Topic: Bugs between build20 and build21
WorldSavior Topic Opener |
Posted at: 2020-05-03, 11:02
Yes. But I have investigated the bug and cannot confirm it at all, so it probably doesn't exist.
So, I checked what barbarian woodcutters do in bzr9220. It doesn't matter if the woodcutter works regularly or if I kick him directly after his return to the building (in that case he goes to the flag and back into the building) - in both cases the working is equally fast. Wanted to save the world, then I got widetracked Top Quote |
WorldSavior Topic Opener |
Posted at: 2020-05-29, 23:39
Hint: It also doesn't matter if the worker gets quickly replaced by another one - this action doesn't improve the working speed of the building.
I haven't collected all disadvantages know but big disadvantages are:
Edited: 2020-05-29, 23:48
Wanted to save the world, then I got widetracked Top Quote |
Nordfriese |
Posted at: 2020-05-30, 10:13
Which version exactly?
They do so after a brief delay which is necessary to look for the most suited soldier to send
When exactly is partial training better than full training? We have an open bug for b22 about giving the player more control, but for now the algorithm tries to find the most suited soldier so you can get heroes faster. Top Quote |
teppo |
Posted at: 2020-05-30, 11:09
Tell more. If there are free soldiers in the economy, this should happen. The trainingsite soldier selection was changed just before the build-21 freeze. Generally, the site became pickier which shows especially if there is a shortage of unoccupied soldiers .
If you do not want some training step to happen: Reduce the wares so that that training step cannot happen (as in golden shield capacity to zero). The soldiers will start leaving when when that step repeatedly fails, and do not come back (unless nobody shows up, after which the restriction lifts). Manually removing soldiers do not have that effect. Currently, the soldiers do not have names (or serial numbers) so that it would be impossible to prevent that particular instance from re-appearing. Also the current mechanism to call for soldiers cannot say that this-and-that guy are not welcome, selection can only happen by training level.
If only everybody agreed on how it should work, the rest would be easy. Top Quote |
JanO |
Posted at: 2020-05-30, 21:40
I guess that WorldSaviour does know that workaround for his problem with partial training. I have observed that behaviour, too. It does not only apply to trainingsites but to ordinary military buildings as well. I would describe it as following: If the algorithm is unable to find a better match for the kicked soldier it just sends him back immediatly. This is reasonable if there actually is no better match (like you kick out 1 of 8 soldiers from evade-training while those 8 are the only ones that are not fully trained in evade). Is it possible that the picking-algorithm has no awareness about the wares inside the trainingsites? I mean, if the site sends requests for soldiers with attack lvl2 but weapons for attack lvl3 are (set to) zero... this will not be very efficient. On top of that, sometimes the algorithm seems to get stuck, like in this triangular ware-routing bug that was investigated some time ago. I figured out the behaviour once, but I forgot again and sadly at the moment I'm not able to put it into words. For the other one, that soldiers should be send to military sites immediately if the number is increased: I don't know if this is what WorldSaviour addresses to, but as long as there are soldiers on their way toward the site that are send by the automatic exchange (prefer rookies or prefer heroes), the manually triggered requests are put into queue. One can kick out soldiers whenever one likes to, but requests are often delayed. Top Quote |
teppo |
Posted at: 2020-05-30, 23:02
No, it isn't. Should it?
If you find some words later, I read with great interest. Top Quote |
JanO |
Posted at: 2020-05-31, 08:54
Good question. Would probably solve this one problem but I guess it would bring one or two new ones. Top Quote |
WorldSavior Topic Opener |
Posted at: 2020-05-31, 19:05
I didn't, but I don't like that workaround anyway, I've already found a better one
I was talking about trainingssites, not militarysites. Have milsites a new algorithm, too?
It takes a lot of time until soldiers finally walk in. Didn't measure it but the time should be very short.
But then I have to wait a lot of time until the soldiers go away. Thanks for the tip nevertheless.
Before the new algorithm, soldiers were prevented from re-appearing in most situations. Simply because the free slots have been filled immediately with new requests, which was faster than the soldier who walked to the flag.
For example on small maps where you don't have time for full training. Or if now gold is available. Or simply because you like to ; )
What about reducing the "waiting time before the free slots get filled" to 1 second?
bzr 9296 (may 6th) but also some 7000ish master/ama. Hast it been changed several times?
Does it really need to be that long instead of 1s? Wanted to save the world, then I got widetracked Top Quote |
WorldSavior Topic Opener |
Posted at: 2020-05-31, 19:27
Another bug: Quarries take far too long now until reporting "no rocks". Couldn't they drop productivity much faster again? If they don't find rocks there are only two possibilites at all:
Wanted to save the world, then I got widetracked Top Quote |
Nordfriese |
Posted at: 2020-05-31, 19:28
There was a major bugfix in bzr9306 Top Quote |