Saved Oil

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dhucul2011
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Joined: Wed Sep 12, 2007 7:32 pm

Saved Oil

Post by dhucul2011 »

I stacked too many oil points in a city and now it asks to destroy them.

Why do I have to destroy them all? Why can't I destroy one to make room and then change the defaults next turn?
Extraneous
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RE: Saved Oil

Post by Extraneous »

If you are not using Option 14 it should not matter.

If you are using Option 14.
Option 14: Each oil marker you place on the map costs 1 build point. It is free to increase the value of the marker (up to their maximum value of 4 oil). Please note that this means it is in your interest not to use up that last barrel of oil in a particular hex if there is any other source of supply. Neutral major powers (like all others) may now save any number of oil per turn.

I would tend to agree with you as to loosing only the one improperly saved oil.

Or if durring production you are saving oil at a particular location that would cause over stacking. The game should warn you that you might want to choose a new save oil location.

University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)
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Walker84
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RE: Saved Oil

Post by Walker84 »

I had a similar problem with losing saved oil due to overstacking and would agree that a warning in a future patch would help.

What I do now as a precaution is check my production each turn to avoid breaching stacking limits. I also save oil points in different locations as a contingency.

Additionally, each naval impulse I make sure my convoys are still set up as I want them as it seems the production system is prone to recompute routings when you are not expecting it e.g. if you add an additional CP in a particular sea area you could find resources flowing in a different direction. CPs need to be checked they are still set to sentry if you don't want them to return to base at the wrong moment. Although this is generally maintained automatically I found that if you split CPs it can reset them to return to base so you need to set them to sentry again.


The most advanced nations are always those who navigate the most -
Ralph Waldo Emerson (1803 -1882)
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jhdeerslayer
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RE: Saved Oil

Post by jhdeerslayer »

Yea I mentioned this oil thing in another post. I suspect it is on the to do list. For me it was during set up I lost oil.
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paulderynck
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RE: Saved Oil

Post by paulderynck »

ORIGINAL: Extraneous
If you are using Option 14.
Option 14: Each oil marker you place on the map costs 1 build point. It is free to increase the value of the marker (up to their maximum value of 4 oil). Please note that this means it is in your interest not to use up that last barrel of oil in a particular hex if there is any other source of supply. Neutral major powers (like all others) may now save any number of oil per turn.
That paragraph is in the RAW (although almost nobody ever used that part of Option 14), but it is not in RAC. So in MWiF there's no BP cost to start an oil marker.
Paul
Shannon V. OKeets
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RE: Saved Oil

Post by Shannon V. OKeets »

Unless I am mistaken, this happens because there is a Default setting to save an oil point in the same hex. The first time you do this, the program checks to make sure that won't result in an overstacked hex. But it doesn't check all the Default settings in subsequent turns (it should). The second problem is that the program destroys the larger of the two markers instead of the smaller. So if there is a marker with 4 OP and another with 1 OP, the 4 OP is destroyed.

I'll get around to fixing this sometime, but the Production Planning code is daunting to even look at[:(], and requires a lot of time just to refresh my memory as to what it all does[:@]. I tend to avoid it until there is a crisis, or I have a group of problems to fix.
Steve

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Omnius
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It's Crisis Time!

Post by Omnius »

ORIGINAL: Shannon V. OKeets

Unless I am mistaken, this happens because there is a Default setting to save an oil point in the same hex. The first time you do this, the program checks to make sure that won't result in an overstacked hex. But it doesn't check all the Default settings in subsequent turns (it should). The second problem is that the program destroys the larger of the two markers instead of the smaller. So if there is a marker with 4 OP and another with 1 OP, the 4 OP is destroyed.

I'll get around to fixing this sometime, but the Production Planning code is daunting to even look at[:(], and requires a lot of time just to refresh my memory as to what it all does[:@]. I tend to avoid it until there is a crisis, or I have a group of problems to fix.

Shannon,
It's fair to say we have a crisis with the convoy routing and production planning that really needs to be attended to quickly before it drives too many players bonkers and they shelve MWiF.

I really don't see that it costs any Build Points to save oil or create new oil markers. I know the rule from the board game and I quickly found out the program doesn't enforce that saved oil marker creation cost. I've definitely kept track of that.

What phase would it enforce the cost of a build point to create a new saved oil marker? How would it enforce the cost when it does? Is there a line on the Production Planning screen to set the cost so we see the loss as we see our production planning? If we use the oil during oil reorganization before it creates a marker then will we still be forced to pay a building point fee? If saved oil doesn't appear until the following turn, then shouldn't that cost be collected in the turn the saved oil marker appears?

I don't envy you having to sort out the production planning, this should have been done long ago before so many of us are being driven mad trying to play with oil reorganization. No wonder I see so many of the official beta testers playing without oil reorganization. However those of us who have paid for the program and want to use the option since it is part of the program released then it's more urgent to fall upon the sword for us.

The rest of the game is such a delight to play, only the production planning gives us fits. Once production planning works nicely then MWiF will be totally awesome to play, no AI needed. [8D]

If you need some help beta testing production fixes I'd be happy to help.

Omnius
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lomyrin
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RE: It's Crisis Time!

Post by lomyrin »

A very long time ago it was discussed and decided that the RAW7 opti0n 14 regarding oil markers would not be used in the MWiF program.
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