modding a fix for canceled "route to" orders

Makbeth

Chieftain
Joined
Sep 16, 2007
Messages
14
Hi all,

I'm sure you've found yourself wondering, as I have, why roads you ordered built were never completed. After a few hours I realized it was because workers seem to evaluate their path to the destination tile every time they move, and if another worker is in that tile the order gets canceled, even if that worker is just moving through and the roadbuilder won't even get there for another 10 turns. Usually at this point I'm prompted to give the roadbuilder orders and I assign it to some other task, without realizing which worker it is or that the order has been cancelled. Fast forward 50 turns and it dawns on me that that road should have been completed a long time ago.

I'm pretty sure this qualifies as a giant bug, and hope it will be patched soon. However, it doesn't look like the first patch is addressing this, so I'm trying to see what I can do about it. My first thought was to simply remove restrictions for the number of workers that can stack on a single tile. After all, they can stack with certain other unit types so there must be a way to make or assign them to a class that can stack more than 1 on a tile. So far I've been unable to even find where the stackable/unstackable status is determined in the game files. I was wondering if someone has found this information yet or could suggest an alternative method.

A slightly less annoying version of this occurs with military units and "move to" orders, but because the effects are much shorter-lived and because fixing it would likely break the 1-unit-per-tile mechanic, I'm prepared to settle for my workers not terminating the trans-continental railroad in a suburb of Paris because a farm is being built in the outskirts of Beijing.
 
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