Training sites should either show statistics as a military or as a productionsite

Bug #744749 reported by Astuur
10
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Wishlist
Unassigned

Bug Description

The soldiers' training sites should show the same "X soldiers (+y) status like all the other military sites.
This would help to quickly scan their current working condition without looking inside.

Tags: military ui

Related branches

Revision history for this message
Venatrix (elisabeth) wrote :

Well, you should know, how many soldiers are allowed in your training sites. And if one soldier is leaving, the next one is already on his way. And if the warehouse is not so far away, it doesn’t take long till he is there. So you don’t have to fear a supply shortfall.
Only if you don’t have enough weapons… But then you have a big problem with your economy. ;-)
I don’t really see the necessity in such a status display.

Revision history for this message
Astuur (wolfsteinmetz) wrote :

Well, it seemed just consequent, to show whether they are fully operational.
What's the disadvantage?

Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Makes sense to me to treat them like the other military buildings. However, training sites actually produce something, so the row usually displaying "x soldiers" will show "upgrading soldiers health" and other statuses. Anyone have a good suggestion to keep these from colliding/overlapping? Splitting it across two lines would of course be one solution, but that would make it the only buildings with three lines making it stick out as well.

Changed in widelands:
importance: Undecided → Wishlist
status: New → Incomplete
tags: added: military ui
Revision history for this message
Launchpad Janitor (janitor) wrote :

[Expired for widelands because there has been no activity for 60 days.]

Changed in widelands:
status: Incomplete → Expired
Revision history for this message
Astuur (wolfsteinmetz) wrote :

I would like to keep up this suggestion, although I cannot reply to HJD's last technical question.
Why not simply give up the "upgrading...." message ?
Do I really benefit from knowing such details?
If I could have a display to tell me whether my trainingsites are running as fast as they can
(= production rate is depending on the sleep and wait cycles only) it would be more useful IMO.

Revision history for this message
SirVer (sirver) wrote :

For me, the trainingssite is more a production site than a military site, so I'd prefer to have the productivity displayed as it is for the other production sites. I agree that the information what currently is being trained is not very useful. So I fully agree with Astuur afaik and I vote for adding a standard productionsite percentage value.

Changed in widelands:
status: Expired → Confirmed
summary: - Training sites should show x soldiers (+y)
+ Training sites should either show statistics as a military or as a
+ productionsite
Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Seems people are more or less in agreement with replacing the "upgrading soldier's x" messages with either soldier count or production. Anyways the information currently displayed will be available when hovering the cursor over the building like other production sites.

In that case I think treating it like a normal production building is the better idea. I think soldier count will remain pretty static and be in one of three states; full, missing one, empty. Apart from the empty one, neither convey much information regarding how the training is going. The production rate however, will make it easier to notice how well the training is going at a quick glance.

I actually like the current messages, but realize they are rather inconsistent with any other building. So +1 to treating it as a production site from me.

Revision history for this message
Astuur (wolfsteinmetz) wrote :

I'm also in favor of showing the production rate.

However, I remember a discussion about showing the productivity percentages
not rounded to full 5% steps.
I learned there that the computation of these numbers is not very accurate.
And indeed there are certain buildings that tend to show 0% (toolmaker, charcoal burner)
when they clearly are producing small amounts, but not nothing.
My fear is, that the Colosseum type training faciliteis might share this fate after the
initial training period.
This would be alarming and not helpful at all.
Can it be avoided?

I also want to remind everyone of another suggestion fitting this context, that was acclaimed at the time:
To show high production percentages in green, mid-range in yellow and low in red.
I don't know what became of that.

Revision history for this message
Hans Joachim Desserud (hjd) wrote :

>To show high production percentages in green, mid-range in yellow and low in red.
>I don't know what became of that.

It seems to have expired, see bug 571796. I also mentioned something similar in bug 580905 (comment #3).

Revision history for this message
Astuur (wolfsteinmetz) wrote :

Additionaly it would be most helpful if the soldiers' output could be shown just like any other "ware" output in the
general ware statistic.
Measuring the output of new soldiers is quite possible by looking at the production numbers of their basic weapons.
However knowing the output of the training facilities is complicated or impossible, since a soldier of the highest grade
"keeps" all weapons and armour of the lower grades, you'd have to do a bit of math to figure that out.
So I'd rather see the machine do that for me.

Revision history for this message
SirVer (sirver) wrote :

Setting to incomplete for bug sweeping.

Changed in widelands:
status: Confirmed → Incomplete
Revision history for this message
wl-zocker (wl-zocker) wrote :

In my opinion, the training sites should be handled similar to production sites and therefore show their productivity (rounded to 5% like all other buildings do).
The current information ("Training attack from level 2 to 3" etc.) is not very helpful to me. When I am interested in what my training site does, the information displayed in the tooltip (when hovering with the mouse pointer over the building, e.g. "Failed ... because bread is missing") is more helpful. Or I simply open the building window to see what wares are inside and what levels my soldiers have.
The information how many soldiers are inside the training site is not very helpful either (I agree with comment #1). Furthermore, training sites are very different from military buildings: They cannot be attacked neither can attack themselves, but need regular ware supply. They therefore resemble ordinary production buildings.

Revision history for this message
Launchpad Janitor (janitor) wrote :

[Expired for widelands because there has been no activity for 60 days.]

Changed in widelands:
status: Incomplete → Expired
Revision history for this message
SirVer (sirver) wrote :

Gun, what is your opinion? I think this is a language issue for the most part :).

Changed in widelands:
status: Expired → Confirmed
assignee: nobody → GunChleoc (gunchleoc)
Revision history for this message
GunChleoc (gunchleoc) wrote :

I think handling them like production sites makes sense. The relevant information for the user is if all weapons/armor/foodstuffs are available to train soldiers.

Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Based on comment #14,15, does this mean we simply keep the current behaviour? The overall consensus also seem to be in favour of treating it like a production site.

Revision history for this message
wl-zocker (wl-zocker) wrote :

The current behavior is to show the productivity in percent, which I am fine with.

Revision history for this message
SirVer (sirver) wrote :

Seems like this is fixcommitted then.

Changed in widelands:
status: Confirmed → Fix Committed
milestone: none → build19-rc1
GunChleoc (gunchleoc)
Changed in widelands:
assignee: GunChleoc (gunchleoc) → nobody
GunChleoc (gunchleoc)
Changed in widelands:
status: Fix Committed → Fix Released
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build19-rc1.

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