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The missing resources.
Posted: Wed Aug 08, 2007 5:59 am
by Petiloup
When playing the Allies one of the important aspects is to move your transports to make sure you can fuel your factories with enough resources. Now what happens is for example I need 46 resources as I have 46 production points and after managing all the transports I see this info in the production screen 45/46 which means 45 resources available for 46 production points.
I know I'm going to loose 1 production but think it's ok.
Once entering the production phase the total is still 45/46 but once you go region by region there are 3 resources non-available. Meaning I see for example after doing the production a total 3/4 left. I go to the US for example and see that same info having use the factories points with all other countries. Then when entering a region the total change to 0 for the resources. Like those 3 resources are taking into account for the total but are not really available.
Is there any known reason for this to happen? basically I have transports running all over the planet so I don't quite understand.
Thanks for any input.
RE: The missing resources.
Posted: Wed Aug 08, 2007 6:48 am
by rjh1971
...
Brian will tell you better than me, since he knows all the insides...
Edited as said Brian knew better... so I deleted my part of my post
RE: The missing resources.
Posted: Wed Aug 08, 2007 4:50 pm
by WanderingHead
The resource/factory summary on the production screen shows the total number of factory points, and the total number of resources THAT CAN GET TO ANY FACTORY.
Most likely, what you are seeing is a small surplus of resources that can get to some factories, but some other factories that are not on the same net that have a deficit of resources.
For example, if you had 10 resources that could get to a region with 8 factory points, and 8 resources (disconnected from the first set) that could get to a region with 10 factory points, then the screen would show 18/18. But in reality, the first pool would be unable to use 2 resources and they would be stored, and the second pool would be short 2 resources. The extra resources from the first pool have no way to trace to the second pool.
During the movement phase, the best thing is to see do a quick check of how many resources can actually move to the individual factories, by selecting the factory region to get the details for that region.
RE: The missing resources.
Posted: Thu Aug 09, 2007 4:05 am
by Petiloup
Ok, thanks for the explanation.
Now I have convoys running from England to Canada, England to Brazil then around Africa to India then to Australia then to the US.
So it's all interconnected, only gap would be between Southern US and Brazil but as Brazil is connected via another transport link it should still be ok.
At that moment how can I make sure the ressource are going where needed?
RE: The missing resources.
Posted: Fri Aug 10, 2007 4:32 am
by WanderingHead
If everything (all resources and factories) is on a single net then there shouldn't be any discrepancy. You should be able to use every resource you see in the production screen count.
RE: The missing resources.
Posted: Fri Aug 10, 2007 10:43 am
by MrQuiet
Most of the time when I run into this trouble it is becasue I do not have West Coast USA connected via Transports.
The Alstrailain recources do not make the jump over Panama (no rail) so you may want to check that first.
RE: The missing resources.
Posted: Mon Aug 13, 2007 5:26 am
by Petiloup
Oups load my message 2 times it seems
RE: The missing resources.
Posted: Mon Aug 13, 2007 5:28 am
by Petiloup
Well it happens to me right now and I'm not at war with Japan yet so the West Coast is still secured and in place (my 2v2 tourny against Danyul and Kondor).
The thing is that those ressources are not to be used in any of my factories.
I did reload our Fall 1940 turn and tried all kind of transports positionning to see if I can change the result. Got like 12 reload count and still always 3 missing resources. Just did some screenshots to show you.
Same with Canada. Get 3 resources 3 factories then 0 resources and still 3 factories when I go to the region. That explain the 7 unused factories.

RE: The missing resources.
Posted: Mon Aug 13, 2007 12:32 pm
by MrQuiet
The US looks well connected in the transport net in that screenshot.
The only resouce that looks unconnected is New Zealand.
If New Zealand has been unconnected for 3 turns then there are 3 resources sitting there unuseable. (and unavailable for NMRC)
Maybe try and go back to a save and connect New Zealand and see if that solves it.
RE: The missing resources.
Posted: Sat Aug 25, 2007 4:32 pm
by gingerbread
Hi,
I have the same issue. Check West & Central Canada.
I have mailed saves to 2by3 and to Jan.
BR
gingerbread
RE: The missing resources.
Posted: Sat Aug 25, 2007 8:49 pm
by WanderingHead
ORIGINAL: gingerbread
Hi,
I have the same issue. Check West & Central Canada.
I have mailed saves to 2by3 and to Jan.
BR
gingerbread
I took a look at the files.
Let us consider the file EvenWorse. I progressed to production phase and hit "Use all remaining factories to build supplies" in order to force all the resources that are able to move to a factory.
The Production Summary Screen shows 58 linked resources, and 14 unlinked resources. A detailed evaluation of the Region Info Screen shows that indeed there are 58 resources in factory locations and 14 resources stuck somewhere that can't get to a factory (mostly islands, plus Rangoon).
So that is all correct so far.
Then, the Production screen. Here, it says that there are 67 linked resources, until you select any specific region at which time you see only 58 resources. That 58 applied for every region I tried, all nationalities.
The "67" here is incorrect.
I cannot explain it. It looks like a bug to me. For some reason, the Production Summary Screen gets the count correct, and the Production Screen gets the count incorrect.
For the time being, I suggest that you don't trust the Production Screen unless you have selected a specific region.
I'm trying to wrap up a patch, and I'm not sure that I can get a chance to look at this in detail. All of the code related to tracing through regions (for path selection, range validation, retreat direction, damaged tracing, resource tracing, etc) is extremely complicated and difficult to understand, so given that there is a user work around it may be better to assume that it is not going to be improved, and the player should select a region. This is generally true anyway, because sometimes not all resources can trace to all factories, meaning you get hurt if you don't check a factory region specifically.
RE: The missing resources.
Posted: Sat Sep 15, 2007 4:55 am
by WanderingHead
Please see here:
tm.asp?m=1567506&mpage=1&key=�
I'm pretty sure that this is not a bug at all, but a user-interface that gets confusing when players that pay too much attention do research.