Suggestion: dismantle buildings

Bug #587251 reported by Arnaudus on 2010-05-29
This bug affects 3 people
Affects Status Importance Assigned to Milestone

Bug Description

So far, the only way to get rid of a building is to burn it down, including the wares that are still contained in it. I think the possibility to dismantle a building "properly" should be provided, since it does not make sense to waste wares when there is no rush.

Option A (the easiest probably): eject the wares stored in the building and burn it down afterwards.

Option B (the most interesting in term of gameplay probably): eject the wares and send a builder to dismantle it (reverse the building animation?) Dismantling might produced recycled wares (for instance, half what was necessary to build it).

Of course, the "burn" option should still be available, in case the place has to be clean as rapidly as possible.

Chuck Wilder (chuckw20) wrote :

I agree entirely. With the game's emphasis on economies, the obliteration of a building that is not under attack by an enemy is contrary to the underlying logic and goals of the player.

Astuur (wolfsteinmetz) wrote :

I'd like to see this, too.
I think I remember that this was already talked about and agreed upon in principle... somewhere, some time....

Arnaudus (a-lerouzic) wrote :

Note that the issue of emptying a building of its wares is the same as discussed in bug #559854.

Arnaudus (a-lerouzic) wrote :

Dropping wares is also the topic of bug #536570.

Hans Joachim Desserud (hjd) wrote :

I agree. It would make sense to have a less destructive option than to just burn down a building. (Would be great for empty quarries, fishers huts ...)

As the original post suggest, I think it would be fair that only half of the resources spent constructing the building can be recycled after it has been dismantled. What about time though, should it take equally long time to build something as to tear it down, or should the dismantle process go faster?

Now that the builder worker get two tasks, perhaps a priority button should be added for builders as well, to indicate if the priority is to finish new buildings or dismantle the old ones. (This might be a separate issue, though)

Nasenbaer (nasenbaer) wrote :

I just wanted to mark this bug as duplicate, as we had a feature request on to implement "destruction sites". But it seems that feature request has not been moved here. So let's keep this one instead. -> wishlist

David Allwicher (aber) wrote :

It doesn't seems fair to have wood and stone recycled in the same way.
It might even be possible to burn down the building and reuse the stones.

Nasenbaer (nasenbaer) on 2010-05-29
Changed in widelands:
importance: Undecided → Wishlist
status: New → Confirmed
Nasenbaer (nasenbaer) on 2011-08-21
Changed in widelands:
milestone: none → build17-rc1
Astuur (wolfsteinmetz) wrote :

Just want to mention, that I have done a mockup of a modified window for production sites,
that incorporates an UI suggestion for this feature:

SirVer (sirver) on 2011-10-08
Changed in widelands:
assignee: nobody → SirVer (sirver)
status: Confirmed → In Progress
SirVer (sirver) wrote :

This is implemented in r6070 and in trunk now. It works the following way: when you start dismantling a building, all buildcosts you invested into the buildings (also with former enhancements) is summed up and divided by 2 (rounding upwards). The time it takes to dismantle a building is now the sum of all wares you will get back * 45 seconds. 45 seconds is 150 % of the time it needs to consume an item in a constructionsite.

the only known issue with the dismantle site is that it will always appear as base graphic when seen in the fog of war (the same bug that we had for constructionsites). The solution that was implemented for constructionsites is not flexible enough to easily accomodate for the dismantleside. I opened bug 886664 for this.

Changed in widelands:
assignee: SirVer (sirver) → nobody
status: In Progress → Fix Committed
Hans Joachim Desserud (hjd) wrote :

Now that this is implemented, what about the AI? I skimmed the bug report now, but I cannot see that AI players have been mentioned. Will the AI be aware of and take advantage of dismantling buildings, or will it continue to burn down buildings? The AI seem to have some problems with deadlocks, and I suspect this feature might help.

Nicolai Hähnle (nha) wrote :

Carli has a branch to that effect: lp:~s3734770/widelands/carli-ai

SirVer (sirver) wrote :

Released in build17-rc1.

Changed in widelands:
status: Fix Committed → Fix Released
Patrick H. (dajgtre) wrote :

I suggest adding a confirmation window for the dismantling just like with the destroying. It has happened to my on more than one occasion that I was too trigger happy and clicked the wrong button resulting in a dismantled building rather than an upgraded one. It is not a big deal but it can be annoying. Perhaps make it an option to have a conformation window for destroying/dismantling buildings?!

Shevonar (shevonar) wrote :

You should open a new bug report for this suggestion. I think it is a good idea ;)

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