Missile Building Problem
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Missile Building Problem
I tried out the new European Wars scenario and was playing Germany. I had 12 missile production and decided to build 12 of the same kind of missle, some kind of TACM or CASOM as I recall that takes 2 days to build. I set 12 to build on day 1 and another 12 on day 2 on continuous builds.
For a while it seemed to be working okay but then I noticed that I was only building 1 missile. I looked and found that I had 23 missiles in the queue. What was happening was that one day I'd have 12 missiles building and 12 in the queue but then the next day I'd have 1 missile building and 23 in the queue. The next day it would correct to 12 and 12 but then the following day after that it was back to 1 and 23.
I hadn't noticed this problem before building missiles on continuous build and am wondering if it's something related to the new scenario or missile type. I hope this is resolved for SR2020.
Eric Larsen
For a while it seemed to be working okay but then I noticed that I was only building 1 missile. I looked and found that I had 23 missiles in the queue. What was happening was that one day I'd have 12 missiles building and 12 in the queue but then the next day I'd have 1 missile building and 23 in the queue. The next day it would correct to 12 and 12 but then the following day after that it was back to 1 and 23.
I hadn't noticed this problem before building missiles on continuous build and am wondering if it's something related to the new scenario or missile type. I hope this is resolved for SR2020.
Eric Larsen
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Wishful Thinking
Chris,Balthagor wrote:I believe this is only a "reporting error" due to the short build time. I believe if you count production over 10 days you'll find that you don't loose out on any production.
Sorry that's not a reporting problem it is a building problem. I watched this very carefully for many, many days and I was short on missile production because the missiles in the build queue were not properly dropping down to be built. When I was only seeing one missile in production I was only getting one missile from production. When there were 23 missiles in the build queue instead of 12 they weren't building.
Even when I was at war that problem did not resolve itself even with the 20% production boost. When I went to manual production I was getting 12 missiles every turn and the queued missiles dropped down with absolute regularity and even started production on that drop down day.
Please look into this so this same problem does not happen in SR2020. I hadn't really noticed this before but then I was building many types of missiles at the same time. With only one type being built and only 12 total it was rather obvious. Like I said I was working the new European Wars scenario as Germany so find the 2 day build missile like the TACM or CASOM and give it a whirl yourself to see I ain't whistling dixie. It could be something with that particular missile or the new scenario.
Eric Larsen
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Am i correct to assume you didnt have a shortage of some type preventing production?
Ive seen this type of thing a few times myself, but it always seemed to be due to a shortage- like power,military goods,cash, etc...
Ive seen this type of thing a few times myself, but it always seemed to be due to a shortage- like power,military goods,cash, etc...
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM
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I have also observed that the missile build rate rarely achieved full capacity unless military budgets were at max, underlying resources were in good supply, and I believe defcon also has some influence.
There is of course also the issue of other base build queues competing for resources, and overall I noted that the complex being built was acceptably consistent with the rate of consumptions for each type.
I learned a serious lesson here which had to do with shutting down gratuitous bases [captured, mostly], or re-allocating my centers of production and maintenance outward with my expanding borders [and shutting down inner-region bases] to maintain a zero-sum buildcap.
I also have a very different strategy with regard to missile usage, which is OT, but it seemed to help with staying in stock generally. In general, plan ahead, and know where your missiles are at all times - as in don't be loading them on assets that won't use them. This has special relevance for missile capable artillery which are loaded but set for no automatic fire. They can't fire their missiles, and with a missile load, they won't fire anything else, and they are basically just big targets. It also has bearing on F/B's that may carry missiles. Ultimately I found that my large bombers with partial loadouts could be relied upon to deliver very effective [as in high bang for buck] deliveries in standoff roles with very little issue about AA , and basically very low missile reserves and very high rates of unit repair at the front bases.
It's all a matter of style. Sometimes it's better to find out what actually works than impose what you think should work.
There is of course also the issue of other base build queues competing for resources, and overall I noted that the complex being built was acceptably consistent with the rate of consumptions for each type.
I learned a serious lesson here which had to do with shutting down gratuitous bases [captured, mostly], or re-allocating my centers of production and maintenance outward with my expanding borders [and shutting down inner-region bases] to maintain a zero-sum buildcap.
