why?

Post bug reports and ask for game support here.

Moderator: Shannon V. OKeets

Post Reply
joshuamnave
Posts: 967
Joined: Wed Jan 08, 2014 3:51 am
Contact:

why?

Post by joshuamnave »

This is an incredibly well documented problem that remains unaddressed. Why does the auto convoy routing insist in using an extra step rather than taking the more efficient route? This seems like it should be an easy problem to fix but it has remained. In the upcoming state of the game report that we were promised over a week ago, could you please discuss what is happening with fixing convoy auto routing? Thanks in advance.

Image
Attachments
why.jpg
why.jpg (16.96 KiB) Viewed 169 times
Head Geek in Charge at politigeek.net - the intersection of politics and all things geeky
User avatar
rkr1958
Posts: 31062
Joined: Thu May 21, 2009 10:23 am

RE: why?

Post by rkr1958 »

Why indeed! Take a look at this route from the Philippines to Kweiyang, China. It uses 4 CPs when only 2 are necessary and it double backs on itself. And to make matters worse I think it's using CW CPs in the China and South China Sea. Is that even legal? The US is still neutral and this is a traded RP from the USA to China. Can the CW assist in its transport?

Image
Attachments
whyindeed.jpg
whyindeed.jpg (398.6 KiB) Viewed 169 times
Ronnie
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: why?

Post by Shannon V. OKeets »

ORIGINAL: Zartacla

This is an incredibly well documented problem that remains unaddressed. Why does the auto convoy routing insist in using an extra step rather than taking the more efficient route? This seems like it should be an easy problem to fix but it has remained. In the upcoming state of the game report that we were promised over a week ago, could you please discuss what is happening with fixing convoy auto routing? Thanks in advance.

Image
If this were easy to fix, I would have done so long ago. It isn't easy to fix.

-------------

The state of the game report is waiting on me to provide information to Erik.
Steve

Perfection is an elusive goal.
davidachamberlain
Posts: 326
Joined: Tue Jan 21, 2014 12:12 am

RE: why?

Post by davidachamberlain »

ORIGINAL: Shannon V. OKeets

If this were easy to fix, I would have done so long ago. It isn't easy to fix.

-------------

The state of the game report is waiting on me to provide information to Erik.
Might it be worth considering a way to turn on and turn off the auto-routing? If manual, the player would need to complete the entire route manually, but at least it would not over-ridden.

That might not be a simple fix, but would address those with the greatest problems with the routing.

I can certainly see the complexity in trying to optimize in the right order to approach the most efficient pathing, but maybe that might be a problem that is just too large to effectively solve. That is one of the problems with AI - even when it is smart, it sometimes does something completely different than you want.

Dave
User avatar
rkr1958
Posts: 31062
Joined: Thu May 21, 2009 10:23 am

RE: why?

Post by rkr1958 »

ORIGINAL: davidachamberlain

Might it be worth considering a way to turn on and turn off the auto-routing? If manual, the player would need to complete the entire route manually, but at least it would not over-ridden.

Dave
To me, adding this feature is a necessity if we want to significantly expand the MWiF player base beyond what it is now. I would love to see an option, or toggle, for manual only versus automatic convoy routing. I understand that there may be some rule violations with respect to traded resources under a manual only mode but to me that's minor compared to the extreme frustration I experience when I see my carefully planned, and optimized, convoy routes shredded by a program that refuses to allow me to set my own routes even when I try to through the override feature.
Ronnie
User avatar
TeaLeaf
Posts: 451
Joined: Wed Nov 05, 2014 3:08 pm

RE: why?

Post by TeaLeaf »

Indeed. A 100% manual convoy route system.
The player should locate the resource, instruct which convoy route to take (only once overseas), and then selects the destination factory. Link confirmed.

The only thing left would be to tell the program which resources (NOT promised resources/BP) loose their transporting once submarines or other machines of the evil empires sink some or all convoys in a sea area. Perhaps MWiF could come up with a list of resources that are transported through the sea area once convoys are sunk. Player then has to tick the resources that are being lost untill new convoys are moved in and the player designates the lost resources again.
For what it is worth:
Most convoy problems I have spotted happen before the US enters the war and the collapse of Vichy France (if ever).
MWiF seems to have big problems combining the relations of different nations and the exceptions to the rules coming from the US ENTRY system.
And alas, there are still some sea areas that the program avoids as if there's a plague raging over there. I remember Cape Norvegia gave me headaches a while back...

And something happened to the option to set/correct convoy routes manually. It worked fine if you followed the instructions of the tutorial videos, but somewhere along the path of patches it stopped working. Now it indeed refuses any player input. It just reverts back to the very same route you are trying to correct after you hit the compute button. Annoying as hell.
Post Reply

Return to “Tech Support”