Farthest Frontier

Farthest Frontier

View Stats:
Roxxsmom Aug 12, 2024 @ 5:15pm
How to get wounded villager to healer?
I have a healer's hut to be clear. I had a soldier wounded in the last raid, and it said she needed to be transported to the healer to survive. No instructions on how to transfer them there or to set a priority or to call up a laborer to carry them or anything, so she died very quickly. I'm not sure what to do in this kind of situation.
< >
Showing 1-15 of 21 comments
mauvbot Aug 12, 2024 @ 9:09pm 
I've never taken any action for wounded villagers, but I have seen them being carried to the healer.

My assumption is that labourers should take them to the healer, assuming they are available. However sometimes the wounds are to bad for the villager to be saved.
Alexaraas Aug 13, 2024 @ 12:10am 
Originally posted by Roxxsmom:
I have a healer's hut to be clear. I had a soldier wounded in the last raid, and it said she needed to be transported to the healer to survive. No instructions on how to transfer them there or to set a priority or to call up a laborer to carry them or anything, so she died very quickly. I'm not sure what to do in this kind of situation.
A healer or even a laborer is supposed to carry the wounded villager to the healer's house. Usually having lots of laborers makes this faster.
MustangMR Aug 13, 2024 @ 4:28pm 
I think there is also something off with the new timing. It feels like everyone is moving a little slower and the wounds are killing the villager faster. There isn't time for someone to realize that someone is dying and get them to the healer fast enough. Seems that way to me. I've seen very few survive being wounded, and not really sure of the ones I saw being carted off. Think they ended up dying in the healers care but not really sure.
maddwarf Aug 13, 2024 @ 5:42pm 
I've seen quite a few wounded get carried to the healer, But I've seen many more die while their fellow villagers walk right by them. It seems there should be some sense of urgency for getting wounded to the healer.
Synopse Aug 14, 2024 @ 7:54am 
If you have enough worker, then there is always a worker heading to the wounded.
However, it seems to be that no worker stops a current task. That's why other workers "ignore" the wounded.
Not having wounded being rescued is an indicator not having enough workers.
mikeydsc Aug 15, 2024 @ 8:13am 
I think the game should stop doing jobs and start doing health care like transporting etc.. after a raid. Dont make a worker from way across the map come to the aid of a fallen citizen. The distance should be considered or if a citizen is carrying goods to a place, it should drop those goods and transport anyone in their path instead.
Synopse Aug 15, 2024 @ 9:53am 
A resonable request, but actually a complex problem. We will see, if the devs pick it up.
As a workaround, having enough workers solve the issue.
mikeydsc Aug 15, 2024 @ 8:16pm 
Originally posted by Synopse:
A resonable request, but actually a complex problem. We will see, if the devs pick it up.
As a workaround, having enough workers solve the issue.
The way the task scheduler works is the next free villager, no matter how far away that villager is, is assigned the task. Its much easier to code if a villager comes across a wounded toon, drop what you are doing and get toon to the healer, than wait 5 days for the next villager assigned.
Synopse Aug 16, 2024 @ 4:22am 
Originally posted by mikeydsc:
Originally posted by Synopse:
A resonable request, but actually a complex problem. We will see, if the devs pick it up.
As a workaround, having enough workers solve the issue.
The way the task scheduler works is the next free villager, no matter how far away that villager is, is assigned the task. Its much easier to code if a villager comes across a wounded toon, drop what you are doing and get toon to the healer, than wait 5 days for the next villager assigned.
You oversimplify the problem a bit.
To do that, you need:
1) Add code that check for the closest unit.
2) Add code that stops the current task, return it to the task list and replace it with the new task.
3) Add code that prevents that this task is not replaced by another priority task to prevent swinging between different priority tasks.
4) Revisit new and existing code related to task managemend to make sure that it is handled most efficiently.
5) Check for bugs that unintentionally were added by changing and expanding the code.
6) Get player feedback by someone else who don't like the new approach and start from 1) again.
Last edited by Synopse; Aug 16, 2024 @ 4:23am
callos Aug 16, 2024 @ 5:29am 
the distance of the spots remains a concern in some buildings. example the smokehouse and everything that creates meat, agriculture if you want to do several areas of fields it means a lot of time spent on the roads. This means that a single zone has been created to limit travel time as much as possible.
another solution for the smoking rooms created more than necessary to compensate for these travel but ultimately have periods of inactivity on each one.
agriculture if I put 10 fields next to each other with 2 farmers each I have 20 farmers who work well, if I put fields far away I must have 2 or 3 more farmers who will stay 10 seconds per field and a lot of time on the roads.
