> 
> this seams to be a serious bug and thanx for the tip. how about the 
> following: buildings that need maintenance don't release globs when 
> storage is full, but instead these extra-resources get lost. guess that 
> would very well work for the inns and the swarm (perhaps some indicator 
> of wheatwaste would help to find the optimum number of workers to 
> assign). on the other hand, turrets are hard to maintain that way as 
> they would then block workers even in peacefull times.
> 

To carry this forward a fraction, you're suggesting that maintenance
should work like construction - the building keeps employing as many
workers as possible, until it fills up and fires them all?

Personally, I think it would be better the other way around -
construction should work like maintenance, and they should both work
right.  It always irritates me when 10 workers all scramble for the last
piece of stone to build a building.  I'm not sure how this is
implemented in the code, but if it works the way I expect (workers look
through a prioritised list of jobs), then when a worker is rejected from
one job, he should continue searching, starting from the next.

        - Andrew


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