Change the way healing is applied to soldiers in military buildings

Bug #586727 reported by Astuur
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Wishlist
Unassigned

Bug Description

I currently play the 5374 package - the first one where I can watch the soldiers heal inside buildings. Awesome new UI!
From what I see now, it looks like the healing is applied to the soldiers one after another according to the buildings healing rate.
The sequence in which soldiers are healed seems random. (could someone pease verify these 2 things from code)

It makes sense, that larger buildings have a better healing rate, but I think it does not make sense
that a soldier alone in a castle would always be healed so quickly - unless you want to give that constallation a distinct advantage.

I would like to suggest that the healing rate for a mititary site should be in units per time per soldier wounded.
And it should be bigger for each soldier in larger buildings.
This way there would be a fixed healing rate for a soldier in each building type and that should be applied to each wounded soldier simultaniously, so that a soldier recovers at the same speed for a given building type no matter how many others are with him.

If the sequential healing should be kept, I would suggest to heal the soldiers closest to death first.

Revision history for this message
Nicolai Hähnle (nha) wrote :

The change to heal only one soldier at a time was intentional.

I'm not so sure about the rest. I haven't looked at what the logic is right now, probably it just heals the first injured soldier in the list of present soldiers. That would be arbitrary, but I can see reasons for different healing patterns. For example, if/when we have the ability to select the soldiers that take part in an attack, I might actually want to have the highest level soldier, or the least injured soldier healed first, so that I have more soldiers available to start the next attack with soon. So it seems that any choice we make would be relatively arbitrary.

Revision history for this message
Raul Ferriz (raul.ferriz) wrote :

Currently soldiers are healed sorted only by present soldiers. And only one by one. Could be good to have different healing patters, selectable by user at runtime switching form one to another: "Heal deadly injured first" or "Heal lightly injured first". But may be this is enforce military aspect of widelands a lot.

But of course, this can be done.

Revision history for this message
Astuur (wolfsteinmetz) wrote :

I wonder why the healing was implemented in this way, one by one.
Hmm... initially I just wanted that to be a bit more realistic. If we had a medic in there, it would be (sort of) logical that he goes from one patient to the other -- but a house offers its benefits simultaniously to each soldier.
But of course you're right to stress the consequences and not realism.
I am bit worried not let this thing get too complicated with different healing schemes.
Among other considerations it's also an ethical question to do a triage on soldiers.
All in all I still think that equal similtanious healing to all wounded would be best.
But let's hear SirVer on that.
Is the advantage that a single soldier in a large building gets with the existing healing pattern something that is intentional?

Next point. From watching it seems that the sites do not prefer fully healed soldiers to wounded ones, when it comes to sending more soldier out. I think that had been fixed some while ago.

Revision history for this message
Raul Ferriz (raul.ferriz) wrote :

Well, really is not very complicated ;-) , I can only think on two patters:
-Heal most injured first
-Heal most injured last.

With first pattern you get all soldiers full healed just at same time, but long time until you get the first full healed soldier.
With second you get first full healed soldier with very very less time, but others remain unhealed. If you compare two methods, you invert just same amount of seconds on heal soldiers, but if you need a full healed soldier to prepare a fast attack/defense, then this can help a lot, giving you some full healed soldiers while others are just untouched.
The interface coud be very simple : a simple checkbox with text 'Heal deadly injured first' or something like.

On the other hand, if you mean soldiers that you send to attack/defend are less wounded, yes currenlty first soldiers launched are healthier, or at least that should be the situation.

Revision history for this message
Astuur (wolfsteinmetz) wrote :

Yes, if sequencial healing is applied those are the two possibilities.
But why are not all soldiers in the building healing simultaniously?
I am just curious.

For the other point:
I have seen injured soldiers sent out to fight, while others perfectly rested stayed inside the building.
Could it be there is some other rule logically preceding -- like leave the best soldier in the house
for defense?

Revision history for this message
Raul Ferriz (raul.ferriz) wrote :

mmm Well that can happen now that I think. Let me explain:
When the player launch an attack, a list of military sites on range is created. Player select only the number of attacking soldiers, but when really launch an attack, we start looking first military site on list and start poping soldiers until no more can be poped out (because only one is living here) or until player needs is not filled.

So, yes, can happen that wounded soldiers are sended to attack while full healed ones, on other military site, are resting. I think that would be interesting change this behavior: instead of pump all soldiers from one militarysite and then change to another, will be more interesting, and clever, pop only one soldier from every military site until players needs is not filled. That is, send a soldier from first military site, put this militarysite at end of list. Send a soldier from current first military site, put this military site at end of list. And repeat until sended soldiers < required soldiers by player attack.

Revision history for this message
Raul Ferriz (raul.ferriz) wrote :

Ops, change last "until" with a "while". Damn this mistakes only happens to non-english ;-)

Revision history for this message
Astuur (wolfsteinmetz) wrote :

Okay -- I understand. Thank you for the details.
Yes --- that would be interesting to take only one soldier from each site near. But the Soldeirs would then have to go longer ways.

>>So, yes, can happen that wounded soldiers are sended to attack while full healed ones, on other military site, are resting.

What I have seen, Raul, is happening at the same military site (an imperial castle).
I guess from your explanation that this should not happen?

Timowi (timo-wingender)
Changed in widelands:
importance: Undecided → Wishlist
tags: added: gameplay healing military
Revision history for this message
tecknomage (tecknode) wrote :

Add me to waiting "fix"

Ubuntu 10.10, Sysinfo 7.0

NOTE: Went to URL in Help = http://sourceforge.net/projects/gsysinfo/

Latest Sysinfo listed = v0.6.1-3

Tried install of DEB but....

"Error: Dependency is not satisfiable: libgtkmm-2.4-1"

BUT have libgtkmm-2.4-1c2a installed!

Revision history for this message
tecknomage (tecknode) wrote :

SORRY - wrong bug

Nasenbaer (nasenbaer)
Changed in widelands:
status: New → Opinion
status: Opinion → Confirmed
Revision history for this message
SirVer (sirver) wrote :

Setting to incomplete for bug sweeping.

Changed in widelands:
status: Confirmed → 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
Revision history for this message
SirVer (sirver) wrote :

I think healing is just fine the way it is. Healing all soldiers at the same time would make fortresses very strong - they already heal significantly faster. Healing always the weakest is not always beneficial too - you prefer to have some fully healed soldiers, ideally your strongest. Spreading healing evenly is not really a good strategy.

So I think healing is fine. I agree that the way attacking/defending soldiers are choosen could use some tweaking. Not sure if that should be a separate bug or not though.

Changed in widelands:
status: Expired → 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 → Won't Fix
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