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回報翻譯問題
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The warehouse allows goods to be transfered, so the Grain delivered to the warehouse is not necessarily meant for beer production. You can check the Tips&Tricks warehouse section for this.
Have you checked the Stock and Demand of the City feature for Albany? Maybe there is incoming delivery for this city from elsewhere that is stuck on it's way?
AI can also contribute to the problem, when their delivery is stuck somewhere. A town has apparently one demand for all players human and/or AI, and they can go into troubles, having trains/deliveries delayed.
So when a player has an issue with delays it may be often solved with some actions, sending new train, making more tracks for faster delivery, etc.
When an AI does that - this is pretty much beyond player control, little can be done, if at all.
More and more players will get these kind of issues, especially when playing higher difficulty games with like 3 AI players. Such games would be strict, where growing a town quickly is sometimes the only solution, e.g. custom game task is early 3-5 years from game start and a town needs to be from size 20 to 70 k.
Not an easy thing to fix, as it is in the core of new supply-demand design. I think this is what best is to think of a working solution as early as you can. Maybe check source code for logic, one can imagine scenarios from that.
Some solution might be, that if delivery is delayed, town accepts another cargo - this will give an effect of unblocking demand, and delayed cargo would have a penalty of lowering the payment, but can you track additionally a time for each cargo car? Engine might have worse performance. This is actually not good idea.
Another solution is to have no strict limit for demand. Let towns to accept even several hundred percent more of cargo, or have no limit, but such overstock would place such requests at decreasing priority going to zero. Towns would still use all of it, they would just not request such cargo urgently. We would never have then a situation, that a town for example has no grain, cause some limited amount is somewhere stuck in travel.
The check, if shipping of cargo is possible should be rather based on actual stock in a town, not a sum of stock+"in shippment" amount. Such sum would only decrease priority.
If you think about it, stuck cargo can be for years, e.g. AI just having no minimal hauling capability.
We're looking into this delivery-situation closely.
After playing more now, I think, that warehouses being only for transfer is less of a problem. It is actually hard limit of both values of "in stock" + "in transit" number/amount. This is cause you may have "in transit" having all allowed number/amount, and town has a shortage then - zero "in stock". Allowing warehouses to get shipment from farm/factory would only solve problem partially, cause you would not be able to haul such cargo to mentioned town.
But if allow for no limit, you might end up in increasing stuck "in transit" cargo. This would not be good for game engine. Warehouses might be blocked with stuck cargo, and trains with such cargo would maybe overcrowd map, lines would get blocked, etc.
Consider a case where there is a problem after warehouse. Cargo is then marked as "in transit" when going to town in this new system. Train/trains maybe is/are stopped by heavy traffic, a sabotage of important rail line track for 3 weeks (they happen on expert level more often), and this after-warehouse cargo also blocks demand. And what is worse, AI can participate in that also, maybe all "in transit" cargo be stuck in AI company. You often cannot do a thing to solve such problem. This would be regardless of warehouses.
Actually stopped trains from farms directly to town is such case where warehouses play no role