Topic: How to get a worker for a too early upgraded building?

Leartin

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Joined: 2012-08-04, 20:07 UTC+2.0
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Posted at: 2012-08-04, 20:32 UTC+2.0

Hello folks, I just played widelands for the first time today. Quite impressive work face-smile.png

Well, i stumbled upon a problem when upgrading buildings like mines or the brewer. I didn't know that you have to wait for the worker to gain enough expierience - learned that one the hard way (maybe, just maybe, I was to lazy to read all the text of the campaign...) Now, is there any way to actually make use of a building which was updated too early? I found neither a way to downgrade the building again, nor to swap places with a worker capable of the needs. It seems to me that the way an advanced building needs more then one worker, where one has to be superior and the other a beginner, is very similar to a vocational training, so I naturally thought that the trainee could change his firm once he mastered his occupation, but even though I could click on the worker to mark him, I wasn't able to push him out of the building, like it is the case with soldiers. I'd be glad to know if there indeed is a function like the one I was searching for, or any other way to deal with that problem I haven't thought of, without destroying the building or setting up another just so a worker can upgrade (which has to be destroyed to release the advanced worker or - worse - upgraded, where the worker will change to the older building which is already waiting for him, leaving his own without employee once it's finished.)


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Nasenbaer
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Joined: 2009-02-21, 18:17 UTC+1.0
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Posted at: 2012-08-05, 11:31 UTC+2.0

Hi Leartin,

you indeed focus a problem that is not yet resolved. So to say: It is planned to give the player the possibility to kick out a worker of a building, like you can already do with the soldiers. However this is not possible yet.

So the only two possibilities at the moment for resolving this issue for you are:

  • Dismantling (to at least get some of the resources of the building back) or destroying the upgraded building and just for the next time wait with the upgrade of the building until a worker has rwached the needed level.
  • Destroying or dismantling another building that holds a worker with a level high enough to do the job.

Cheers Nasenbaer


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radick334
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Joined: 2012-05-28, 21:17 UTC+2.0
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Pry about Widelands
Posted at: 2012-08-06, 01:16 UTC+2.0

Could you make it so the upgraded building acts as a non-upgraded building, until its worker is leveled up sufficiently? That would make upgrading buildings a lot less confusing, in my opinion.


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Venatrix
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Joined: 2010-10-05, 20:31 UTC+2.0
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Posted at: 2012-08-06, 09:26 UTC+2.0

That would mean, you wouldn’t need upgradeable buildings anymore. In that case you could upgrade your buildings in the moment they’re finished and just have to wait until your worker qualifies for the real job. So there would be no reason for building a standard building because you just needed the expanded version.

So I think, that’s a bad idea. You just have to take care before upgrading a building. That’s part of the game. face-wink.png


Two is the oddest prime.

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Leartin

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Joined: 2012-08-04, 20:07 UTC+2.0
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Posted at: 2012-08-07, 23:41 UTC+2.0

Nasenbaer wrote: Hi Leartin, you indeed focus a problem that is not yet resolved. So to say: It is planned to give the player the possibility to kick out a worker of a building, like you can already do with the soldiers. However this is not possible yet.

Alright than. As soon as this option is available, you only need to wait for one upgraded building early on which goes on producing better workers. Those workers can always be sent away as soon as they are fully evolved, because there is no added bonus in having two expierienced workers in one building. Of course that's a lot of clicking, but wouldn't that ultimately lead to the situation Venatrix describes, just with pre-made workers instead of ones you have to wait for? I think it might be slightly better if there is an automated system. Whenever a building is upgraded without a fitting worker around, workers inside of other buildings are called, so one of them takes the opportunity to leave his own building for a "better job". That way one can't really recruit the workers, or at least "only" double your workforce at a time. That's too much anyway, but I guess the rest is up to adjustments in the level up itself. Another possibility is to make buildings where a worker is "still learning" less effective, because the elder worker has to supervise the younger or something like that. Just my two cents


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