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pixnaps
Permalink Posted at: 2010-01-19 23:29:14
Joined: 2010-01-19 23:14:30
Posts: 10

It would be very helpful to have an 'eject' option in various places. Three examples:

(1) I have wheat stocked up in the brewery (not being used since the economy doesn't need beer), when I need it more at the bakery, so I 'eject' the stockpiled wheat out of the brewery. Workers then go and take it where it is more needed.

(2) A poor road system got jammed up as multiple flags reach max capacity of stores. Rather than having to destroy the flag and rebuild, an 'eject' option here would simply make the wares disappear.

(3) Most importantly: suppose I have a master miner in a simple coal mine, when I need him over in a deep mine. (Or, a master blacksmith in a metal works when I need him to go fill in the War Mill vacancy.) Rather than destroy + rebuild, I simply 'eject' the overqualified worker. He goes where he's more needed, and a new unskilled worker eventually replaces him in the simple building.

Spiceskull
Permalink Posted at: 2010-01-20 19:25:14
Joined: 2009-02-24 15:13:46
Posts: 47

Yeah - I liked the stop intake/empty function in Settlers ... it would be good for consideration in future builds.

silvering
Permalink Posted at: 2010-02-05 04:01:01
Joined: 2010-01-28 02:30:06
Posts: 1

good idea

cospaok
Permalink Posted at: 2010-04-13 19:38:24
Joined: 2010-04-13 19:19:20
Posts: 1

I just joined the forum to suggest (1) and (3).

As for (2) I would prefer to be able to divert traffic on a less used road even if it's a long way off the destination so I can prevent the jammed flags and loss of wares. And, it would be better still if the game decided which way the wares should travel to avoid jammed flags, provided the player has built alternative routes.

Nasenbaer
Permalink Posted at: 2010-04-13 20:38:39
Joined: 2009-02-21 18:17:01
Posts: 369
Location: Germany

cospaok wrote: I just joined the forum to suggest (1) and (3). As for (2) I would prefer to be able to divert traffic on a less used road even if it's a long way off the destination so I can prevent the jammed flags and loss of wares. And, it would be better still if the game decided which way the wares should travel to avoid jammed flags, provided the player has built alternative routes.

Since implementation of the donkeys/oxen/horses i haven't seen any real traffic jams - under some circumstances (like when you connected a lot new constructionsites to your economy and the headquarters pushes all the needed wares out) there still might be some wares not transported directly... but that wouldn't be changed by a redirect.

megalive
Permalink Posted at: 2010-04-13 21:27:55
Joined: 2010-04-12 22:16:58
Posts: 12

the jammed roads i had, i simply added a new road next too it (longer way) and jam is gone.

Worked here fine like it did in settlers face-smile.png. and the osses part is really good.

Ejecting workers would be handy for A - eject trained workers too go too a different building. B - Stop buildings producing and not hold a worker

The eject goods part is more diffycult A - a building does not have a lot of good staying in it. B - if you recieve something mostly you do something with before you can store. (ie is no longer like new) C - in the period you really need it at a different location for finetuning the last bit ... yeah then it could be handy. IE when you stop a building that the worker his last work is repack the goods like new and put it out on the flag.

timowi
Permalink Posted at: 2010-04-13 21:34:13
Joined: 2009-11-01 23:08:42
Posts: 107
Location: Germany

Nasenbaer wrote: Since implementation of the donkeys/oxen/horses i haven't seen any real traffic jams - under some circumstances (like when you connected a lot new constructionsites to your economy and the headquarters pushes all the needed wares out) there still might be some wares not transported directly... but that wouldn't be changed by a redirect.

There are traffic jams even with donkeys. You have played to much games in the pre-donkey-time and know how to avoid them face-wink.png And there are still bugs in the economy code.

Actually these features are being implemented. I tried a bit of these but stopped them do do more of the work in the economy code. It's quite easy to hack them in different places but I want to do it in a more general way and avoid breaking the current system.

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