Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Help > Automated Workers
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Wolfie is offline Wolfie
Settler
Behind you
Nov 2001
time: 05:15
Thumbs down  Old Post 05-11-2001 04:48
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Automated Workers Avatar Enlargement: We've got the solution

Overall it's an awesome game, but my experience is being sullied by 2 problems with automated workers.

First, there should be a way to disable showing automated workers' movement. Right now I have an army of about 200 automated workers running around, and it literally takes 5+ minutes to show all that movement. My current game turn goes something like this: 2 minutes of watching other civ unit movements. Not so bad, but again mostly workers and irrelevant. 1-3 minutes of maintaining cities and manual movements. 5-6 minutes of automated movement. Maybe another minute or two doing various things before ending the turn. Most of my time is spend watching automated workers. (Note: i've got all animated movements turned off in preferences). Is there a way to have the game just calculate these movements and do them without having to waste the time actually displaying them?

Second problem is automated worker AI. I've got a fairly large civ, and there's lots of work to be done. However, I'm commonly finding that workers seem to congregate, then sort of flock from spot to spot. It's like when a job comes up, all free workers are sent to that spot. I'm no AI programmer, so maybe this is just How Things Are, but it seems to me the automated workers should be smart enough to figure out when there are more workers on a spot than potential jobs.

-Wolfie

Ballz1998 is offline Ballz1998
Chieftain
Southwestern Virginia
Apr 1999
time: 00:15
  Old Post 05-11-2001 08:26
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Dont rely on the automation totally Support Apolyton, buy GURPS/ Alpha Centauri

you can disable the friendly automatic move animations in preferences, it helps speed it up. Also if you need to get something done asap you are going to have to do it manually... the workers seem to congregate because its more efficient that way... they get the job done quicker... i manually had 20 workers building railroad all in the same spot when i got the tech for it... its super fast when you pool resources to clean pollution/lay track/improve, ect. . .

Wolfie is offline Wolfie
Settler
Behind you
Nov 2001
time: 05:15
  Old Post 05-11-2001 14:11
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I have all the animations turned off. But it still shows each individual unit movement. It only takes 1-2 seconds per unit, but multiply that by a couple hundred and it adds up fast. What I'd like is a way to not show them *at all*. Entire other civs movements are calculated in the span of a few seconds, since none of those movements are visible to me... so I know it's not a computer speed issue. It's a specific matter of the game engine showing the movements. I want the game to just calculate the movements and move them, I dont want it to show each and every individual worker moving.

As for having multiple workersspeeding things up, I understand the concept, but thats not whats happening. I can manually build a road/railroad in one turn. I can sit and watch 20 workers move to a spot. One starts building a road/railroad. Next turn, 19 of them move to another spot and one starts work while the others just waste yet another turn moving somewhere else where only one worker is needed. The AI should be smart enough to know when workers are being wasted, is all I'm saying. But in all honesty this is a minor annoyance. The unit movement is aggrivating tho, since it makes the turns last 5-10 times as long as they would without it, and showing worker movement has no real benefit. Some people might like to see what they're doing, but I dont need to see them, and seeing them holds zero strategic value to me.

-Wolfie

Logan 5 is offline Logan 5
Settler
Albuquerque, NM
Nov 2001
time: 05:15
  Old Post 07-11-2001 13:34 Visit Logan 5's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization 2

I have this problem too... everything's turned off but my workers take forever.

It doesn't seem like it'd be that hard an option to implement, and I think it'd be very beneficial to many people...

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:15.
Apolyton Time is 00:15.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0325 seconds (86.80% PHP - 13.20% MySQL) with 29 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net