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Redge

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I still cannot tell that supply is working properly. A supply line is something that is laid
out by staff of the logistic unit. once set supplies should run pretty freely from the depot
to the units with delays for choke points, weather, and enemy action. They should not
wander about like some string on the ground in the wind. Perhaps later on PI will release
an update on how its supposed to work so when you look at the map you feel less like
banging your head on the table trying to figure out why 3 units on the same infrastructure,
same terrain and only the ones on either side get supply and a year has gone
by.

The first sign of bad design is nobody explaining why it does what it does. :)

As far as it being WAD or not, that really isn't relevant to people paying for the game. If it is broken by Design or by bug, it is still broken.

What I mean by broken is not working in a way that allows for a consistent game experience with logical outcomes. I actually stopped playing when I heard of no port supply design.

The force to supply over land routes and not ports, and not pathing through bottlenecks when routes around bottlenecks are available does point to it being the design. Not sure if it does any predictive guessing based on past usage or trends either.

The funny thing is it would only take a few days to write a system that works and does not have the anomalies the current supply design has.

Send me the code I will write it and email it back. Or even just send a list of interfaces in and out of the supply object you use, Assuming it is not spaghettized.
 

womble

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The funny thing is it would only take a few days to write a system that works and does not have the anomalies the current supply design has.

Send me the code I will write it and email it back. Or even just send a list of interfaces in and out of the supply object you use, Assuming it is not spaghettized.

And don't forget to document it you norty coder, you... :)
 

DigitalRommel

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The first sign of bad design is nobody explaining why it does what it does. :)

As far as it being WAD or not, that really isn't relevant to people paying for the game. If it is broken by Design or by bug, it is still broken.

What I mean by broken is not working in a way that allows for a consistent game experience with logical outcomes. I actually stopped playing when I heard of no port supply design.

The force to supply over land routes and not ports, and not pathing through bottlenecks when routes around bottlenecks are available does point to it being the design. Not sure if it does any predictive guessing based on past usage or trends either.

The funny thing is it would only take a few days to write a system that works and does not have the anomalies the current supply design has.

Send me the code I will write it and email it back. Or even just send a list of interfaces in and out of the supply object you use, Assuming it is not spaghettized.

I would almost be willing to buy a license of Clausewitz engine just to satisfy my curiosity. :eek:
 

Gaizokubanou

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It's not complex. It's obscure. Underneath, whatever complexity there is in selecting where supply is actually delivered follows no discernible, consistent logic. I've seen supply being delivered to provinces my troops have never been in, which are nowhere near a high Infra route to where my troops actually are. Troops that have been in place for over a year running out of supplies when they start to advance (not run off over the horizon, but fighting for every province) across a broad front with no bottlenecks. The supply system manufactures bottlenecks and will not add new routes.

The whole logic of supply (it flows in to a single point, then out) is just desperate.

I second this post.

All of you who thinks this is just a "complicated" system that good players can overcome, mind telling us exactly how the supply routes will be laid out in precise game mechanics terms?
 

Porkman

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I second this post.

All of you who thinks this is just a "complicated" system that good players can overcome, mind telling us exactly how the supply routes will be laid out in precise game mechanics terms?

Easy. Say Italy has ten divisions: two in North Africa 3 in Italy and 5 divisions in France.

This is how you make sure they will be supplied.

Step 1) look at all of your divisions.

2) For all of your divisions across the water, check to make sure you have enough convoys.

3) sail 1 ship for each division into deep water and disband it as an offering to Neptune, God of the Sea. He shall bless your convoys and make sure they sail straight and true to a good port.

4) For every division on land, check the infrastructure. Make sure you can trace a supply path to it along reasonably well.

5) Once that is clear, every division is supplied based on a few simple parameters.
  • A. Has the division moved?
  • B. Is your tech current?
  • C. Is it an alternate Saturday?
  • D. A yes to the above question means that supply shall be good, unless, of course, the month has the letter A in it.
  • E. Count the provinces between the nearest IC and your division. Multiply that number by the average infrastructure rating, then divide by pi. Round off to two decimal places unless, as is clearly documented in the manual, the division is using any 1942 tech at which point you must round to 4 places. Divide that number by the atomic weight of Radium and then run a conversion to convert it from Metric tons to US tons. Take that number and round it to the nearest whole number. Check the province ID with the same number. If you own that province, congratulations! Your units will be in supply.

:rofl:

I'd really like to hear the better explanation.