Midcore Logistics Routing Issue

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Comcikda
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Midcore Logistics Routing Issue

Post by Comcikda »

You can see in the first screenshot that the road on the left does not receive any logi pt
Image

But when I removed the triangular road rendezvous in the lower right corner, the logistics points flowed normally again.

Image
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Vic
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Re: Midcore Logistics Routing Issue

Post by Vic »

allright, that looks like a good bug report!
Thx!
But I really need a savefile for this one.
Could you send it to vic@vrdesigns.net and put a link to this forum thread in the mail?
best wishes,
Vic
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Vic
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Re: Midcore Logistics Routing Issue

Post by Vic »

Thx,

Use Traffic Logs (right click on hex) to see the details.

The triangular road added an extra branching to the path, making the northern stream arrive quicker (and also even if it had arrived, making it impossible to continue)

Note that both streams are at the end of their legs 7th , 8th branching ... you need some logistical assets closer to the front (with less branchings to get their streams there)

best wishes,
vic
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Vic
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Re: Midcore Logistics Routing Issue

Post by Vic »

Question is if branching rules should remain in midcore logistics.
They are not very midcore imho.
Giving it a think!
good posting!
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Comcikda
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Re: Midcore Logistics Routing Issue

Post by Comcikda »

To be honest I can't get my mind around the fork rule. For a tactical scale game because of the fork causing transport vehicles to potentially stop because they may need to check for signs and turning, but in a game with more macro perspective like SE it's just confusing.
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JagdFlanker
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Re: Midcore Logistics Routing Issue

Post by JagdFlanker »

I personally prefer using traffic signs in regular logistics mode over current midcore mode so I can channel single big rivers of supplies down specific roads and minimize branching, so changing midcore to never split at forks might truly remove the need for traffic signs and might be more beginner friendly
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Vic
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Re: Midcore Logistics Routing Issue

Post by Vic »

Well in subversion F the branching penalty has been removed from midcore logistics, so no need anymore to wrap your mind around that one.
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