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Deliverysystem

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HF.

Post 25 Jan 2012, 21:32

Deliverysystem

Hi, it seems the delivery jobs are realy crazy. They bring a stone to a street site and not picking up coal from the mine 4 or 5 fields beside walking along the next warehouse to the other end of the town to pick up a pice of crop. The next pickup of the mentioned coal was 6minutes after that. Is it possible to optimize it?

Oh and a splitting into 2 or 3 towns would be great so for example by selecting a unit or building give it town numbers so you can assign them to "towns". So this way you could assign units to a specific production only. (multi towns should be possible).

Example:
Warehouse Town 2
5 citizen town 2
10 towers town 2
2 stonecutter town 2
1 inn town 1,2 (delivered by town 1)
so you could build a defense only town! or something else

(Would be nice to stop citizens from running through enemies defenses across the map)

oh and another thing: remove or capture enemies/own fields/buildings would be nice too.
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 26 Jan 2012, 05:36

Re: Deliverysystem

@Deliveries: The delivery system we have is indeed flawed. At this moment serfs are picking the jobs, no matter how close the jobs are, preventing other serfs, closer to the jobs to take them. In your example that means that some serf already picked the Coal job.

We are reworking the algorithm to make a common pool of jobs/serfs and hopefully that will allow to assign better pairs of jobs-serfs. It's still work in progress ..

@Towns: We haven't seriously thought about multi-town functioning yet. There are several problems with that - how to build road connections, how to assign serfs to towns, how to handle deliveries, etc..
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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HF.

Post 26 Jan 2012, 12:07

Re: Deliverysystem

First of all, nice job!

@Towns: I would think a simple multicheckbox system in buildings/peoples details should work to assign them to the towns (May be with priority/blockJobs option). The road connections shouldn't be a problem at the moment it seems to be possible to use enemies roadds, so where the road belongs to schoudn't be a problem? And the way of handleing deliverys shoud work like the actual system. My serfs aren't deliver enemies jobs, so if they belonge to more than one town they might have to look arround all assigned towns for new jobs when the town is not blocked from this.
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 07 Feb 2012, 05:49

Re: Deliverysystem

That could be an interesting idea to give player control over 2 "players" at once in KaM, e.g. green and red. But from coding point of view that would be nightmare, as whole of the GUI assumes that there's only one active player at a time ... so maybe some sort of cheat similar to one we have in F11 menu would be required to change active team.

Maybe you could give it a try and play a map where there are 2 human players (not AI, as it will act on it's own while not actively selected) and switch between them using F11 menu and see how it goes?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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