#4469 closed enhancement (wontfix)
Why not send units to gather other resources after finishing the current one?
Reported by: | Amalaki | Owned by: | |
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Priority: | If Time Permits | Milestone: | |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
when workers finished with stone, why not send them to wood which is close to them?
I would upload a picture but don't find the function?
to you have a mail,i have some other ideas too
cheers, jo
Change History (3)
comment:1 by , 7 years ago
Component: | Build & Packages → UI & Simulation |
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Summary: | Why not send to other resources? → Why not send units to gather other resources after finishing the current one? |
comment:2 by , 6 years ago
Description: | modified (diff) |
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Milestone: | Backlog |
Resolution: | → wontfix |
Status: | new → closed |
I am not convinced that units should switch automatically to a different resource type. It should be sufficient to detect idle workers as easily as possible.
comment:3 by , 6 years ago
Maybe for food. But I agree that the rest seem kinda annoying. For food I guess units shouldn't go hunting outside territory unless their previous order was to do so :)
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Not entirely convinced, it should mostly be the players duty to order his units.
If this were implemented, it might have an unexpected side effect. For example sending 30 units to a mine, only 25 being able to gather, the other 5 then walking to trees that might be covered by an enemy tower for example.
On the other hand, there is a similar problem with hunting. If cavalry finished hunting deer, they leave the nearby sheep untouched iirc.