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let's make it easier to see and fix logistics problems

 
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let's make it easier to see and fix logistics problems - 1/8/2021 4:17:24 AM   
mahaniok

 

Posts: 39
Joined: 12/30/2020
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So I've just spent 20 minutes trying to figure out and understand why suddenly my 10 units got "black" supply. It's funny, I got the same feeling as if I debugged a program I wrote. Usually in a game I don't need to "debug" - usually in a game it's clear what's happening.

So the game just says that units have no log points. Without explaining why. Then I have to try different logistics overlay map modes, and I initially see that units are very close to road, they get good pick up point, and the road has lots and lots of "green" logistical points. Then I needed to check carefully the whole road for bottlenecks, and I finally found a bottleneck in a tile right next to SHQ.

Unfortunately of course when this happened, my troops went hungry already. So to fix it, the only way for me was to "save scum" and to load an autosave from the previous turn to fix this by setting traffic signs and manual pull points.

Two suggestions:
1. It should be explained right on the undersupplied unit where is the bottleneck to SHQ
2. It should be clarified to the player before the turn end that next turn the units will be not supplied, so the player can fix it without having to savescum.
Post #: 1
RE: let's make it easier to see and fix logistics problems - 1/8/2021 8:04:40 AM   
KarisFraMauro

 

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Joined: 12/2/2020
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I just play it with easy logistics, for now at least. At some point I'm going to have to look deeper into the different kinds of logistics (road / rail / maglev?) if I want to get the most out of things though.

(in reply to mahaniok)
Post #: 2
RE: let's make it easier to see and fix logistics problems - 1/8/2021 12:45:53 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
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This seems like a duplicate of this suggestion:
https://www.matrixgames.com/forums/tm.asp?m=4937869

I think we should keep the discussions to one thread, not split them up over multiple subforums

< Message edited by zgrssd -- 1/8/2021 12:46:07 PM >

(in reply to KarisFraMauro)
Post #: 3
RE: let's make it easier to see and fix logistics problems - 1/8/2021 4:41:21 PM   
ncarson

 

Posts: 53
Joined: 11/12/2006
Status: offline
I totally agree. With all those advisors, heads of commissions, etc, the "supreme leader" should not have to worry about putting up traffic signs (what an awful name...). I love this game, but the irritating admixture of large scale (conquering a planet and running a civilization) with micro-management details makes it definitely less fun. Why not have a "logistics czar" and let him/her manage some of these things just like the other heads of enterprises?

(in reply to zgrssd)
Post #: 4
RE: let's make it easier to see and fix logistics problems - 1/8/2021 7:45:30 PM   
zgrssd

 

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Joined: 6/9/2020
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quote:

ORIGINAL: ncarson

I totally agree. With all those advisors, heads of commissions, etc, the "supreme leader" should not have to worry about putting up traffic signs (what an awful name...). I love this game, but the irritating admixture of large scale (conquering a planet and running a civilization) with micro-management details makes it definitely less fun. Why not have a "logistics czar" and let him/her manage some of these things just like the other heads of enterprises?

I never used traffic signs before the pull point system. I never used them after.

Just figure out where the bottleneck is and upgrade the nearest Truckstops. Or add raillines.

(in reply to ncarson)
Post #: 5
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