I also have a very different strategy with regard to missile usage, which is OT, but it seemed to help with staying in stock generally. In general, plan ahead, and know where your missiles are at all times - as in don't be loading them on assets that won't use them. This has special relevance for missile capable artillery which are loaded but set for no automatic fire. They can't fire their missiles, and with a missile load, they won't fire anything else, and they are basically just big targets. It also has bearing on F/B's that may carry missiles. Ultimately I found that my large bombers with partial loadouts could be relied upon to deliver very effective [as in high bang for buck] deliveries in standoff roles with very little issue about AA , and basically very low missile reserves and very high rates of unit repair at the front bases.
It's all a matter of style. Sometimes it's better to find out what actually works than impose what you think should work.
Colorless green ideas sleep furiously [but otherwise, they do not worry and are happy].
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Better Early Than Late
Chris,Balthagor wrote:Okay, I'll try and remember to watch for this, but it's not something I can't look into at the moment, there SR2020 engine is not ready for the equipment list yet, so this is a little early still.
I double checked the scenario and the missile I had problems with was the KEPD 350-Taurus. Better to give you a haeads up before stuff gets into testing than afterwards. Now the problem is remembering.
Eric Larsen
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Checked All Parameters
Il Duce,Il Duce wrote:I have also observed that the missile build rate rarely achieved full capacity unless military budgets were at max, underlying resources were in good supply, and I believe defcon also has some influence.
I also have a very different strategy with regard to missile usage, which is OT, but it seemed to help with staying in stock generally. In general, plan ahead, and know where your missiles are at all times - as in don't be loading them on assets that won't use them.
I was careful to check all parameters, including resources and money. I had plenty of resources and plenty of money. Yes defcon does affect missile build rate, it decreases missile build time as the defcon level goes up at levels 4 and 5 when you get the production boost. The KEPD 350-Taurus missile Germany has available (after research) has a two day build time when at peace. Even when I'd gone to war and had a 20% production boost, thus a 20% decrease in missile building time, the missiles were messed up on continuous build. They would build in 2 days at whatever level of defcon I had but the missiles in the build queue would not drop down properly each day to build. Having 12 in the queue from the day before build should have 12 drop down to build but I was only getting one to drop down. After switching to manual build with continuous shut off I was getting 12 every day. Made me stop using continuous build. Also made me wish there was a quantity field for missile production (hint hint BG).
Yeah it takes some figuring out of how to best employ missiles. If I've got a short supply then I am very careful to use them wisely. I usually keep them in reserve and just load up a unit when the need arises. Shoot off some volleys until the results I want are accomplished and then unload them back to reserve. If I'm flush I can afford to load up lots of units to make room in reserve to hold more. Costs some serious bucks though keeping missiles in stock in large numbers.
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Re: Better Early Than Late
What exactly is the target type you are using these against?Eric Larsen wrote:Chris,Balthagor wrote:Okay, I'll try and remember to watch for this, but it's not something I can't look into at the moment, there SR2020 engine is not ready for the equipment list yet, so this is a little early still.
I double checked the scenario and the missile I had problems with was the KEPD 350-Taurus. Better to give you a haeads up before stuff gets into testing than afterwards. Now the problem is remembering.
Eric Larsen
Conventionally armed stand-off air-toground long range missile
Conventional long range precision attacks against heavily defended, hardened and high value fixed targets
Designed to penetrate dense air defences in very low level terrain-following flight
Deployable night and day and in adverse weather conditions
Highly effective dual stage area and penetrator warhead
Highly accurate jam-resistant navigation
High survivability of both missile and platform due to stand-off range, missile flight characteristics and autonomous navigation
Programmable PIMT fuze
Adaptable for a wide range of platforms
Modular design for future enhancements
Range: in excess of 250 km
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Not sure what you mean by "quantity field " ,but i would like a way to have build orders that allow more than one missile at a time per order.
The game used to allow stacks of 9 or 10 (i forget which) per build order,but BG said it was causing issues/bugs in the game, and removed it.
I'd really love to be able to type in a specific number,like 20,000 , of a specific missile in a single build order and than have the system just run itself til that order was complete.
Being able to place just one order seems to me to be a better way to go than having to place x amount of orders that would than have to repeat z amount of times .
The game used to allow stacks of 9 or 10 (i forget which) per build order,but BG said it was causing issues/bugs in the game, and removed it.
I'd really love to be able to type in a specific number,like 20,000 , of a specific missile in a single build order and than have the system just run itself til that order was complete.
Being able to place just one order seems to me to be a better way to go than having to place x amount of orders that would than have to repeat z amount of times .
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM
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Amen.Being able to place just one order seems to me to be a better way to go than having to place x amount of orders that would than have to repeat z amount of times .
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