[1.21d] Air bridge not transfering

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alocritani
Posts: 66
Joined: Mon Jun 05, 2023 3:12 pm

[1.21d] Air bridge not transfering

Post by alocritani »

I'm trying to better understand how air bridges works so I set up a test scenario.
2 zones with a single tile gap bridged by helos.

It seems that I'm able to transfer any quantity of fuel or energy over that brigde (even more than the air bridge capacity) even if
manual 6.1.5 wrote:Some Items have no weight (Water/Energy) for regular land transport, but
for Air all items have at least a weight of 1.
In attached example the bridge is made with 2 units, one giving 3 LP and the other 108 LP. Even with only the 3LP one all fuel is transfered without any problem.

Also, same bridge, I cannot transfer metals (50 needed -> 50 LP bridge capacity: 111 LP).
airBridge.jpg
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airBridge_detail.jpg
airBridge_detail.jpg (115.02 KiB) Viewed 490 times
I'm not sure it's a real bug or I'm just misinterpreting how air briges works when connecting two zones.

Strategic transfering over the bridge gives no problems.
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airBridge.zip
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Magirot
Posts: 141
Joined: Thu Dec 09, 2021 9:01 pm

Re: [1.21d] Air bridge not transfering

Post by Magirot »

Checking the save, it seems that Oil requested by assets indeed gets transported over the Air Bridge with no logistical cost, which is surprising and assumedly not intended.

Meanwhile for Oil requested by units, the game subtracts the LP cost as described in the manual. You can check this by moving the motorised militia unit around (to waste its fuel) in the other zone.

Edit: If you form an Air Bridge from city hex to city hex, Oil logistical cost gets subtracted as it should even for asset production, so it seems it's only the "bridging a partial connection" behaviour that's bugged in this way.

Image

Also with city hex to city hex Air Bridges, the Transfer button works for moving resources between zones/SHQ, while with "bridge over a broken road connection" the button states that no connection is availabe.
alocritani
Posts: 66
Joined: Mon Jun 05, 2023 3:12 pm

Re: [1.21d] Air bridge not transfering

Post by alocritani »

Magirot wrote: Thu Jul 27, 2023 8:55 pm Checking the save, it seems that Oil requested by assets indeed gets transported over the Air Bridge with no logistical cost, which is surprising and assumedly not intended.
Yep, not intended (I hope) because even with a 3LP bridge you can move infinite amount of oil, it seems.

still it cannot supply assets (or, as I found here, supply construction materials)
Magirot wrote: Thu Jul 27, 2023 8:55 pm Meanwhile for Oil requested by units, the game subtracts the LP cost as described in the manual. You can check this by moving the motorised militia unit around (to waste its fuel) in the other zone.
I'm unable to reproduce this: even moving mot militia around I found that no LPs are subtractred from the air bridge.

I also found (not sure if this is intended) that all units in Xecona (the disconnected zone) are trying to get supply directly from SHQ (mot militia is out of supply because of that, but still shown in green supply area in Op Log overlay).
supplyChain.jpg
supplyChain.jpg (116.57 KiB) Viewed 453 times
The bridge is definitely working for strategic move
stratMove.jpg
stratMove.jpg (139.86 KiB) Viewed 453 times
and for road construction (disabling all other LP sources I can still build roads starting from the any road tiles of Xecona) - as soon as I delete the bridge that's not possible because a missing link to SHQ
roadConstruction.jpg
roadConstruction.jpg (96.54 KiB) Viewed 453 times
Magirot wrote: Thu Jul 27, 2023 8:55 pm Edit: If you form an Air Bridge from city hex to city hex, Oil logistical cost gets subtracted as it should even for asset production, so it seems it's only the "bridging a partial connection" behaviour that's bugged in this way.

Image

Also with city hex to city hex Air Bridges, the Transfer button works for moving resources between zones/SHQ, while with "bridge over a broken road connection" the button states that no connection is availabe.
So something seems broken or we have not fully understand how the air brigde works.
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Vic
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Re: [1.21d] Air bridge not transfering

Post by Vic »

Upcoming new patch will fix this. There was a bug that was triggered if distance of air bridge was only 1 Hex. Thanks for reporting! please check well with next 1.21i version if you have the time. I did a lot of recoding just to solve this edge case instead of just forbidding 1 hex hops, which do not make much sense in almost all cases.
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Magirot
Posts: 141
Joined: Thu Dec 09, 2021 9:01 pm

Re: [1.21d] Air bridge not transfering

Post by Magirot »

alocritani wrote: Fri Jul 28, 2023 8:07 am I'm unable to reproduce this: even moving mot militia around I found that no LPs are subtractred from the air bridge.
This is curious. Maybe I didn't notice the air bridge points and just assumed it was the cause since they didn't get full supply.
Vic wrote: Fri Jul 28, 2023 8:15 am Upcoming new patch will fix this. There was a bug that was triggered if distance of air bridge was only 1 Hex. Thanks for reporting! please check well with next 1.21i version if you have the time. I did a lot of recoding just to solve this edge case instead of just forbidding 1 hex hops, which do not make much sense in almost all cases.
Seems to be functioning as expected now in both cases.


(Also mentioning in case alocritani isn't aware of this: if you create usertestmode.txt in your Shadow Empire folder and write "true" as its contents, it will enable options to have all techs researched and all models discovered when creating a new planet. Just in case, since the test save was on turn 180 or so – with those options you can test stuff like this in a few turns.)
alocritani
Posts: 66
Joined: Mon Jun 05, 2023 3:12 pm

Re: [1.21d] Air bridge not transfering

Post by alocritani »

Magirot wrote: Fri Jul 28, 2023 3:11 pm (Also mentioning in case alocritani isn't aware of this: if you create usertestmode.txt in your Shadow Empire folder and write "true" as its contents, it will enable options to have all techs researched and all models discovered when creating a new planet. Just in case, since the test save was on turn 180 or so – with those options you can test stuff like this in a few turns.)
@Magirot, thanks for the suggestion: I bought SE two months ago and found about userdebug but completely missed usertestmode! Thanks for pointing it out!
and thanks for confirming beta fixed the issue: I'm with the GOG version so I cannot test beta releases.
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