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Topic: Move expert worker automatically

sashee
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Joined: 2024-09-28, 09:33
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Posted at: 2024-09-28, 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:

  • check if a suitable worker is available in another building that can be swapped to a new worker
  • send a new worker to that building
  • then send the (now free) expert to the building that needs that expert
Edited: 2024-09-28, 11:11

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mxb2001
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Posted at: 2024-09-28, 17:29

I can live with the micromanagement myself but what bugs me is that

  1. It happens silently (yeah I know there's a balance with having an alarm everytime some building stops working for whatever reason...)
  2. Sometimes it seems when you kick them out they go RIGHT BACK. Or was that changed recently?

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kaputtnik
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Joined: 2013-02-18, 19:48
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Posted at: Yesterday 15:05

Hi sashee and welcome to the forum face-smile.png

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...

mxb2001 wrote:

I can live with the micromanagement myself but what bugs me is that

  1. It happens silently (yeah I know there's a balance with having an alarm everytime some building stops working for whatever reason...)

I think this could be solved with an add-on.

  1. Sometimes it seems when you kick them out they go RIGHT BACK. Or was that changed recently?

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.


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sashee
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Joined: 2024-09-28, 09:33
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Posted at: Yesterday 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?

kaputtnik wrote:

Hi sashee and welcome to the forum face-smile.png

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...

mxb2001 wrote:

I can live with the micromanagement myself but what bugs me is that

  1. It happens silently (yeah I know there's a balance with having an alarm everytime some building stops working for whatever reason...)

I think this could be solved with an add-on.

  1. Sometimes it seems when you kick them out they go RIGHT BACK. Or was that changed recently?

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.


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