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RE: Production Planning and Convoy Troubles
Posted: Fri Nov 22, 2013 1:34 pm
by Toby42
ORIGINAL: Shannon V. OKeets
ORIGINAL: Treale
ORIGINAL: bommerrang
I'm probably not a good WiF player because I don't try to micro the resources to each location. If a resource makes it to some factory I consider it a victory of some sort. I let the system do it's thing and move on to more exciting things like how to counter-invade Greece after Italy gets frisky.
That sounds fine, but can you play the game without setting up the convoy system? And if you don't set it up, what will happen to the production side of things? It would be nice if you could automate all of that side of it!
There are default setups for most major powers for most scenarios. Those will put your convoys out to sea. See Saved Setups.
As the game progresses through turns, you can use the Unused Convoy check box on the Production Planning form to locate where you have excess capacity. The Naval Review Summary form can be used to find extra convoys that are sitting in ports.
But automating the deployment of convoys around the world is out-of-scope for automation (in my opinion). That would require analyzing the risk to the convoy pipelines from enemy submarines, naval air, and surface raiders.
And I thought that advanced calculus was hard! [:(]
RE: Production Planning and Convoy Troubles
Posted: Fri Nov 22, 2013 1:39 pm
by markb50k
Like mentioned above, an interim and immediate need is that we can, if we choose, set the default override, and it needs to work.
Steve, I know you have a bunch on your plate, but are you looking at the issues with default overrides not actually making something change? I think that is the biggest issue, and if that was solved, most could get by with the screen as it currently is, which I actually like. Just allow us to be very specific in telling resources where to go and having the compute make it happen. Obviously if someone sets a default override to send two different resources to the same factory, the system cant fix that, but that is user error, and can be accepted as Working as Intended.
RE: Production Planning and Convoy Troubles
Posted: Fri Nov 22, 2013 2:33 pm
by paulderynck
If it were only so easy to program as it is to say!
If the program tries to optimize the remaining resource routing after a user overrides just some of them, it means the programmed routing must not behave as optimally as it was designed to do - but only sometimes!
Seems to me that the only choices are 100% manual versus the way the program behaves now. Mind you, given time, Steve can make improvements, it's just that there are numerous conflicting priorities at the moment.
RE: Production Planning and Convoy Troubles
Posted: Fri Nov 22, 2013 2:57 pm
by Toby42
ORIGINAL: paulderynck
If it were only so easy to program as it is to say!
If the program tries to optimize the remaining resource routing after a user overrides just some of them, it means the programmed routing must not behave as optimally as it was designed to do - but only sometimes!
Seems to me that the only choices are 100% manual versus the way the program behaves now. Mind you, given time, Steve can make improvements, it's just that there are numerous conflicting priorities at the moment.
What would happen if you just ignored the whole convoy/resources/factory thing?
RE: Production Planning and Convoy Troubles
Posted: Fri Nov 22, 2013 3:30 pm
by Centuur
ORIGINAL: Treale
ORIGINAL: paulderynck
If it were only so easy to program as it is to say!
If the program tries to optimize the remaining resource routing after a user overrides just some of them, it means the programmed routing must not behave as optimally as it was designed to do - but only sometimes!
Seems to me that the only choices are 100% manual versus the way the program behaves now. Mind you, given time, Steve can make improvements, it's just that there are numerous conflicting priorities at the moment.
What would happen if you just ignored the whole convoy/resources/factory thing?
You can't build the units that you are entitled to, according to the rule book. One of the disadvantages of trying to make a board game into a computer game...
RE: Production Planning and Convoy Troubles
Posted: Fri Nov 22, 2013 6:52 pm
by Toby42
ORIGINAL: Centuur
ORIGINAL: Treale
ORIGINAL: paulderynck
If it were only so easy to program as it is to say!
If the program tries to optimize the remaining resource routing after a user overrides just some of them, it means the programmed routing must not behave as optimally as it was designed to do - but only sometimes!
Seems to me that the only choices are 100% manual versus the way the program behaves now. Mind you, given time, Steve can make improvements, it's just that there are numerous conflicting priorities at the moment.
What would happen if you just ignored the whole convoy/resources/factory thing?
You can't build the units that you are entitled to, according to the rule book. One of the disadvantages of trying to make a board game into a computer game...
Yea! The board game let you cheat [X(]
RE: Production Planning and Convoy Troubles
Posted: Fri Nov 22, 2013 7:34 pm
by Dabrion
Well if you load the default convoy lines you can probably get away with it if you at least replace losses.
RE: Production Planning and Convoy Troubles
Posted: Fri Nov 22, 2013 8:24 pm
by Toby42
ORIGINAL: Dabrion
Well if you load the default convoy lines you can probably get away with it if you at least replace losses.
I remember that in one of Steve's videos. I'll have to run it again to see how he did that?
RE: Production Planning and Convoy Troubles
Posted: Sun Nov 24, 2013 10:34 am
by monkla
I had the same problem with the whole Canada/Australia/Resources thing. I then gave up on that and decided to plot the Canadian resources to UK only. Thing is, after issuing orders to two resources to the two Canadian factories, as soon as I tried to order a 3rd or 4th resource, they also would only go to Canadian factories. I could not get Canadian resources to leave Canada, full stop. Is it me or the game?
RE: Production Planning and Convoy Troubles
Posted: Sun Nov 24, 2013 12:30 pm
by Dabrion
Not worth the time&trouble at the moment.
RE: Production Planning and Convoy Troubles
Posted: Mon Nov 25, 2013 10:09 am
by monkla
ORIGINAL: Dabrion
Not worth the time&trouble at the moment.
Yeah, which is about what I think of the game at the moment.
RE: Production Planning and Convoy Troubles
Posted: Mon Nov 25, 2013 7:09 pm
by Agelastus
ORIGINAL: Dabrion
Not worth the time&trouble at the moment.
Beginning to agree with you; the resource management/convoy routing system is definitely problematic at the moment*. Just spent 20 minutes trying to convince the Oil resource from Port of Spain Trinidad to save in the UK instead of being used to produce in Glasgow (as I just extended convoy chains to Malaya and at the moment don't need to use oil for production.)
I'm beginning to think that the "clear default" action isn't working properly; it's almost as if the first default you set is replacing the basic "do nothing" status for the resource about 80% of the time. Hence why no matter how many times you clear a default and try to set something new it still tries to perform the old action. The really annoying thing is that it's not consistent though. Sometimes you can, eventually, change what the resource is doing.
*I'm trying very hard not to say "not fit for purpose" given the amount of time and effort that's gone into the game.