Workarounds

Started by Yas, January 23, 2015, 02:16:13 PM

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Yas

Heya,

guess some people will agree that the AI sometimes Aint Intelligent. So, I thought about some workarounds and made a list. If there is a mod about already or suggestion made, pls write and I remove it.

a) Most important in my eyes: A veto for "reserved jobs". If I want the guy 3 tiles from fire to beat it out, let me do it. It really gets my nerves if I have to find the the guy who resereved it from other edge of the map and will take 3 years to come there, then draft him assign job to right guy and undraft other one.
Or I have to chance jobs in overview, and change back (what I for sure forget...).
Pls, I am the godfather of my colony and I hate stubborn colonists. Let me have the last decision about _who_ is the right person for the job.

b) Assign a "Workzone" for a worker. Imagine raiders damaged 4 wall pieces. And now 4 of ur guys ran there to fix 1 each. Wouldnt it be amazing to have a "zone-tool" at each colonist to give him exclusive access to certain sites? Pick the right guy, assign him all 4 walls and let him do it. That would be a biiiig relieve too.

c) Global value for crafting tables. Do u have a lot of crafting tables? And a loooooooooooot more bills? Do u also love to adjust the range the are allowed to go for each bill? For sure u will forget one bill at some time. And for sure ur AI driven dude gonna run away 999 tiles to fetch some stupid ressource and exactly that moment 5000 Raiders drop just at his head. It would be awesome to have a global scroll bar to set the standard for new bills, and an individual one to adjust where needed.

d) Forbidden zones. Sometimes u dont want ur guys to run at some places (e.g. cause there landed a mysterious space-junk-ship). So u can catch them all one after the other and draft them (or send them do other stuff and handle them again in 20 sec) or u remove the reason why they want to go there. If u have a 50% built construction site, u probably dont want to remove it. Wouldnt it be awesome to have a "ignore-zone" tool that makes all colonist ignore whatever may be in it? Extinct the with to run into the raid to buid something. No more "But I want to carry the ore NOW, I dont CARE about raiders". Just a bit zone of "ignore me" and when crisis done, remove with 2 clicks.

e) Priority zone. There is actually a similar mod already. Still, I would more love to have a "priority zone" tool :) (Yes, I love zones for some reason, I dunno, maybe Im ill). And that one could be individual again. Like Telling my repair guy (look at b) ) to not only its his exclusive work, no, but tell: "NOW, dude, MOVE! And dont u come back until its done. I dont care ur freezing and hungry, come back with ur shield or on it!" Hope u get the idea.

Well, still have more wishes and ideas, but I guess those are the most important (for me). And maybe not too hard to make? Since some stuff (zones :D and priorities) already there.

Well, please tell me what u think. :)


Edit: Just saw that a) already has a topic. Should refresh forum more often. Still... make it a +1 then :)

Shinzy

a) You've possibly already read this from somewhere but you can draft the closest colonist and manually beat out the fire, or draft 4 and coordinate them all to efficiently put the fire out
(I find this really fun actually, it's a nice little change of pace)

I love zones too, zones are fun
and lot of similar things have been suggested plenty of times! =P but imma double hand thumb you in the eye either way!

*thumbs Yas in the eye. twice*


Eleazar

Quote from: Yas on January 23, 2015, 02:16:13 PM
a) Most important in my eyes: A veto for "reserved jobs".

I strongly agree. Also if a pawn in the overview screen isn't assigned to do a job, you should be able to override that too.

Quote from: Yas on January 23, 2015, 02:16:13 PM
e) Priority zone. ... And that one could be individual again. Like Telling my repair guy (look at b) ) to not only its his exclusive work, no, but tell: "NOW, dude, MOVE! And dont u come back until its done. I dont care ur freezing and hungry, come back with ur shield or on it!"

I don't think we really need a priority zone, the "prioritizing" that can happen with the right mouse button just needs to be smarter.

If we tell them to prioritize hauling something they should look in the immediate area and try to haul a complete stack.  If we tell them to repair they should repair stuff in the immediate area, not just one cell.  If we tell them to construct, they should go for the whole process, not just a single step in construction.

But i think it is perfectly reasonable for them to quit when they really need to sleep or eat or whatever.

Yas

Quote from: Eleazar on January 23, 2015, 04:06:27 PM
I don't think we really need a priority zone, the "prioritizing" that can happen with the right mouse button just needs to be smarter.

If we tell them to prioritize hauling something they should look in the immediate area and try to haul a complete stack.  If we tell them to repair they should repair stuff in the immediate area, not just one cell.  If we tell them to construct, they should go for the whole process, not just a single step in construction.

But i think it is perfectly reasonable for them to quit when they really need to sleep or eat or whatever

Agreed. But that needs to boost the ai. And as I wrote, I understand that boosting AI is extremly hard. So, having a half-automatic solution like a priority-zone, where u do the AI-job, would help and probs be easier to program.

If its possible to tweak AI, ha, ofc that idea is obsolete. This topic called "workarounds" for a reason :) All my ideas could be made obsolete with a smarter AI and are ment to help us until we wait for it.