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Topic: building upgrade and stoired food/weapons

Imperio_Centurio
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Joined: 2016-04-02, 01:25
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Posted at: 2016-04-02, 01:58

When I upgrade a building (e.g. a mine or a soldiers training site) in which food is stored, after the upgrade the stored food or weapons are gone (please correct me in case this is a wrong assumption). To prevent the loss of food/weapons I can source the item by reducing the storage capacity befor upgrading the building. But this is a lot of work to do every time before upgrade a building. Wouldn't it be fair to implement in the regular building upgrade procedure that the stored good do not get lost during building upgrade?!


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einstein13
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Posted at: 2016-04-02, 07:58

There was similar idea in the past, but after some discussion and general agreement nothing was changed...

I am for adding a button to do that, but I know that there is a major problem about having too many buttons at once.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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GunChleoc
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Posted at: 2016-04-02, 09:25

Welcome to the forum face-smile.png

This is a known issue, and we have an open bug about it. The only reason that this hasn't been fixed yet is that nobody has had the time to do so.


Busy indexing nil values

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Tibor

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Posted at: 2016-04-02, 18:51

A consideration - if wares cannot be sent away, f.e. flag is full, there is transportation jam - should upgrade wait endlessly?


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GunChleoc
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Posted at: 2016-04-02, 19:19

There could be a user choice not to wait - e.g. using Alt + Click, or by having an intermediate window while the site is being emptied.

Edited: 2016-04-02, 19:20

Busy indexing nil values

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Imperio_Centurio
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Posted at: 2016-04-02, 20:11

The one thing is to source out good bevore dismantling ab building. Maybe here a solution is not so easy because of problems for example when the flag is next to the building is full (like mentioned by Tibor). Another thing is the case when a building is upgraded. Here an easy possibility an maybe the best solution would be to conserve the good in the building while upgrading the building. So after the upgrade of the building the goods would be still in the building like in the basic building before. That would be fair and I hope easy to realize.


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GunChleoc
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Posted at: 2016-04-02, 20:26

Not so easy, because the goods needed can change (e.g. from snack to meal). I still think it might be good to have something like a dismantlesite while the goods are being removed, and in case of a jam, the player could destroy this site to trigger an immediate upgrade.


Busy indexing nil values

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Tibor

Joined: 2009-03-23, 23:24
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Posted at: 2016-04-02, 21:16

Or we can use the time till worker (builder coming to upgrade the site) comes, the building can be stopped and ware queues set to zero and at least some wares would be sent to flag


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king_of_nowhere
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Posted at: 2016-04-02, 21:18

i like tibor's idea. it saves time for everyone.


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einstein13
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Posted at: 2016-04-03, 01:29

It saves time, but sometimes it will not solve the problem at all. Empire, The Nile map. They use very close mountains to produce marble. Coming from headquarter to the mine takes very little time. Taking all the wares outside the mine takes much more time.

About wares & traffic jam: if you dismantle your building and it is impossible to put a ware (f.e. stone) next to the flag, dismantling stops. So that my opinion is to leave "put all wares to the flag, then upgrade/dismantle". It is not perfect, but it sticks to current logic.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
backup website files: http://kartezjusz.ddns.net/upload/widelands/

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