Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

[v1.09.00] SHQ Transfer Logistics Issue

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> Tech Support >> [v1.09.00] SHQ Transfer Logistics Issue Page: [1]
Login
Message << Older Topic   Newer Topic >>
[v1.09.00] SHQ Transfer Logistics Issue - 6/12/2021 6:50:43 PM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline
Despite the rail connection between Intervale (SHQ S-1) and Verdun (SHQ S-2) having no less than 2783 rail points in any hex between the two SHQ, the transfer trajectory between them only allows for 222 points. Am I missing something or is this a bug?




< Message edited by mroyer -- 6/12/2021 6:51:22 PM >
Post #: 1
RE: [v1.09.00] SHQ Transfer Logistics Issue - 6/13/2021 10:52:14 PM   
phyroks

 

Posts: 41
Joined: 12/1/2020
Status: offline
Can you transfer all of the 222 points and then try again getting the higher amount? Think I had one turn where I double transported stuff but I did not pay much attention to why it was allowed.

...Doubtful but did you move troops worth of 2k points?

(in reply to mroyer)
Post #: 2
RE: [v1.09.00] SHQ Transfer Logistics Issue - 6/13/2021 11:15:03 PM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline
quote:

Can you transfer all of the 222 points and then try again getting the higher amount?


Well, glory be, you are correct!
I transferred a full 222 and it came back offering a limit of 150. So I transferred 150 and it came back offering 50. So I transferred 50 and it came back offering me the full remainder, some 2000+ in one shot.

So, really, the issue is the number displayed to the user.

(I never tried using up all the logistic points. Because of another anomaly, I never completely exhaust logistic points between SHQs and I always leave one or two. If you completely exhaust them to zero, then you can't move 0 weight stuff anymore like oil and IP).

So, it looks like my eastern army could have been eating all along...

-Mark R.

< Message edited by mroyer -- 6/13/2021 11:18:26 PM >

(in reply to phyroks)
Post #: 3
RE: [v1.09.00] SHQ Transfer Logistics Issue - 6/14/2021 12:47:21 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
Heh, so it (randomly ?) takes one logistic source & path after another ?

(in reply to mroyer)
Post #: 4
RE: [v1.09.00] SHQ Transfer Logistics Issue - 6/14/2021 1:06:32 AM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline
quote:

ORIGINAL: BlueTemplar

Heh, so it (randomly ?) takes one logistic source & path after another ?


That's a good theory! One path at a time being shown instead of the sum of all paths.
I will try to devise an experiment to prove that.

-Mark R.

Edit:
So, I've proven to myself that this is exactly what's happening. When there are multiple paths between SHQs, the game is offering up the paths one at a time. For each path I was able to watch the logi-points drop by the amount shipped with a section of that path going to zero. Then the next path would be offered. I could keep doing it until every path had a zero logi-point section.

It's actually quite amazing to see it in action on a complex network. I don't envy Vic trying to sort it out, because the total isn't a simple sum of the separate paths. There's interplay between overlapping path sections throughout.


< Message edited by mroyer -- 6/14/2021 1:32:36 AM >

(in reply to BlueTemplar)
Post #: 5
RE: [v1.09.00] SHQ Transfer Logistics Issue - 6/14/2021 8:12:07 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
Now that you have a test setup : can you test that the shortest paths (in hexes) are being used up the first ?

Now that I think of it, unit strategic transfer probably uses the same algorithm ?
(But since you see it on the map, and the size of the unit starts at a specific value and doesn't change, you aren't going to be mislead like here...)

Yeah, this is the kind of stuff that looks to be very hard to sort out and potentially very expensive to compute...

< Message edited by BlueTemplar -- 6/14/2021 8:13:26 AM >

(in reply to mroyer)
Post #: 6
RE: [v1.09.00] SHQ Transfer Logistics Issue - 6/14/2021 10:46:14 AM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline
quote:

Now that you have a test setup : can you test that the shortest paths (in hexes) are being used up the first ?



I repeated the experiment on a different turn-save so the numbers are different, but the conclusion is the same.
This time I documented the results in the following images.
Indeed, it appears to be using shortest to longest path, in that order.
It could also be most northerly to southerly, but I highly doubt it.

As you can see, the final path's value (2184) isn't the value shown on the map (2344).
Instead, it is the value on the map minus the usage that occurs on that section from previous paths: 2184=2344-110-50.
In the image bubbles, the top number is the logistic points and the bottom path length in hexes.







< Message edited by mroyer -- 6/14/2021 11:04:14 AM >

(in reply to BlueTemplar)
Post #: 7
RE: [v1.09.00] SHQ Transfer Logistics Issue - 6/14/2021 10:51:09 AM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline
quote:

Yeah, this is the kind of stuff that looks to be very hard to sort out and potentially very expensive to compute...



This is essentially the same problem shipping companies like UPS face:
https://www.wired.com/2013/06/ups-astronomical-math/

-Mark R.

(in reply to BlueTemplar)
Post #: 8
RE: [v1.09.00] SHQ Transfer Logistics Issue - 6/14/2021 3:25:51 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
Status: offline
If this is the same new software that is now so "optimal" that it results in the drivers driving unsafely and not being able to afford to go on bathroom breaks, then I'm not sure that's progress...

----

Woah, fancy graphic !

----

Yeah, I'm not really sure what Vic can realistically do about this, maybe calculate two paths each time and warn the player that more than one is available ?

< Message edited by BlueTemplar -- 6/14/2021 3:29:51 PM >

(in reply to mroyer)
Post #: 9
RE: [v1.09.00] SHQ Transfer Logistics Issue - 6/14/2021 11:16:24 PM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline

quote:

Yeah, I'm not really sure what Vic can realistically do about this, maybe calculate two paths each time and warn the player that more than one is available ?


Right - difficult. I was thinking perhaps offer up the path with the greatest available logipoints, and list the other paths with projected logipoints that would be updated as each path is exhausted, or something like that.

-Mark R.

(in reply to BlueTemplar)
Post #: 10
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Shadow Empire >> Tech Support >> [v1.09.00] SHQ Transfer Logistics Issue Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.234