Simcountry
Forum Suggestions Military Unit Deactivation and Reactivation of Weapons

Military Unit Deactivation and Reactivation of Weapons

J
Jack

All worlds
04 Apr 2015 04:11Link
Gamemasters,

Please take a second look at the auto-deactivation of weapons due to ammunition shortages in military units. In real life military units are not deactivated due to a lack of ammunition. The unit simply waits to be resupplied. The same should be true here.

And if it is not bad enough that you deactivate the unit then we are faced with the long drawn-out process of having to log in and out of our account over and over just to reactivate a small portion of our weapons at a time.

There is no reason to deactivate our units in the first place and it makes even less sense that we cannot reactivate as many weapons as we want at one time. There is no restriction needed on weapon reactivation. There is no such restriction on deactivation.

No player intentionally lets his units run short of ammo. It usually happens because we do not sign in a few days because we have real lives, families, jobs or school.

J
Jonni

All worlds
05 Apr 2015 20:17Link
This topic is on our to-do list. I'll update you guys as soon as we've decided on a course of action.
A
Aries

All worlds
06 Apr 2015 00:48Link
Automatic deactivation also occurs when it is unwanted in other situations. An example in particular is if you take a country, wish to keep it, but also have a need to defend it. You send units to do so but the game decides to disband the units and deactivate the weapons because of the country's economics, regardless of the cash you sent it to finance rebuilding it.

I still experience this as well as a situation where I am told I lacked workers for soldiers a month removed where the country decided to auto-build a corporation (despite this automation setting being turned to off).
C
Casual Industries

All worlds
06 Apr 2015 04:05Link
Yep @aries comment
J
Jonni

All worlds
06 Apr 2015 13:26Link
Deactivation due to ammo shortage is relatively new but not going anywhere. Weapons consume ammo on a monthly basis, even during peacetime. This is not something we want players to be able to avoid by simply not buying ammo.
A lot of players were purposefully not buying ammo and letting their stocks run negative. This caused a lot of problems so we solved it in this way. If you can't login for a few days this is not going to cause your units to deactivate due to ammo shortages IF you set up automatic ammo purchases.
In the past weapons did not use ammo in peacetime. This caused serious fluctuations in the numbers of ammo factories on each world. Players did not ever build ammo corps due to this and C3 countries were full of them.

As for deactivation due to lack of available workers.. In any normal situation the army gets priority over everything else when "hiring" people so deactivation due to lack of people should not happen u
A
Aries

All worlds
06 Apr 2015 19:34Link
Jonni, the worker situation is related to the auto-build corporations function happening when it is unwanted (and turned off). This is an issue that has been brought up before, most recently here:

https://www.simcountry.com/discus/messages/16295/24148.html?1425645013

Any updates on this?

Also, deactivations seem to occur due to the economic situation in the country.. The issue players have with this is that it occurs regardless of a cash infusion from the player's account that guarantees the country can meet its expenses. Can this be looked at too?

thanks!
C
Casual Industries

All worlds
07 Apr 2015 00:24Link
Again, agreed with Aries. I understand ammo use though I'd rather the units just run out of ammo and then the country start placing orders to fill them before deactivating.

The auto build corporation feature plus economic difficulty despite having cash is one I have run into often since I started playing again. Doesn't make sense and should be examined.
J
Jonni

All worlds
07 Apr 2015 13:01Link
Army always has higher priority than any other employment option. The automatic creation of corps can not cause units to be dismantled.

As for the unwanted automation.
If you have disabled automatic corp building and newbie protection, there is only 1 situation where corps will be automatically built. This is when the country is deemed very near to bankruptcy.
If this is happening, dismantled units are the least of your worries.
In any case, I'll ask an engineer to look into if there is any errors in this bankruptcy failsafe mechanic to make sure it never happens when it isn't necessary.

