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Pollution & Shift-P

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  • Pollution & Shift-P

    The Auto Clean Pollution Shift-P for a worker only seems to work for the first 4 or 5 workers. After that the command has no effect.

    Maybe it only allows a max of 2 workers to work on each piece of pollution? But it would be better to remove this limit.

    It is very tedious to keep having to move the workers by hand and then pressing Shift-C.

    Also it's not "sticky" so once the worker has finished cleaning poluution they go active again. That's OK.

    This is with the patch - anyone else have this problem.

  • #2
    Re: Pollution & Shift-P

    Originally posted by geoffbland
    The Auto Clean Pollution Shift-P for a worker only seems to work for the first 4 or 5 workers. After that the command has no effect.

    Maybe it only allows a max of 2 workers to work on each piece of pollution? But it would be better to remove this limit.

    It is very tedious to keep having to move the workers by hand and then pressing Shift-C.

    Also it's not "sticky" so once the worker has finished cleaning poluution they go active again. That's OK.

    This is with the patch - anyone else have this problem.
    Using Shift-A works better. With Shift-P the worker will wake up and un-automate when there is no polution around to clean. Shift-A will automate a worker to include fixing polution. When there is nothing to do they go to sleep in a city and then wake up again when polution appears to clean it.
    -Brian

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    • #3
      Re: Re: Pollution & Shift-P

      Originally posted by jbrians


      Using Shift-A works better. With Shift-P the worker will wake up and un-automate when there is no polution around to clean. Shift-A will automate a worker to include fixing polution. When there is nothing to do they go to sleep in a city and then wake up again when polution appears to clean it.
      -Brian

      But it will still limit a particular function on a tile to 2 workers. Often that isn't nearly fast enough, especially in the case of pollution. Consider: you have 8 workers working in parallel to clean 4 squares around a city. Suppose you have discoveries and workers such that it takes 4 turn for each pair to clean a square. If you have all workers working the same square and then moving on, you get all squares clean in 4 turns. Same if you stack all 8 workers on a single square to clean it and then move on to the next. But a single square is usable far sooner. Like so:

      4 groups of 2 1 group of 8
      1st turn 4 polluted squares 4
      2nd turn 4 3
      3rd turn 4 2
      4th turn 4 1
      5th turn 0 0


      So over 5 turns, in the first case you have 4 usable square-turns, whereas in the second case, you have 10 usable square-turns. That could very easily be an extra 12 food and 6 shields, more likely up to 12-18 food and/or 6-12 shields.

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      • #4
        already been posted

        the slowness scroll is already fixed but i'm not sure if they also fixed the new max. 2 limit. But they are aware of it.

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        • #5
          Blind Guess

          They introduced the Max2 for the AI : It's bad when the AI gets 8 workers stolen at once ...

          And of course, they use the same routine for automated workers...

          BTW :

          If I send 12 workers to build a RR that takes 12turns, it gets done ASAP an my workers are free to use next turn.
          If I send 11 workers to build a RR that takes 12turns, it gets done at END of next turn so i cannot use ANY of them next turn for something else : 10 workers*turns lost....

          Should this qualify for a bug ?
          It certainly leads to micromanagement.


          Phoxtrot

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