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Convoy Question
Posted: Sun Mar 29, 2015 12:06 pm
by etsadler
What is, or where can I find, the process for forcing resources to use specific convoy routes? Just when I think I have it figured out, they all seem to reset to the insane routes that the computer wants to use (Canada to UK by way of the Caribbean???)
RE: Convoy Question
Posted: Sun Mar 29, 2015 12:35 pm
by Centuur
In the production planning, press the button "route". If you than go to resource you can change the sea area's it's taking.
RE: Convoy Question
Posted: Sun Mar 29, 2015 12:40 pm
by etsadler
Sorry to be dense, but how do I change the sea area it is taking? What do I click, or select, or what?
RE: Convoy Question
Posted: Sun Mar 29, 2015 1:12 pm
by Larry Smith
When you switch to route, and have a particular resource selected, you may then either (a) blank out the entire route by right-clicking on the first sea area used for transit, then reconstruct the entire route by left-clicking each sea area you wish to use, in the proper order, beginning with the first [the system will find the appropriate port]; or (b) simply deselect the first sea error that is not correct by right-clicking on it and then adding in the right ones. This generally works, though there do tend to be some persistent issues with any trade resources or BP's, as they are sometimes considered controlled by the sender, sometimes by the recipient, and sometimes the system won't let anyone control them. If you get weird messages, such as that there is no rail connection lining such and such resource to a city - and its one that needs to be convoyed at some point - just exit the form and restart it. Another often missed point is how to prioritize what gets traded. There is a small form down on the left, not quite all the way to the bottom left, that can be switched from "Default", to "Override" to "Computed", and there, on the "Default" form, if you click on the top line [usually blank] you should get a form that allows you to set the trade priority. This form will only pop up, however, if you are trading something, and will only list the present trade partners.
RE: Convoy Question
Posted: Thu Jan 23, 2020 9:16 am
by Ian R
ORIGINAL: Larry Smith
When you switch to route, and have a particular resource selected, you may then either (a) blank out the entire route by right-clicking on the first sea area used for transit, then reconstruct the entire route by left-clicking each sea area you wish to use, in the proper order, beginning with the first [the system will find the appropriate port]; or (b) simply deselect the first sea error that is not correct by right-clicking on it and then adding in the right ones. This generally works, though there do tend to be some persistent issues with any trade resources or BP's, as they are sometimes considered controlled by the sender, sometimes by the recipient, and sometimes the system won't let anyone control them. If you get weird messages, such as that there is no rail connection lining such and such resource to a city - and its one that needs to be convoyed at some point - just exit the form and restart it. Another often missed point is how to prioritize what gets traded. There is a small form down on the left, not quite all the way to the bottom left, that can be switched from "Default", to "Override" to "Computed", and there, on the "Default" form, if you click on the top line [usually blank] you should get a form that allows you to set the trade priority. This form will only pop up, however, if you are trading something, and will only list the present trade partners.
Bump - has anyone else had success with this method?
My understanding is that the computer will reassess and re-route convoy routes at every save.
Is the answer to reset everything in the breakdown buildup phase (when details of treaty obligations can be adjusted) and not save again after that, as has been suggested elsewhere?
RE: Convoy Question
Posted: Thu Jan 23, 2020 2:59 pm
by paulderynck
There have been many changes to convoy routing since 2015 but this procedure still applies in principle. The best way for the CW seems to be to set up your sources and destinations as defaults and only change the routes the program selects if there is a problem getting a resource to go through because of a bottleneck which the program has created.
RE: Convoy Question
Posted: Thu Jan 23, 2020 5:44 pm
by Ian R
I'll give it a try. I was thinking of doing something more radical with the standard map TER file and some 'permanently dry-docked' CPs to speed through those issues, but it would be more satisfying to do it from within the game.
RE: Convoy Question
Posted: Thu Jan 23, 2020 6:50 pm
by Majorball68
ORIGINAL: Ian R
I'll give it a try. I was thinking of doing something more radical with the standard map TER file and some 'permanently dry-docked' CPs to speed through those issues, but it would be more satisfying to do it from within the game.
Best way to do convoys is at USSR breakdowns which is the step prior to final production. When you get to USSR breakdowns go into the production menu where you can route your convoys and do it there. You also get around the issue of not being able to re route lent resources ie change source and where they actually go, that occurs when you are doing final production. Under no circumstances save and reload at any time during final production. Even my email games the German player gives instructions and the Allied player does all the final production for both sides. The German builds save is then sent to the Axis player. No matter how you lock in paths they will reset on reloading a save. I don't even bother with preliminary production, this step is a waste of time for the CW player as everything resets when you reload a save. Final production is just a formality and you can click through this if you done everything at the USSR breakdown stage.
RE: Convoy Question
Posted: Thu Jan 23, 2020 7:14 pm
by Ian R
Thanks - I had seen your post on that elswwhere, and tried it.
I successfully organised saved oil points in India/Oz delivered from Palembang... but sure enough, on the next turn, the two oil resources were idle and the 4x CPs were tagged as "unused".
The odd thing is, it didn't always do that.