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[1.04b6]Logistics pull bugged when no manual pull, no traffic lights at source

 
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[1.04b6]Logistics pull bugged when no manual pull, no t... - 7/11/2020 11:21:33 AM   
Pi2repsilon

 

Posts: 42
Joined: 6/15/2020
Status: offline
I've got an interesting situation. Logistics flow seems strange and often plain wrong in 1.04b6, so I tried to set up a scenario that would best illustrate the current wrongness.

In this scenario I don't allocate any manual pulls at all, and don't set any traffic lights at the logistics source(s), and only set 100% blocker traffic signs elsewhere, the sources correctly apply the automatic pulls for preview purposes and make reasonable choices based on that but appears to ignore them in practice at round start, which leads to calamity as needs go unfilled.

I set up a scenario from my current game that best demonstrates the issue. I'm posting relevant screenshots from round 14 end and round 15 start and sending the savegames. (Nothing changed during the AI round execution to affect my logistics network.)

There's a public T2 truck stop in the capital and a private T1 in the eastern province of Falster. There are three roads out of the capital. The round preview (correctly) assigns the vast majority of capacity to the road between the two, and the preview traffic light for the capital shows the excellent reasons why.

Start of round 15, the traffic light reveals how the game made decisions for how to send logistics based on completely different pulls, to poor effect; each road got about a third, with the least used one getting a bit more.

https://imagizer.imageshack.com/img923/3793/kZEsSG.jpg - round 14, preview capital traffic sign
https://imagizer.imageshack.com/img924/9027/43usGn.jpg - round 14, logistics preview

https://imagizer.imageshack.com/img923/3607/4eiwHC.jpg - round 15, capital traffic sign
https://imagizer.imageshack.com/img923/4323/62YpLk.jpg - round 15, logistics initial pts

Also:
https://imagizer.imageshack.com/img924/3262/SbgaHC.jpg - round 15, bottlenecks
https://imagizer.imageshack.com/img923/8004/J0ESu4.jpg - round 15, used pts
https://imagizer.imageshack.com/img922/4121/eClAgJ.jpg - round 15, current pts


EDIT: And before anybody points out that the preview shows that I need more logistics capacity to deal with the extremely hungry hordes of 1.04b6, or that I really should use traffic lights to prioritize: I know. But I prefer uncluttered scenarios for bug reports to simplify bughunting.

< Message edited by Pi2repsilon -- 7/11/2020 11:39:58 AM >
Post #: 1
RE: [1.04b6]Logistics pull bugged when no manual pull, ... - 7/11/2020 5:55:15 PM   
Pi2repsilon

 

Posts: 42
Joined: 6/15/2020
Status: offline
Specifically, it appears to be the City pull that is borked.

(in reply to Pi2repsilon)
Post #: 2
RE: [1.04b6]Logistics pull bugged when no manual pull, ... - 7/12/2020 8:37:39 AM   
Vic


Posts: 7011
Joined: 5/17/2004
Status: offline
Confirmed. Preview and real execution were using different values for the auto City Pull points. will be fixed beta7.

Big thanks for spotting!

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(in reply to Pi2repsilon)
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