Reorder worker icons in warehouse window

Bug #1518704 reported by wl-zocker
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Wishlist
Unassigned

Bug Description

Some questions came to my mind when I was reading about bug 1512077 (see there for screenshots, too).

- Why is the scout in the last column (military) and not in the first (general)?
- Barbarian smithes: The master blacksmith seems wrong in the second-last column because he can make weapons, but on the other hand, he is a more experienced blacksmith and should be in the same column.
- Empire: I think it would make more sense to have the carpenter under the lumberjack (maybe even under the forester) because he consumes logs.

Changing the order is relatively simple (in tribes/<tribe>.lua), but I wanted to have it discussed first.

Another thing which is not about reordering, but about displaying:
- The carrier icon is shown in a portdock. But can carriers ever be there? The new port should create them automatically, so there is no need to transport them.

GunChleoc wrote:
"whether they are displayed is controlled by the engine. They should only show up if they have a buildcost (e.g. when somebody mods Widelands)", so this probably needs changes in the source code.

Revision history for this message
GunChleoc (gunchleoc) wrote :

- Why is the scout in the last column (military) and not in the first (general)?

Maybe because both military and scouts are there so you can expand your territory?

- Barbarian smithes: The master blacksmith seems wrong in the second-last column because he can make weapons, but on the other hand, he is a more experienced blacksmith and should be in the same column.

I agree that he should be next to the basic Blacksmith.

- Empire: I think it would make more sense to have the carpenter under the lumberjack (maybe even under the forester) because he consumes logs.

+1

In general, maybe we should tend to arrange the workers in the same order as their buildings - as much as this is feasible?

tags: added: lowhangingfruit lua ui
Changed in widelands:
status: New → Confirmed
importance: Undecided → Wishlist
Revision history for this message
wl-zocker (wl-zocker) wrote :

With a scout, you cannot expand your territory. But then, why are the trainer and the helmsmith (Barbarians) in the last column? They are not needed for expanding, but only for training the soldiers/improve the fighting skills.

> In general, maybe we should tend to arrange the workers in the same order as their buildings - as much as this is feasible?

Sounds like a good idea. BTW, is the shipyard still between mill and bakery in the building menu?

Revision history for this message
GunChleoc (gunchleoc) wrote :

Both scouts and training sites are indirectly involved in expanding your territory - the scout helps you decide where, and the training sites make your soldiers stronger, so you get more expansion when you meet the enemy.

> is the shipyard still between mill and bakery in the building menu?

No. I have generally tried to do a sort order of:

1. Transport/Warehouse
2. Building materials
3. Food
5. Production buildings using mining output (smelter, weapons, tools,...)
4. Seafaring (Shipyard, Barbarian Weaving Mill)
6. Scout / Training sites
7. Military sites

Of course, this isn't 100%, because some of the wares have multiple purposes, also depending on the tribe.

GunChleoc (gunchleoc)
Changed in widelands:
milestone: none → build20-rc1
GunChleoc (gunchleoc)
Changed in widelands:
milestone: build20-rc1 → build21-rc1
Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: Confirmed → Won't Fix
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