ommmmmmm / keeperfx

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Tunneler dwarf stops training #77

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Get a Tunneler dwarf (I did this in Blaise End in an attempt to get 255 
creatures)
2. Put him in the training room

What is the expected output? What do you see instead?
Like Imps, one would expect he stays there until he reaches level 10, but for 
some reason a tunneler will just wander off after a few seconds to perform Imp 
tasks instead.

What version of the product are you using? On what operating system?
0.4.0.523

Please provide any additional information below.
It's not really that big of an issue as you usually want to get rid of these 
weak creatures, but does strike as being awkward. I don't recall the original 
DK having this effect.

Original issue reported on code.google.com by bvd...@gmail.com on 15 Sep 2012 at 8:34

GoogleCodeExporter commented 9 years ago
I've always found this in dungeon keeper, if you train a tunneller it will stop 
training after a payday, or he's hungry, or a fight. You have to constantly 
drop the tunneller back into the training room. May it was just my games.

Original comment by shortaie...@gmail.com on 5 Oct 2012 at 1:59

GoogleCodeExporter commented 9 years ago
It's not easy to fix it at the moment, but I'll get back to it.

Original comment by mefistotelis on 3 Feb 2013 at 8:10

GoogleCodeExporter commented 9 years ago
To fix this, we need to somehow merge job_assigned (used for creatures) and 
last_did_job (used for diggers).

The job_assigned is more meaningful, so maybe it should be the only one used?
This still requires some thinking.

Original comment by mefistotelis on 26 Sep 2013 at 4:01

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
Issue 268 has been merged into this issue.

Original comment by mefistotelis on 23 Feb 2014 at 4:06

GoogleCodeExporter commented 9 years ago
The opposite is also true: Tunnelers stop doing imp jobs to go idle. This makes 
them almost unusable as workers, as they take ages to claim a single corridor.

Perhaps a solution is to not merge job_assigned and last_did_job, but split 
them. Make a single job like 'digger_tasks', and change 'last_did_job' to 
'last_did_digger_task', which included digging, reinforcing, etc.

It is then possible as a player to either assign e.g. the job 'Training' or the 
job 'Digger_tasks' to the tunneler, and he would not switch in the middle.

Original comment by Loobinex on 12 Oct 2014 at 2:11