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#21
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The amount of workers assigned to every type of job (farming, building, mining, chopping, etc) could be controlled via a central interface, and therefor workers could be easily allocated from one job to another without having to individually find and assign workers. As well, that could automate the replacement of workers killed by harassing enemies. The streamlining of the user-worker relationship offered could be quite beneficial to the overall experience.
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#22
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#23
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Aye, this is something I've been thinking about, Darvin.
The interface would display for each task the number of workers, and you could hit "+" or "-" to increase or decrease the number of workers assigned to the task. "+" would take them from the inocuppied pool, and "-" would add them to that same pool (they'd go back home if not already around there). But you could still give them orders manually one by one, for example if you really don't want a part of the forest to be chopped down. Or maybe in this case you would even have a little lasso icon next to the lumberjack task, and would use it to lasso select the trees that your workers are authorized to chop down. Then, when the zone is empty, there could be a sound and written warning (and maybe the lumberjacks would try to help elsewhere if they can, while still stated as "lumberjacks", until you define a new zone?). Etc. etc. Edit : Of course, this would not prevent the AI to do the stuff we expect from it, as soon as it's not contradictory to our last orders. Last edited by Ovocean : 04-18-2008 at 02:22 AM. |
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#24
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#25
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Even if I'm looking forward to having a little help with the micromanagement, I just hope the AI won't do stupid things (like cutting down a forest when half your army is hidding in it!).
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#26
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That would actually be strategic because it would rid you of your cover.
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#27
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So your AI is working... against you?
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#28
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Oh, I didn't know it was on your team.
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#29
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Might be good but then it advantages people that make only 1 type of unit instead of trying to evolve to their needs.
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