Currently Online

Latest Posts

Topic: Move expert worker automatically

sashee
Avatar
Topic Opener
Joined: 2024-09-28, 09:33
Posts: 2
OS: Arch Linux
Version: 1.2
Ranking
Just found this site
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

Top Quote
mxb2001
Avatar
Joined: 2019-05-20, 17:49
Posts: 273
OS: Linux
Version: 1.2
Ranking
Tribe Member
Location: The land of the thirsty spider
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?

--
To Boldly Go Where No Man Has Gone Before

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 19:48
Posts: 2493
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
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.


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
sashee
Avatar
Topic Opener
Joined: 2024-09-28, 09:33
Posts: 2
OS: Arch Linux
Version: 1.2
Ranking
Just found this site
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.


Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 19:48
Posts: 2493
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: Today 07:30

sashee wrote:

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.

You have point here, but isn't the hero/rookie setting the same? Probably you want heroes only at the front line and not somewhere else in your territory. This applies also to the amount of soldiers in military sites. As a result the player has to go through all military buildings and make the changes. So this can also be called a flaw. Especially later in a game you may forget to to change those settings and some "useless" heroes are sitting in military sites far away from the border. BTW that's the reason why i wrote the Where are my heroes add-on.

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?

CTRL+click works already for setting max/min amount of soldiers. For the proposal to toggle preference open another topic please ( but i would vote for that face-wink.png )

In the meantime you may want to take a look at the Automatic settings for military construction sites add-on. This can be found in the category "Script".


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
hessenfarmer
Avatar
Joined: 2014-12-11, 22:16
Posts: 2714
Ranking
One Elder of Players
Location: Bavaria
Posted at: Today 10:16

-1 for automating the worker management, because the Amazons were designed to require this management explicitly. Furthermore this issue mostly only happens if you upgrade the building to early. So upgrading only if the worjers have enough experience could be considered part of a proper economy management


Top Quote
mxb2001
Avatar
Joined: 2019-05-20, 17:49
Posts: 273
OS: Linux
Version: 1.2
Ranking
Tribe Member
Location: The land of the thirsty spider
Posted at: Today 16:27

kaputtnik wrote:

mxb2001 wrote: 2. 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.

Oh good, I'll try to remember it's fixed. I tend to remember problems long after they stop being a problem. Terrible habit of mine.


--
To Boldly Go Where No Man Has Gone Before

Top Quote