Way too easy to run out of resources

Bug #894614 reported by Γριφεγ
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Undecided
Unassigned

Bug Description

For example, when a forest is harvested, but there is an other one, and I build a woodcutters den, but it is never build because the timber runs out in medio, and there is no way to do anything else in the game...
Either resource extraction houses should not require their own resource, or the whole thing should be rethought a bit... because now it hampers gameplay

Revision history for this message
Jens Beyer (qcumber-some) wrote :

I guess this will trigger a race for opinions :-)

In my eyes, you are right about buildings should in general not require the resource they produce.
However, I also feel that this general rule can be broken in at least two special areas:

1. If we are speaking about the most basic resources - raw trunks and raw stone - I believe it should be in the eyes/responsibility of you to always have a few laying around. Don't raze the last lumberjack if you can't build a new one.

2. If a tribe especially does this for balancing reasons for a very advanced/highly processed resource. In that case it must be part of the 'introduction campaign' for that tribe.

On a side note, I have *never* had a 'no trunk left deadlock' as you described, even for desert worlds. Keep on playing and training, you'll soon notice that resource management is something the game is about :-)
Maybe you didn't notice the foresters? You don't need to completely harvest forests, for a steady trunk production you'll most probably have to afforest the trees you cut down :-)

Revision history for this message
Γριφεγ (grfgguvf) wrote :

One idea, is how I recall either Age of Empires or some similar game did it, is to "reserve" resources as soon as you order a building, so you cannot start buildings which will never complete...

And mea culpa, you are right, I didn't use forresters, does the tutorial mention them?

Revision history for this message
Γριφεγ (grfgguvf) wrote :

Okay, the tips during loading do remind of forresters...

Revision history for this message
Shevonar (shevonar) wrote :

The forester is also mentioned in the very first barbarian tutorial.

Revision history for this message
SirVer (sirver) wrote :

Also, we now have the dismantlesite in trunk which allows to build your buildings back and get some wares back for it. It makes it very hard to run into a deadlock anymore. I consider this a proper fix for this request and will close it as such. I want to wait for a while if the dismantlesite is really a good enough fix (it seems so to me) before going over this again.

Also, avoiding cyclic dependencies makes the economy much simpler which would be a loss for better players. We therefore never made the changes before.

Changed in widelands:
status: New → Fix Committed
Changed in widelands:
milestone: none → build17-rc1
Revision history for this message
SirVer (sirver) wrote :

Released in build17-rc1.

Changed in widelands:
status: Fix Committed → Fix Released
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