guerringuerrin Posted 4 hours ago Share Posted 4 hours ago 4 minutes ago, Thalatta said: That's what I do, and some of my farmers ended chopping wood. @wowgetoffyourcellphone, I don't think it's because of the rally point, because most of my farmers continued farming, while just some ended chopping wood, and had to put them on farms again. Seems something weird is going on. I never seen this before. It might be worth to test it Quote Link to comment Share on other sites More sharing options...
Thalatta Posted 3 hours ago Share Posted 3 hours ago 54 minutes ago, guerringuerrin said: I never seen this before. It might be worth to test it I could be wrong, but it could be that they garrisoned on buildings that were closer to trees than to farms. Quote Link to comment Share on other sites More sharing options...
Atrik Posted 1 hour ago Share Posted 1 hour ago 1 hour ago, Thalatta said: I could be wrong, but it could be that they garrisoned on buildings that were closer to trees than to farms. Didn't recheck but my experience debugging UnitAI tells me that what probably happened was: Your units were actually chopping wood on a woodline further from garrisonable buildings You call alarm so they move all the way into the buildings The exacts trees they were chopping disappeared (chopped by other units : your soldiers) You ring end of alarm so they try to go back to chopping wood, but since the trees they initially were chopping are no longer there, they search new trees, but relative to their own position. Making your civilians start chopping trees at a different place as they were supposed to. Just a likely hypothesis and note for myself (or anyone) when I'll work UnitAI, since that would be fixable. Quote Link to comment Share on other sites More sharing options...
Thalatta Posted 41 minutes ago Share Posted 41 minutes ago But, if I understand correctly, that doesn't seem to be the issue @Atrik, the issue is having less people in farms at the end of the alarm because they go to the trees instead. Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 38 minutes ago Share Posted 38 minutes ago (edited) 52 minutes ago, Atrik said: Didn't recheck but my experience debugging UnitAI tells me that what probably happened was: Your units were actually chopping wood on a woodline further from garrisonable buildings You call alarm so they move all the way into the buildings The exacts trees they were chopping disappeared (chopped by other units : your soldiers) You ring end of alarm so they try to go back to chopping wood, but since the trees they initially were chopping are no longer there, they search new trees, but relative to their own position. Making your civilians start chopping trees at a different place as they were supposed to. Just a likely hypothesis and note for myself (or anyone) when I'll work UnitAI, since that would be fixable. I’ve noticed that when there are no buildings available for garrison, civilians just stay idle where they are. However, I haven’t verified whether this happens because there are no buildings close enough for them to detect, or because there are no available buildings at all. 3 minutes ago, Thalatta said: the issue is having less people in farms at the end of the alarm because they go to the trees instead. What I’m fairly sure about is that units do not switch to gathering a different resource. In other words, if they were farming, they will try to resume farming rather than moving to gather wood. Edited 38 minutes ago by guerringuerrin Fixing quotes 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted 30 minutes ago Share Posted 30 minutes ago 5 minutes ago, Thalatta said: But, if I understand correctly, that doesn't seem to be the issue @Atrik, the issue is having less people in farms at the end of the alarm because they go to the trees instead. Possible. You haven't provided a replay so we're only working with hypothesis. What I described could have mislead you into thinking the units chopping wood were initially farmers. 4 minutes ago, guerringuerrin said: I’ve noticed that when there are no buildings available for garrison, civilians just stay idle where they are. However, I haven’t verified whether this happens because there are no buildings close enough for them to detect, or because there are no available buildings at all. The maximum distance units travel to garrison seems a bit normal. You don't want units to travel half the map if they don't find any hides close enough. Maybe there is way to optimize the behavior however, with better sorting by distance for example. Also the input to ring the alarm is rather limiting... 1 Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 23 minutes ago Share Posted 23 minutes ago 2 minutes ago, Atrik said: The maximum distance units travel to garrison seems a bit normal. You don't want units to travel half the map if they don't find any hides close enough. Maybe there is way to optimize the behavior however, with better sorting by distance for example. Also the input to ring the alarm is rather limiting... Yes, I think this behavior is quite appropriate. And I don’t think it’s worth over-optimizing this behavior. If there are no nearby buildings to garrison in, having units stay idle where they are seems like the most appropriate outcome. Players should be responsible for ensuring there are enough nearby buildings for units to take shelter. Otherwise, keeping them idle is actually helpful, since it makes it easier to quickly select them using the idle hotkey. Short video of this. I don’t see any civilians switching resources after the bell. Not even those who garrison in buildings with rally points set to other resources. ringbell.mp4 1 Quote Link to comment Share on other sites More sharing options...
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