Topic: Move expert worker automatically
sashee Topic Opener |
Posted at: Yesterday 09:41
It happens a lot of times that a building is stuck with "Expert missing" while next door there are suitable workers. Especially with Barbarians and the Empire, when I upgrade the mines I end up with non-functioning ones until I realize it and then dismiss some Chief/Master miners from other mines. I understand that Widelands is about managing an economy, but this is an often frustrating micromanagement. I build the necessary advanced buildings and they don't work and I need to hunt for another building to move one of its worker over. So, my suggestion is that if an expert is missing from a building:
Edited: Yesterday 11:11
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mxb2001 |
Posted at: Yesterday 17:29
I can live with the micromanagement myself but what bugs me is that
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kaputtnik |
Posted at: Today 15:05
Hi sashee and welcome to the forum for me this is seldom an issue, so i can't say that this is frustrating. The thing is: Now worker micromanagement is frustrating, the next time an other micromanagement is frustrating (e.g. micromanaging of heroes/rookies in military sites) and then another micromanagement will become frustrating (e.g. setting input queues). If all those frustrating things will be solved by an automatism, the game wouldn't be widelands anymore...
I think this could be solved with an add-on.
This should be fixed, already in version 1.2 imho. See https://github.com/widelands/widelands/pull/6136 If you have this issue in widelands 1.2 you should write a bug report, or reopen the linked bugreport. Fight simulator for Widelands: |
sashee Topic Opener |
Posted at: Today 19:33
Thanks:) I've put a nontrivial amount of time into Widelands, it's such a great continuation of the Settlers! Sure, some things should not be automated. Though I see a difference between managing heroes/rookies in military sites and expert workers. Whether I want heroes or rookies is a decision that I need to make. For example, I might know that a citadel does not need heroes, so I set it to favor rookies. Same with input queues: if I set priorities then I'm making decisions that I want more of something and less of everything else. But with expert workers, there is no desirable outcome having 2 master brewers in one brewery and none in the other. I'm not making a decision here, I'm fixing a flaw. That feels more like grind that I need to do instead of being something interesting. Btw, if you raised the heroes/rookies topic: I also find myself setting a lot of buildings from heroes to rookies or the other way around and that requires several clicks. I tried to find a shortcut for that but seems like there is none. So, it would be nice if, let's say ctrl+click on a military building toggles the preference, and maybe ctrl+a+click toggles min/max number of soldiers. Maybe I should open a new topic for that?
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