automated turrets "starving" due to lack of energy (pick-up issue)

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misterprimus
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Joined: Fri Mar 12, 2021 12:55 am

automated turrets "starving" due to lack of energy (pick-up issue)

Post by misterprimus »

I don't know why. I have Rail and Truck 2 and all of these units are on a road and near my capital. Furthermore, nobody is fighting or even moving and the bottleneck display shows all lines from the capital to the frontline as green. Now, the line on the other side of my capital (rail that connects it to other cities) is blue. Otherwise national power ticker shows energy produced as being wasted (more produced than needed and not enough storage). What's up?

EDIT: Likewise, my energy weapon units are not ever getting their energy. What's going on? They have been out of ammo for half a dozen turns! I even have energy storage assets up!
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varangy
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RE: automated turrets "starving" due to lack of energy (pick-up issue)

Post by varangy »

If we had a savefile we could take a look.
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Twotribes
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RE: automated turrets "starving" due to lack of energy (pick-up issue)

Post by Twotribes »

In an earlier game with one of 7,what ever modifications all my turrets died due to no supplies even though in supply and no bottlenecks.
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varangy
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RE: automated turrets "starving" due to lack of energy (pick-up issue)

Post by varangy »

Maybe its the same bug I had with Air HQs; that is they can only take supplies when they are directly on a road.
zgrssd
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RE: automated turrets "starving" due to lack of energy (pick-up issue)

Post by zgrssd »

ORIGINAL: varangy

Maybe its the same bug I had with Air HQs; that is they can only take supplies when they are directly on a road.
Automated Turrets can only be moved via strategic movement - which in turn can only follow roads - so it would a pretty odd scenario in which they can be off the road. [;)]


On the topic:
We would really need a savegame or at least a image of the bottleneck display to say anything specific.

However with energy there is a common culptript for issues: Lack of Storage in the SHQ!
All Zones try to keep one turn of consumption (2 for food) in storage. All the remaining storage is transfered to the SHQ.
But power storage is espcially limited. As a result - if you build enough consumers - it is possible that the SHQ literally has less storage for energy then the total demand/turn. It can not store enough energy for all the zones and units demands.
misterprimus
Posts: 76
Joined: Fri Mar 12, 2021 12:55 am

RE: automated turrets "starving" due to lack of energy (pick-up issue)

Post by misterprimus »

ORIGINAL: zgrssd
ORIGINAL: varangy

Maybe its the same bug I had with Air HQs; that is they can only take supplies when they are directly on a road.
Automated Turrets can only be moved via strategic movement - which in turn can only follow roads - so it would a pretty odd scenario in which they can be off the road. [;)]


On the topic:
We would really need a savegame or at least a image of the bottleneck display to say anything specific.

However with energy there is a common culptript for issues: Lack of Storage in the SHQ!
All Zones try to keep one turn of consumption (2 for food) in storage. All the remaining storage is transfered to the SHQ.
But power storage is espcially limited. As a result - if you build enough consumers - it is possible that the SHQ literally has less storage for energy then the total demand/turn. It can not store enough energy for all the zones and units demands.
A few turns after I built some energy storage (you're right, I had very little storage as I couldn't build any due to lack of battery research) the energy issue appears to have resolved. So is this a bug or intended?
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: automated turrets "starving" due to lack of energy (pick-up issue)

Post by zgrssd »

ORIGINAL: misterprimus

ORIGINAL: zgrssd
ORIGINAL: varangy

Maybe its the same bug I had with Air HQs; that is they can only take supplies when they are directly on a road.
Automated Turrets can only be moved via strategic movement - which in turn can only follow roads - so it would a pretty odd scenario in which they can be off the road. [;)]


On the topic:
We would really need a savegame or at least a image of the bottleneck display to say anything specific.

However with energy there is a common culptript for issues: Lack of Storage in the SHQ!
All Zones try to keep one turn of consumption (2 for food) in storage. All the remaining storage is transfered to the SHQ.
But power storage is espcially limited. As a result - if you build enough consumers - it is possible that the SHQ literally has less storage for energy then the total demand/turn. It can not store enough energy for all the zones and units demands.
A few turns after I built some energy storage (you're right, I had very little storage as I couldn't build any due to lack of battery research) the energy issue appears to have resolved. So is this a bug or intended?
I can not remember anyone reporting it as as bug. It would propably qualify.

It is a damn annoying either way.
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