if it's in the transit pool, so the system produces a new one even though the old one isn't destroyed. For some reason, the system overproduces during the first dozen or so turns and then production starts lagging behind losses even if the armament points and equipment are available. As of turn 9 in a game with the latest version, I've produced almost twice as many German MG's as I have lost thus far, but I expect the problem we're discussing to appear by around turn 20.
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SSG tester WitE Alpha tester Panzer Corps Beta tester Unity of Command scenario designer
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