Supplies are a Big issue!

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Expand view Topic review: Supplies are a Big issue!

Re: Supplies are a Big issue!

by FoolishMortals » Mon Dec 08, 2025 7:53 pm

empirescurropt wrote: Sun Dec 07, 2025 2:09 pm It's a great game!
1- I would like to know if you can prioritize battalions or armies to be replenished to combat level, whether these be human resources or ammunition.

:arrow: 2- When capturing enemy resources, the player should be able to transfer them to available depots on the battlefield, as this would bring more realism to the game by stealing from the enemy to use them for their own purposes!

:arrow: 3- Even dividing the corps, I never managed to replenish human resources, so I think there should be "field hospitals" to reinforce and heal the troops, keeping them strong.

:arrow: 4- The AI ​​cheats a lot because if the player doesn't have troops spread out to defend territory like villages or roads, they end up being easily "stolen" by the AI. Therefore, I would like to have a command line to "maintain/protect" these resources and prevent attacks, since the only command ability that works is "deep defense," but it ends up giving up resources or the road, often leading to a lack of resources being supplied to the front lines, something that could prioritize the most important targets that the player should maintain!

missions are either too short and don't give the player enough "time" to properly engage with them!
The AI ​​cheats a lot, since you need battalions in villages or resource depots to defend them, forcing you to "sacrifice infantry battalions just for defense"!
The game relies heavily on defense, as any undefended territory is conquered by the AI. FOG OF WAR ITS A Issue the AI should not be able to get a town that its not defended from the player , ai should prioritize in recon and not imediate move like maphacking!

Depots prioritize battalions closest to , creating a problem in terms of replenishing lost troops and ammunition. Whether the army is in combat or close to resources, I've never been able to reinforce troops.
Supplies are sometimes not properly distributed;

eliminating them when further from combat to add them closer is a good way to maintain a combat front,
but they start with 0 supplies.
When capturing enemy resources, they should be transferred to the next depot to reinforce nearby battalions in terms of ammunition, while simultaneously allowing them to be transferred to another depot in the player's line, thus "stealing" resources and transferring them to another point in the controlled territory.

The gameplay scenarios are huge; I see it as a game that costs around 60 euros.

It takes a long time to gain "experience" with the generals; an increase would be suggested, given the large number of abilities to add.

My suggestion!

It would be to reduce the size of the scenarios, thus reducing quality issues for players with weaker PCs.

The sub-commands sometimes fail to complete correctly; I believe it's a bug, but I'll wait for a more "solid" version of the game to be able to fully test the missions!

I would like to be able to assign AI to some generals, leaving them on the "defensive" line without having to worry too much about defending the villages or the map itself, since the seize area mode sometimes takes a long time, and I couldn't add recon to sub-command. I think that's also a bug, but for now it doesn't matter much; waiting for a more solid version with fewer bugs would be more appropriate!



Sincerely, Tuga Elite

Thank you very much for the opportunity to try and test the game.
Howdy. Glad you like it!

1. Currently there's no way to prioritize supplies. However supplies being sent to supply depots and from depots to units is automatically prioritized based on current usage. Ex: unit in combat will receive more supplies than an idle unit. In-game when we say supplies, we mean ammunition, fuel, food, misc materials.

2. As you mention you can capture enemy supply depots. If you DISMANTLE any depot, its supplies are automatically transferred to other depots, so dismantle depots you don't need!

3. Currently you receive ~300 replacements each day. Field hospitals are a good suggestion!

4. If you don't man the frontline at all, enemy troops will cautiously move forward and capture territory, which can cut you off. It's best practice to leave 1 or 2 infantry divisions in a long loose line to prevent this. You can also set the same behaviour in the Doctrine panel (top left > Cautious advance)

We'll investigate the sub-commands issue.

Thanks for the feedback!

Supplies are a Big issue!

by empirescurropt » Sun Dec 07, 2025 2:09 pm

It's a great game!
1- I would like to know if you can prioritize battalions or armies to be replenished to combat level, whether these be human resources or ammunition.

:arrow: 2- When capturing enemy resources, the player should be able to transfer them to available depots on the battlefield, as this would bring more realism to the game by stealing from the enemy to use them for their own purposes!

:arrow: 3- Even dividing the corps, I never managed to replenish human resources, so I think there should be "field hospitals" to reinforce and heal the troops, keeping them strong.

:arrow: 4- The AI ​​cheats a lot because if the player doesn't have troops spread out to defend territory like villages or roads, they end up being easily "stolen" by the AI. Therefore, I would like to have a command line to "maintain/protect" these resources and prevent attacks, since the only command ability that works is "deep defense," but it ends up giving up resources or the road, often leading to a lack of resources being supplied to the front lines, something that could prioritize the most important targets that the player should maintain!

missions are either too short and don't give the player enough "time" to properly engage with them!
The AI ​​cheats a lot, since you need battalions in villages or resource depots to defend them, forcing you to "sacrifice infantry battalions just for defense"!
The game relies heavily on defense, as any undefended territory is conquered by the AI. FOG OF WAR ITS A Issue the AI should not be able to get a town that its not defended from the player , ai should prioritize in recon and not imediate move like maphacking!

Depots prioritize battalions closest to , creating a problem in terms of replenishing lost troops and ammunition. Whether the army is in combat or close to resources, I've never been able to reinforce troops.
Supplies are sometimes not properly distributed;

eliminating them when further from combat to add them closer is a good way to maintain a combat front,
but they start with 0 supplies.
When capturing enemy resources, they should be transferred to the next depot to reinforce nearby battalions in terms of ammunition, while simultaneously allowing them to be transferred to another depot in the player's line, thus "stealing" resources and transferring them to another point in the controlled territory.

The gameplay scenarios are huge; I see it as a game that costs around 60 euros.

It takes a long time to gain "experience" with the generals; an increase would be suggested, given the large number of abilities to add.

My suggestion!

It would be to reduce the size of the scenarios, thus reducing quality issues for players with weaker PCs.

The sub-commands sometimes fail to complete correctly; I believe it's a bug, but I'll wait for a more "solid" version of the game to be able to fully test the missions!

I would like to be able to assign AI to some generals, leaving them on the "defensive" line without having to worry too much about defending the villages or the map itself, since the seize area mode sometimes takes a long time, and I couldn't add recon to sub-command. I think that's also a bug, but for now it doesn't matter much; waiting for a more solid version with fewer bugs would be more appropriate!



Sincerely, Tuga Elite

Thank you very much for the opportunity to try and test the game.

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