more logically soldiers
Bug #1134694 reported by
Mezomix
This bug affects 2 people
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Wishlist
|
Unassigned |
Bug Description
I whish me more logical soldiers. It would be very nice if trained soldiers would be automatically switch with the untrained soldiers in any military building or at least when you create a new military building, trained soldiers should be preferd to join the new building.
tags: | added: military |
Changed in widelands: | |
importance: | Undecided → Wishlist |
Changed in widelands: | |
status: | Incomplete → Fix Committed |
milestone: | none → build19-rc1 |
status: | Fix Committed → Fix Released |
milestone: | build19-rc1 → none |
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How about adding a priority to the military sites and training areas, much like we have priority for various ware slots in consuming building? Then game would try to deliver best soldiers to high-priority sites, recruits to lowest-priority. And maybe even swap recruits that ended in high-priority building because of soldier shortage for newly trained killing machines.
Also, soldiers from a building would automatically go to training site unless it has lower priority than their building. So, default medium-priority arena would never disturb high-priority buildings (you probably need soldiers there all the time), but you can change this to high priority, so that anyone can go to training automatically.
And while we are on training site topic: how about giving user way to set upper limit on the attribute it trains? For example, if you lack gold completely and cannot produce the most awesome weapons, you can limit attack training so that soldiers don't idle their waiting for super-axe that's just not going to arrive any time soon.