Allow to reduce maximum number of workers for a job

Hi,

As it says in the title, it'd be very useful to reduce maximum number of people assigned to the task. It can serve as a workaround to several AI issues now but also can work as a priority management tool:

1. Reduce number of workers that are assigned to a low-priority task (e.g. need more stone than wood now);
2. Temporarily set maximum number of workers to zero in task to prioritize other tasks (e.g. need to quickly finish castle wall and don't have time to continue building a shed nearby).

Comments

  • Actually, you can already prioritize tasks. From High - Medium - Low (Default) - Locked.
    Locked will not remove the currently assigned Bricktrons from the task, but will prevent new ones from joining the task.

    This however, does not modify the number of SLOTS you can have on a task. The number of slots exists mainly to limit issues with the AI. All tasks used to have 8 slots, but tunnels and quarries were reduced to 4 as 8 became too hectic and the AI would often mess up.

    Simply go to the task list at the bottom, and hover over the task you wish to change the priority of.
    Then hold SHIFT and click the task to RAISE the priority.
    Hold CTRL and click the task to LOWER the priority.
  • Huuh, we didn't know about this feature. Great thanks, it more or less covers what we need! Out of curiosity, is it mentioned anywhere else?
  • It's mentioned in the tooltip of the priority of the task.

    Incidentally, "Repair Crew" Task says that you increase or decrease the number of assigned Bricktrons, but it's actually changing the priority between High - Medium - Low - Locked as well, rather than changing how many Bricktrons are assigned. So perhaps at one point it used to change how many Bricktrons were able to be assigned to a task, but then they changed it to a priority system and missed changing the string for the Repair Crew Task?
  • I believe all of the tool tips use the language, "Increase or Decrease the number of assigned Bricktrons" but this is not the case and has not been since v0.9 (That is when I first saw priorities, and it has been the same since).

    I assumed that the leftside of the task would allow for changing slots, while the rightside changes priority, however, this is not the case.

    Also, @abbradar, I believe it was mentioned in one of the new tutorial videos Sauropod released, but when I made my first post, I was unable to find it, so I may have been confusing it with one of Shatojon's Streams.
  • Hmmm it would be interesting if there was a setting that would let us manually decide the number of workers we could add to a task. But I think that would add more needless tedium to the game.
  • Hmmm it would be interesting if there was a setting that would let us manually decide the number of workers we could add to a task. But I think that would add more needless tedium to the game.

    I beg to differ, it doesn't add "needless tedium" because it would be completely optional.
  • Then the GUI for the game would have to be redesined as well. Since right now the HUD only has room for the priority system right now.
  • Not true.

    I assumed that the leftside of the task would allow for changing slots, while the rightside changes priority, however, this is not the case.

    The left side of tasks and other UI elements in the bottom of the screenspace are all wasting half or more of their space. For instance, the Melee/Ranged unit selection in the bottom right only dedicates ~20% of it's icon to clickable area. The remaining ~80% is completely useless and is not clickable.

  • Oh I'm wholly with you, the game's UI IS NOT using the space properly and is filled with clutter that doesn't help functionality.
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