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#160 Colonist idles after dragging to another tile

Maybe_Later
open
nobody
None
4
2015-08-01
2012-04-28
No

In 0.10.5, in the Colony screen, when I drag a farming colonist to a sea tile, then he changes from XX grain to 0 grain. I would find it more logical that he automaticaly switches to fishing.

And when I drag a colonist from "Outside the colony" to a land tile, in some cases he produces nothing and in other cases something. I think I am often even not warned that he produces nothing when I close the colony screen. (Well, sometimes I am warned immediately that he would produce more %goods.name% on another tile, but I am 95% sure that sometimes I am not warned at all. If he produced for example 1 ore instead of intended 5 grain, I would notice it and assign him as farmer, but when he produces nothing, it is easy to overlook.) I propose he should always choose an outdoor profession according to his expertise and if he has none, then to maximize the number of produced goods.

Pavel

Discussion

  • Mike Pope

    Mike Pope - 2012-04-29

    Not a bug. We have been back and forth on this one already. The behaviour you want used to happen, but there were complaints that misclicking/dragging could put a Free Colonist to work on the wrong work location, which would cause them to lose their accumulated experience. Various points of view were put, including some that amounted to `I want FreeCol to read my mind':-). In the end we went for a simple solution that `does no harm': the work type does not change unless changed deliberately.

    The other solution would be to revert to changing the work type as you suggest, but independently track all types of experience. We did not do that because:
    1. It would have broken save compatibility, which is a big step and was inconvenient at the time.
    2. It would have been a fair bit of code in support of a small feature.
    We could revisit this next time save compatibility changes, but its hard to see it being regarded as high priority.

    Reclassifying as Improvement Request.

     
  • Pavel Jelínek

    Pavel Jelínek - 2012-04-29

    I did not realize that. Makes sense.

    But if you load the attached savegame into 0.10.5, move a convert from Woodstock to "Westpoint far" and drag him onto any sea tile, then he will produce nothing and the player will NOT be warned.

    I think that a player should definitely be warned, because producing nothing is easier to overlook than producing other commodity than intended.

    (BTW. I still dislike that the teaching process is interrupted, when a free colonist is taught as statesman and he happens to gain enough experience as farmer. I can't see why the player should carefully look at the experience before assigning someone as student. But I think I proposed this a few years ago and it was not accepted.)

     
  • Mike Pope

    Mike Pope - 2012-04-29

    >. I still dislike that the teaching process is interrupted, when a free
    colonist is taught as statesman and he happens to gain enough experience as
    farmer.

    I agree, but I was told that this misfeature is Col1 compatible.

     
  • Pavel Jelínek

    Pavel Jelínek - 2012-04-29

    As this is irritating and it can delay the teaching process by up to 9 turns, I almost want to suggest that this should be governed by one of the checkboxes in the proposed group "Nobody will check this if he does not insist on Col1 compatibility".

    But maybe I am going too far... I may be wrong.

    And there is one more way: One turn before achieving enough experience, the turn report may contain "Warning: This colonist will become expert farmer next turn, which will interrupt the teaching process".

    Adding a warning cannot be called violating the Col1 compatibility, and IMHO both parties would be very happy under this arrangement.

     
  • Mike Pope

    Mike Pope - 2015-08-01

    Warning: This colonist will become expert farmer next turn, which will interrupt the teaching process".

    Learning by experience is not deterministic. We do not know when if will occur until we check the current probability and it succeeds.

     
  • Mike Pope

    Mike Pope - 2015-08-01
    • Group: --> Maybe_Later
    • Priority: 5 --> 4
     

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