Automate worker!

c0pr4x

Warlord
Joined
Sep 1, 2009
Messages
145
I would like to know. I put my worker on automation (i think it's the best way..) I modified the Bug Option (automation tab) some automation worker action.. like do not remove bamboo, burn bamboo, ect.. but when i start a new game... i have to do it again.. is there a way to put those option forever?
 
I would like to know. I put my worker on automation (i think it's the best way..) I modified the Bug Option (automation tab) some automation worker action.. like do not remove bamboo, burn bamboo, ect.. but when i start a new game... i have to do it again.. is there a way to put those option forever?

I have had to do this alot with the BUG. Sometimes it doesn't take the "first" time, and so you have to do a saved game again, then sometimes but only very rarely i believe a third time. But after that it should be fine to "use" the UserDefaults, what i do is have a folder "named UserDefaults" on my Desktop, and inside the way i want it to be from then out, or any changes added to it. I think thats what your asking about??

That way each time you get a newer updated SVN (if you use that) all you need to do is take YOUR UD files and re-place them in the current game with an override.
 
It's not only when i load a saved game but when i start a new game of C2C... so if I dont want to start again and again i have to put it in the file itself manually? And where can i find this file?
 
About Automate worker BUGS option, can we have a "dont build Fort/Bunker/the like" option? I hate when they build them on ressource just because they are too far...

It also doesn't help when forts don't seem to actually grant that resource. Logically the workers should build the fort next to the resource so the 1 tile cultural control from a controlled fort allows you to build the regular improvement. But good luck trying to program that in!
 
It also doesn't help when forts don't seem to actually grant that resource. Logically the workers should build the fort next to the resource so the 1 tile cultural control from a controlled fort allows you to build the regular improvement. But good luck trying to program that in!

In C2C it is often not the resource that you need but its processed product. In one game I had olives but no way to build a city near them - they were in a plot between my first 3 cities and I would need to wait until I got to work the third ring to get them. This meant that I could not get olive oil and so no fire units.

I have proposed (elsewhere in passing) the idea of an improvement that produces the processed product (but no :commerce:, :hammers: or :food:) instead of the raw material. If the tile is worked by a city the improvement upgrades to the normal plot improvement for that resource. In theory all we need o do is change the XML for the improvement to give a different resource to what it is built on. To make it simple we would have one improvement for each resource-manufactured resource pair.
 
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