#672 closed enhancement (fixed)
Complete Resource Shuttling Functionality
Reported by: | Kieran P | Owned by: | Philip, Michael |
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Priority: | Must Have | Milestone: | Alpha 3 |
Component: | UI & Simulation | Keywords: | resource, shuttling |
Cc: | Patch: |
Description (last modified by )
Bugs
* [WONT FIX NOW] [Philip] Redo pathfinding so less units get into path finding conflicts, and end up doing a dance.
* [DONE] [Philip] Redo unit ai so that when a building is destroyed, the unit recomputes the nearest dropsite
* [DONE] [Philip] When a resource is exhausted while unit is in transit to dropsite, currently the unit stops at the resource dropsite and stays there. They should record the position of the resource they were gathering, and return there, and look for another resource to work on in that area.
* [DONE] [Philip] In certain cases, when a resource is exhausted before they reach 20 in their inventory, and no other similar resources around exist, a unit will stay at the resource, standing still, with a part-filled inventory, when what they should do is return to the dropsite, dump their load, and then return to were they were, empty handed.
* [DONE] [Philip] When a unit finishes building a mill or a farmstead, they should look for nearby resources to mine. In this way, a bunch of units can be tasked to build a mill near trees, and once done, automatically go start getting the trees.
Tweaks
* [WONT FIX] [Michael] Units gathering from animals get their inventory full nearly instantly, while units gathering from farms take much long. Re-balance all gathering rates.
Artwork
* [DONE] [Michael] Need to complete the unit animations of carrying a specific resource. Currently only spearman work, and only for meat and grain.
* [DONE] [Michael] Women are the only animation left that don't have nice carrying (curent balance a basket on their head).
Attachments (1)
Change History (12)
comment:1 by , 13 years ago
Description: | modified (diff) |
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comment:2 by , 13 years ago
Description: | modified (diff) |
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Owner: | changed from | to
comment:3 by , 13 years ago
comment:4 by , 13 years ago
Agreed, farms should be slower because of cultivation etc. But, the gap is still quite huge. I haven't got the game in front of my to check, but it was something like 1 second for 20 food from an animal v.s. something like a minute for the same amount from farms.
comment:5 by , 13 years ago
Farms are supposed to be long-term and slow. Hunting is short-term and fast (same for berries).
comment:6 by , 13 years ago
Description: | modified (diff) |
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comment:7 by , 13 years ago
Description: | modified (diff) |
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by , 13 years ago
Attachment: | shuttle.patch added |
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comment:8 by , 13 years ago
Unfinished experimental patch that should cause units to return to the last location of the resource after it's been destroyed, before looking for new ones; and should make them return to the dropsite when they can't find any more resources to gather; and should make them cope better with dropsites being destroyed.
comment:9 by , 13 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:10 by , 13 years ago
I haven't done anything with the first issue, since I can't easily reproduce it and any fix is likely to be complex and fiddly and I don't want to rush it. The other issues should be addressed now, though it could probably do with some more testing and maybe bug-fixing.
One difference is that when a unit can't find any more resources to gather, it will return to the dropsite and then wait there, and not return to the previous now-useless gather site. I think that's preferable since it means all your idle units will congregrate in one easy-to-find easy-to-defend place, rather than being littered around the landscape.
comment:11 by , 13 years ago
Description: | modified (diff) |
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While the exact rates may need to be balanced there still should be a significant difference between gather from animals/berries and from farms. At least unless there is/will be a "tending the farm" phase between each gathering, in which case the gather rates should be more close to each other, though I still think farms should be slightly slower.