Better selection of soldiers for training sites

Bug #1252690 reported by fk
10
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Undecided
Unassigned

Bug Description

I had already posted this in the forum, but it should be placed here:

"In order to find out which soldiers will be sent to a training camp I made the following test:

The HQ contains 20 soldiers with evade 0 and 20 with evade 2. There are enough weapons, helmets and food. Next to the HQ is a training camp.

Each time when the training camp requests a new soldier, the HQ send an untrained soldier.

For the arena I made the following test:

The HQ contains 20 soldiers with hp3/attack5 and 20 without any upgrades. There is enough food and strong beer. Next to the HQ is an arena.

Each time when the arena requests a new soldier, the HQ send an non-upgraded soldier."

The problem is that, effectively, trained soldiers will only be equipped with new weapons AFTER all other soldiers have received the evade training. Similarly, upgraded soldiers will only be sent to the arena AFTER all other soldiers have been upgraded with weapons. This is paramount to a deadlock in the training sequence. It seems that some logic has gone lost here.

It becomes impossible to form a small group of elite soldiers, which I consider to be the core issue of an effective strategy.

Tags: military
Revision history for this message
fk (fredkuijper) wrote :

correction: "This is tantamount to"

Revision history for this message
Teppo Mäenpää (kxq) wrote :

It is possible to train a small group of elite soldiers, for example, by making sure that (almost) all untrained soldiers are occupied somewhere. This way, the core group surfs through all the training sites.

Of course, that is not easy. Should it be? In my opinion, no.

I prefer a small group of elite soldiers over many somewhat trained ones in my own army, too. Still, when everybody has the same pain, this leads to situations when you want many untrained soldiers to be situated in the military buildings, something you would otherwise never want.

What would, in your opinion, be a solution? Sending most trained soldiers to the training sites would lead to even worse stall in many other cases. The whole partial training issue was triggered by discussion in "trainingscamp and no warmill" thread in the forum. This is a honest question: if you have good suggestions on how should new soldiers be selected to a training site, could you please be more verbose?

Revision history for this message
fk (fredkuijper) wrote :

"by making sure that (almost) all untrained soldiers are occupied somewhere"

Unfortunately, the soldiers have started to decide that for themselves. :)

"What would, in your opinion, be a solution?"

I never watched that carefully in the previous version (r17), but as far as I remember this problem did not exist before.

It is more the question what has been removed, than what should be added.

Revision history for this message
Teppo Mäenpää (kxq) wrote :

Another way to tune the game towards your wishes might be the introduction of caserns:

If the economy does not consume soldiers, the caserns would stop producing rookies once there are enough vacant soldiers. When that happens, the existing ones are more likely to get training. A player could tune this by altering his reserve army size in economy settings.

Revision history for this message
Teppo Mäenpää (kxq) wrote :

Bug 669922 might be related.. I do not remember how to make a link there.

tags: added: military
Revision history for this message
SirVer (sirver) wrote :

Setting to incomplete for bug sweeping.

Changed in widelands:
status: New → Incomplete
Revision history for this message
Launchpad Janitor (janitor) wrote :

[Expired for widelands because there has been no activity for 60 days.]

Changed in widelands:
status: Incomplete → Expired
SirVer (sirver)
Changed in widelands:
status: Expired → Confirmed
Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: Confirmed → Won't Fix
To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.