Parsimonious cook
Arcane
- Joined
- Nov 22, 2020
- Messages
- 2,600
Yes, I would.
Absolutely, it's a masterpiece.Would you recommend this at the full price?
It has improved, but it is still long. An option has been introduced, in the initial configuration, to limit the processing time.
It can be put in windowed mode, but you must modify a txt: https://www.matrixgames.com/forums/tm.asp?m=4823262
I love how half of them look either very angry or supremely bored/no-sure-if-serious. It fits so well with the game.Haha I installed that. This is way better than the original.Portraits. Use this mod by our resident silly nose artist @dehimos.
Not that difficult. It's very complex but it has a UI that actually tries to inform you unlike something like DF or Aurora and the manual is very comprehensive (though not 100% complete right now). Read it and play and you'll figure it out.I'm reading the lore section from this game's manual. This is some soulful, shitty, ESL high school tier writing.
I've never really played a game with military systems like this. How difficult is it to get into? I'm trying to finish up the manual and read whatever I can find in-game. Is it similar to HOI 3?
I love how half of them look either very angry or supremely bored/no-sure-if-serious. It fits so well with the game.
I've cut these cunts off of any supply for about 5 - 6 turns now. Troops magically being magically supplied with resources despite full envelopement?
Dropped.
I hate how the dev can make a game this interesting and then completely fuck it up by giving minor regime troops free supply regardless of what in a war game all about tactical combat and logistics(!!!). I understand AI can cheat by making free roads, etc., but this is straight up retarded.
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I wouldn't have a problem with living off the land if the planet wasn't an inhospitable, lifeless rock with no breathable atmosphere (at least for humans), and if they weren't camping out in a big field of rocks in bum-fuck nowhere that is entirely surrounded by my zone and troops. I understand the need for them no to worry about logistics of delievery, for they have no cities and it would be awkward to model them otherwise, but they should not be exempt from lack of supplies if they are cut off from the rest of their zone of control. This is probably a fairly valid suggestion for official forums, and I might just put it out there. I really like this game so far, but considering early game is largely about dealing with these shithouse raiders, it is not particularly fun or interesting to have to brute force your way with pure numbers rather than using the tools this game has specifically laid out for intelligent tactics and wargaming. You shouldn't have to research tanks when infrantry should be enough with intelligent tactics and aggressive envelopement.Exactly, the minors live off the land, which is compensated by inability to make any tech advancements.
Destroying them is not a problem, it is the fact that you have to brute force them in the first place rather than doing what makes sense, i.e. cutting off units from rest of their army and reducing their supplies and morale for defense penalties before destroying them. It's bad design.Yep. Make some real troops, add buggies or tanks, envelop and destroy.
Except they've been sitting there for 5 turns. Why are you excusing shitty design so hard? Reason why I'm using shitty militia there is because my actual military was busy with bigger threats. Little did I know raiders can craft sandwhiches out of sand and stones.I mean, enveloping them is already enough. Now you just need to make them retreat and they'll surrender. I'm guessing you're heaving trouble with that since you're relying on shitty militia which are themselves undersupplied and with low readiness. Also you don't even have a full surround there so I'm not sure why you're talking about supplies at all. There's nothing stopping them from linking back up with their main force next turn.
I understand, it just seems to break the immersion when you realize all the cool stuff game lets you do with envelopements and such are uselss against some early enemies. I think the reason why they avoided breaking out is because the troops didn't register them being starved (since they are supplied), and thus AI doesn't think it's necessary to move. They'd still be there even in late-game if I kept sufficient amount of troops around as peackeepers for a human-zoo with people eating stones and sand.Sure it would be nice, but it just doesn't seem like a big deal to me.
Enemies get massive penalties for being out of supply for combat readiness and morale mostly. It is extremely useful, especially when you can't afford to have the bulk of your force in one place to forcefully crush everything at once, and you might be using sub-par, reserve troops. I think it's especially relevant early on in the game with shitty militias (I know you can start with actual military and more techs) and before you've built up a solid basis to make actual armies with.But that's what I'm saying though - it's not useless at all. If you surround them and then win, even if you kill no one they will all surrender. It's still the best way to go about it.
I wouldn't say cutting off supplies is the main point of envelopment but rather cutting off the enemy's routes of retreat. A Stalingrad like siege where you wait for the enemy to starve is not terribly typical. As far as I'm aware usually when the Germans secured an envelopment they moved to reduce the pocket as soon as possible.