I find it a shame since the start of the game that even if you want to make big cities and you know how to micro-manage your storage and prod, you will always have maximum distance limits respected otherwise you will lose too much production and worker to road.
So maybe all of this is off topic. for the healers yes my wounded die practically all the time
Last edited by callos; Aug 16, 2024 @ 5:42am
Synopse Aug 16, 2024 @ 5:36am 
Originally posted by callos:
the distance of the spots remains a concern in some buildings. example the smokehouse and everything that creates meat, agriculture if you want to do several areas of fields it means a lot of time spent on the roads. This means that a single zone has been created to limit travel time as much as possible.
another solution for the smoking rooms created more than necessary to compensate for these travel but ultimately have periods of inactivity on each one.
agriculture if I put 10 fields next to each other with 2 farmers each I have 20 farmers who work well, if I put fields far away I must have 2 or 3 more farmers who will stay 10 seconds per field and a lot of time on the roads.
I find it a shame since the start of the game that even if you want to make big cities and you know how to micro-manage your storage, you will always have maximum distance limits respected otherwise you will lose too much production and worker to road.
So maybe all of this is off topic. for the healers yes my wounded die practically all the time
Did you know that finding an optional distribution of objects on a plain so that the distance between them is optimal is a complex problem that can only be solved in exponential time (based on the objects placed)?
EVERY city builder has this issue, because it is the core of the problem on how to find an optimal layout for cities.
callos Aug 16, 2024 @ 5:52am 
yes I know, but I find that every building lacks some option for priorities. I will take the examples of the smokehouse and the farmer.
if the smoking room you could select in which building he has the right to go and look for resources.
the same for farmers. therefore for the workers, have a table of tasks in progress or those which have a possibility of arrival and choose which ones have priority and the number of people assigned. it will not necessarily save the injured as even if it is the main priority and he chooses a worker too far away, so yes in this case added on the table to choose the closest worker or not and to drop the objects , they already do it in other situations
Synopse Aug 16, 2024 @ 5:58am 
With having jobs assigend there is no need to have priorities for most buildings.
Only worker would need such a thing, if at all.
To me, it sounds very complicated to solve the simple issue of not having enough workforce.
We will see what future updates will bring.
Last edited by Synopse; Aug 16, 2024 @ 6:00am
mikeydsc Aug 16, 2024 @ 8:04am 
Originally posted by Synopse:
Originally posted by mikeydsc:
The way the task scheduler works is the next free villager, no matter how far away that villager is, is assigned the task. Its much easier to code if a villager comes across a wounded toon, drop what you are doing and get toon to the healer, than wait 5 days for the next villager assigned.
You oversimplify the problem a bit.
To do that, you need:
1) Add code that check for the closest unit.
2) Add code that stops the current task, return it to the task list and replace it with the new task.
3) Add code that prevents that this task is not replaced by another priority task to prevent swinging between different priority tasks.
4) Revisit new and existing code related to task managemend to make sure that it is handled most efficiently.
5) Check for bugs that unintentionally were added by changing and expanding the code.
6) Get player feedback by someone else who don't like the new approach and start from 1) again.
The code is already in place for fires. Extract that for wounded and its mostly done. Wounded is top priority, fire would be 2nd., raids are third. After that anything economy.
Synopse Aug 16, 2024 @ 9:15am 
Originally posted by mikeydsc:
Originally posted by Synopse:
You oversimplify the problem a bit.
To do that, you need:
1) Add code that check for the closest unit.
2) Add code that stops the current task, return it to the task list and replace it with the new task.
3) Add code that prevents that this task is not replaced by another priority task to prevent swinging between different priority tasks.
4) Revisit new and existing code related to task managemend to make sure that it is handled most efficiently.
5) Check for bugs that unintentionally were added by changing and expanding the code.
6) Get player feedback by someone else who don't like the new approach and start from 1) again.
The code is already in place for fires. Extract that for wounded and its mostly done. Wounded is top priority, fire would be 2nd., raids are third. After that anything economy.
You are right, if it is possible to reuse that without messing up anything else.
< >
Showing 1-15 of 21 comments
Per page: 1530 50

Date Posted: Aug 12, 2024 @ 5:15pm
Posts: 21