Altering the route of a convoyed resource (Full Version)

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SeanSask -> Altering the route of a convoyed resource (2/3/2017 6:03:16 AM)

I'm trying to alter the route of a convoyed resource, per the help file instructions, which tell me to right click on the sea area I want to change in the route section of the Production Summary & Details form. This actually does nothing. What am I missing?




Majorball68 -> RE: Altering the route of a convoyed resource (2/3/2017 6:30:20 AM)

Don't try and setup resource paths during setup.

Wait until you start the game because sometimes it causes the game to crash.




TeaLeaf -> RE: Altering the route of a convoyed resource (2/3/2017 3:41:36 PM)

This does not happen only during set-up.
I reported this very annoying thing multiple times, but none were from set-up.

I am afraid we have to live with this [:@]-triggering stubborn thing in the convoysystem for I don't know how much longer, because this bugger has been alive for some time now and multiple patches later, it still exists.




Shannon V. OKeets -> RE: Altering the route of a convoyed resource (2/3/2017 4:36:40 PM)


quote:

ORIGINAL: SeanSask

I'm trying to alter the route of a convoyed resource, per the help file instructions, which tell me to right click on the sea area I want to change in the route section of the Production Summary & Details form. This actually does nothing. What am I missing?

Which resource? What changes?




SeanSask -> RE: Altering the route of a convoyed resource (2/3/2017 6:53:38 PM)

I'm trying to get the Kimberly resource to go through Cape St Vincent instead of the North Atlantic (where it ends up blocking one of the Venezuelan oil resources). I think part of the problem is trying to do this during set up. Once in the actual game, the right-click on "North Atlantic" works - the sea areas in the list turn red, and I can add Cape St Vincent to the list, and then re-add Bay of Biscay. The change is not permanent when I hit the recalculate button - perhaps I need to have to add another CP into the Bay of Biscay, or re-route another resource? Anyway, my main concern was that right-clicking on a sea area in the route list was not working, but I guess it was just because I was doing it during set-up?

-Sean-




Centuur -> RE: Altering the route of a convoyed resource (2/4/2017 9:46:36 AM)

I wouuld advise you not to do this during setup. This is due to two things:

1. The CW and France are still neutral, which means they cannot use eachothers convoy lines.
2. During the first turn, convoy chains might or might not be attacked by the Axis, which than might result in you having to make changes again.

I make a calculation of the number of convoy points I need in a sea area and start allocating resources to factories in the preliminary production phase itself. That's far more efficient than trying to to this during other phases, IMHO.

Also: let MWIF make the first calculations itself. After that, you probably want to make changes. I tend to allocate oil resources first (if you use the oil rule).




TeaLeaf -> RE: Altering the route of a convoyed resource (2/4/2017 11:22:15 AM)

To the CW, CONV-efficiency is the base on which victory can be built. All the more infuriating then, if MWiF doesn't 'accept' player-made changes to the route, and a 10% to 20% less efficient number of convoys must be used.

I once saw MWiF transport an Indian non-oil resource passing Singapore, Perth, then to South Africa and further upwards to London, while I had a CONV line from Bombay -> South Africa and up (unused between Bombay and South Africa).
This was not during set up and the CW had an unused convoyline between Bombay and South Africa, AND 1 unused concoyline between South Africa and London. Yet I could NOT tell MWiF to change to the much shorter route, that would also allow an Australian resource to London.




SeanSask -> RE: Altering the route of a convoyed resource (2/5/2017 3:36:39 AM)

OK, a bit more tinkering and I realize that the help files are not of much use if you don't read them completely, lol.

When I was trying to implement the altered routing, I was clicking once each on the new sea areas and then hitting "recalculate". However, I should have been clicking a second time on the final sea area of the chain to finalize the new route, then hit "recalculate". Oops.

The process appears to work OK, although getting the list of sea areas to show in the first place is kind of hit and miss. It eventually works.

TeaLeaf: do you think you may have been making the same mistake I did?




TeaLeaf -> RE: Altering the route of a convoyed resource (2/5/2017 2:36:20 PM)


quote:

ORIGINAL: SeanSask
TeaLeaf: do you think you may have been making the same mistake I did?

I am absolutely 100% sure I didn't make the same mistake [:D].
After clicking on the final sea area for the second time, I hit recalculate and MWiF reverts back to the route I tried to correct...
Sometimes it just doesn't accept player changes. Sometimes I'd think this is correct (for example if accepting your changes would make it impossible for a promised BP or resource to be shipped), but as many times this isn't.




Majorball68 -> RE: Altering the route of a convoyed resource (2/5/2017 8:52:09 PM)

If you are getting resources transporting from far flung locations to the UK, turn them to idle. The program is sure to pick up a close resource. I quite often have 2 Indian & Malaya resources set to idle.

Also for trade deals make sure you are sending resources that are less likely to cause problems. If sending a resource to France don't ship it from the UK, ship into France from another location.

I hardly ever have to set paths for resources. If your Canadian resources are going thru Bay of Biscay instead of Faeroes Gap try setting all resources coming from NA to idle. This will make sure all those resources coming from Asia, Africa and South America will have first pick of convoys in Bay of Biscay. Then after you have done this you should find all unused convoys in Faeroes Gap. Then go back to resources in Canada and clear the default idle setting and then recompute. The program will immediately set them to production in the UK and they should all be going Faeroes gap. The less default settings you have the better. If you want to get over a sticky problem then use an override setting which will only affect the one turn.

The more the AI can set for you the better but you can assist the AI by setting some resources to idle occasionally.

One thing I would like fixed is when you do set a path manually the AI changes it back to what it was with no input from you.




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