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Why do supply TFs stall out mid-ocean?

 
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Why do supply TFs stall out mid-ocean? - 2/11/2006 3:52:34 AM   
DeepSix


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This is not a major problem (hasn't been yet, anyway) but I'm just wondering if anybody else has run into it. It happens to me all the time, but of course, not on a regular enough basis that I would know where to start in calling it a bug. What happens is, early on in the war (as Allies) I want to route my West Coast-Australia suppy convoys around Japanese bases. Given the mystery that is WITP pathfinding (which prefers sending unarmed merchies right through the war zone), I decided that I could work around by

(a) setting up the TF at the port of origin
(b) setting the home base to the intended port (usually Brisbane or San Fran)
(c) setting the destination (somewhere mid-passage, e.g. just off Sydney Island or Pago Pago)
(d) turning on "retirement allowed" and starting the loadout.

Most of the time, the convoy runs to the destination hex and then "retires" to the real destination. But every so often, as I click through my bases, I notice that such an such a TF has been sitting there for a while and doesn't seem to be moving. I click on it, and it's doing just that. Sitting there. 0 Endurance, decaying supply, sometimes even "at sea, unloading". It's not a matter of forgetting to set "retirement allowed" because I've checked that. So far, none of the culprits have been under the "patrol" restriction.

Am I doing something wrong or is this just another one of those little WITP eccentricities we all know and -- well, not love, but tolerate? Has this question been asked at least a million times? Should I find something more worthwhile to complain about? Should I just get a life?

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:01:42 AM   
Big B

 

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I have played this game a lot.

If the parameters of how you set up your convoys are accurate - I can't imagine why you have that problem.

I do the same thing (under the 1.6 patch) and have NEVER had that problem...

< Message edited by Big B -- 2/11/2006 4:05:41 AM >

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:06:53 AM   
DeepSix


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Hmmmm.... I've noticed it, on and off, since 1.0 (or 1.1 or whatever I started with -- through several patches at least). And yeah those parameters are correct. Somebody mentioned in another thread, I think it was rtrapasso, that Windows may interfere with WITP. Don't know if that's true or not, but nothing surprises me where Windows is concerned. On the other hand, I've been using System Mechanic and as far as I know my PC is pretty tidy.

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:10:36 AM   
dtravel


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Its not just transport TFs that "stall" in mid-ocean. Most of the reports of this bug have involved TFs ceasing movement about 1 turn's travel from their destination. It has been reported to Matrix/2by3. I have no information on any fixes.

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:13:55 AM   
DeepSix


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It's a puzzler. Given how much the program has to do each turn (and usually accomplishes), I'm willing to cut it some slack. It's just odd that it happens seemingly at random.

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:16:42 AM   
dtravel


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Nothing is ever truely random in software. Its just that the cause is buried waaaaaaay below the level the user can see.

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Any bugs I report are always straight stock games.


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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:18:42 AM   
DeepSix


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quote:

ORIGINAL: dtravel

Nothing is ever truely random in software....


Yeah, that's why it's so strange when something happens that *appears* random.


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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:19:58 AM   
dtravel


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If you're not paranoid, you're not experienced.

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This game does not have a learning curve. It has a learning cliff.

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Any bugs I report are always straight stock games.


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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:41:55 AM   
ctangus


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I've had the same problem from time to time, though rarely. As a workaround, I've gotten into the habit of every week or two checking every TF in my waypoint areas to make sure they're moving somewhere.

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:51:50 AM   
DeepSix


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quote:

ORIGINAL: dtravel

If you're not paranoid, you're not experienced.


"You talkin' to me?!"

ctangus, that's a good idea. So obvious that only *I* could have overlooked it. Thanks.


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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:52:56 AM   
witpqs


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DeepSix,

I have the problem also. As ctangus said, you just have to check the TF's every so often. What I do is watch to see when they are nearing their turning point.

If a TF is at the turning point, you can tell if it is stuck. Click on the hex (not on the TF). If the TF is okay, you will see the path to the 'home port' (really the destination, eh?) highlighted. If the TF is stuck, only the hex it's in will be highlighted.

I usually avoid this by clicking on 'Return to xxxx' when the TF is nearning the turning point (assuming that the path difference is not meaningful).

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 4:59:33 AM   
DeepSix


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Yeah, I've done that a couple times, too. After all, I don't really care if the TF actually touches hex 97,97 or not. Just got to remember actually check on them.... guess I'm either drinking too much coffee or not enough.

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 5:24:04 AM   
ctangus


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quote:

ORIGINAL: DeepSix
Just got to remember actually check on them.... guess I'm either drinking too much coffee or not enough.


Ne-e-ever enuf cof-fe-eee.

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 6:31:28 AM   
Nomad


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Count me in as one who has seen this behavior. I have no idea why but sometimes they just quit moving but just telling it to return to its home base is enough to get it moving again. As above, I try to send my convoys to the same location =/- a hex or two and look at them every turn or so.

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 7:41:02 AM   
bradfordkay

 

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While 2by3 set it up so that supply TFs will not actually unload in a destination hex that is in the open ocean, it seems to me that if you fail to set the TF on "Do Not Unload" it will stall in the destination hex because it still has supplies to unload there - it just will never unload, so it won't move. I set my TFs on "Do Not Unload" and they will halt the turn they reach that hex with the notation "unloading" (!) but they will move on to the (new) homeport the next turn.

At least this has been what I have observed. YMMV.

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 7:57:54 AM   
DeepSix


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That's an interesting take on it; I hadn't thought of that. Will have to give it a try and see if it helps.

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RE: Why do supply TFs stall out mid-ocean? - 2/11/2006 2:50:58 PM   
Nomad


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That is interesting, I never got the correlation. I use both do not unload and unload orders depending on where they are going. I will start setting them all to do not unload.
thanks

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RE: Why do supply TFs stall out mid-ocean? - 2/13/2006 7:25:28 PM   
Sonny

 

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I've haed tankers do this and when I checked them they had a red endurance number - but they were still loaded with fuel. I tried refueling at sea but no luck (can't remember if I got the NO FUEL SOURCE message or not). I had to send another tanker out to refuel them and then click the return to home port button.

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