Vehicles are only selled, if empty and if they have stopped at an halt. So convoys without a halt in the schedule won't get selled. And empty convoys drive on, until they reach a station.
THis is the intention of the withdraw button. Maybe additional an additional return home button that add one depot into all their schedules would be helpful too?
I don't think, this is helpful. Then you have to search your convoys in depots over the whole map.
I rather would move the 'withdraw code' from convoi_t::laden to an other position. Maybe a new function convoi_t::check_withdraw and call this function directly in convoi_t::step?
If you have a coal line, e.g., roughly one half of all convoys in this line are empty and thus can be sold immediately.
Or just add the first check to set_withdraw() in convoi ...
But I would add only one depot, the one closes to the first stop for a return all button.
Then you will get trouble with choose signs.
Why: It will be introduced into all convois individual schedule. Then the convoi will get there (depot) next. Why should choose signs be important?
The whole point in withdrawing a vehicle is that it would wait until the next station and it was empty. This way no goods or p****engers are lost. Is it really that much of an issue that empty convoys go on - couldn't you just sell them directly instead?
They are already sold directly. I was just asking, why he dislike the return all (and put them in a single depot) option. This should be added too, to allow as much game styles as possible.
Ok, then I misunderstood you. If it is inserted in all schedules at the same position, then if works fine.