@Casual Industries - What you're suggesting would mean that units run out of ammo, and when they do, the country starts ordering ammo. This is similar to what automatic ammo purchasing is at the moment, except it would leave a gap where your units do not have or consume ammo.
This would cause practical problems. It is fine the
A
Aries

All worlds
07 Apr 2015 14:15Link
I will be more specific. The countries that I have that have auto-built corporations all had over 5 trillion in the bank. An example is this message on Fearless Blue:

From: GameMaster
To: Camp Echo
Real Date: 07-04-2015 01:48:37
World Date: November 03 3591
Subject: Government Salary Reduction
Message: Camp Alpha has high debt and is making losses. The salaries of all government workers have been reduced.
E-mail

At the time of this message, Camp Alpha had about $10.9 Trillion in cash (It currently has 10,943.13B), up from $9.6 Trillion the previous month. It had no debt and is losing less than $3 Billion/month according to profit/loss. Conservatively, if I make no changes, this country has cash reserves to fund its spending for the next 3300 game months or about until Halloween of 2016.

This country has experienced unwanted disbanding of units, deactivation of weapons, and auto-building of co
B
Borg Queen

All worlds
07 Apr 2015 23:58Link
Aries, could it be that this auto-building is linked to a low emplyment rate or a negative amount in a product in the countries storage?
Afaik there had been issues before which made the game think you are 'in debt/bancrupt' when there is a negative amount in storage. So this may be a derived problem?!
A
Aries

All worlds
08 Apr 2015 01:51Link
I honestly don't know. Any just conquered country has negative construction. "Low" employment is tough to gauge. What is low?

I just know ,if the auto setting is turned off and my country is in no trouble of being bankrupt, it shouldn't happen.
J
Jonni

All worlds
08 Apr 2015 11:28Link
@Aries, you are correct. As far as I can see, it shouldn't be happening in this instance. I'll ask an engineer to look into what caused this.
Thanks for the specifics. I'll post again when I have an update.
A
Aries

All worlds
09 Apr 2015 08:20Link
I just got the same message in the "The Commonwealth of Indira bella" on WG. It is losing about $600 million/month but has $22.84 Trillion in the bank.
J
Jack

All worlds
08 May 2015 03:41Link
This business of deactivating military units needs to end. I signed in this morning. Had all my naval fleets in all of my countries. Checked the trade dropdown and found nothing unusual - no ammo purchases that had not been made. Nothing in the newspaper. Plenty of available workers. I have auto purchases set up for ammo. All is good. Come back this afternoon and find 2 naval fleets deactivated. And if that isn't bad enough because of the low limit on reactivating weapons it will take 20 game months if I could be online for every game month to get them all reactivated. Then there is all the time and ammo quality upgrades I lost upgrading all that ammunition. In my first message in this thread I said just how asinine this deactivation is.

You need to either stop the deactivation or allow us to reactivate 100 percent of our weapons anytime we want to - preferably do both. There is no reason to not allow us to reactivate as many weapons we own a
C
cl108

All worlds
10 May 2015 00:07Link
I had two units deactivated after a C3 war. The owning country had plenty of cash, but now I have to waste it so I can reform the units now. (the weapons are in reserve and therefore usesless unless I spend 2 days activating weapons.) I completely understand deactivation, but why doesnt the country immediate order ammo before doing so? especially if there is plenty of cash? This is a waste of player time and just gets on our nerves.
F
Fuhrer King Panda

All worlds
18 Aug 2015 01:10Link
Late to the party, but since I once ran into the problem of forced deactivation when I went dark for a week or two (still working on reactivating weapons), here's my two cents:

Could we at least have a "Mobilization" command feature that automatically reactivates weapons for us--even if it's based on the 10% restriction? This would solve the problem of logging in constantly to fix the weapon situation without any downside that I can see. Other than the trouble in how it's coded, obviously. It would be nice and realistic to be able to "go on the war path" from a more peaceful state by government command.

Speaking of which, if we're keeping the proportions that should really be a fixed percentage of the total weapons rather than remaining deactivated weapons. How does it make sense that a military can activate 100 weapons the first month but only about ten right before getting to 100% active?