Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch
A__Gun 13 Jun, 2020 @ 8:56am
Harvester Tweak
Something I've noticed with the queue jumping you've added is that when a harvester has had its place in line stolen, it will immediately look for another refinery to go to and stick with that choice unless it is again queue jumped - even if it's original choice is now available. I think that's what's happening anyway! I've definitely seen my harvester trundling past an unoccupied refinery to get to another one.

I think it would probably take quite a bit of extra logic, but it would be great if the harvesters could regularly poll to check if it has better options. Or maybe the refinery could radio back to the harvester saying it's available again, and at that point the harvester decides what to do.
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I can confirm this behavior from harvesters now. The current CFEPatch improvements with queue jumping are far better than the original harvester behavior, but I concur with your suggested improvements and would like to see them added at some point. If that new harvester/refinery sorting logic can be added to this mod it will pretty much make harvester micro-management a thing of the past and really smooth out the game. :)
cfehunter  [developer] 13 Jun, 2020 @ 1:18pm 
I can improve it but the waiting for distant harvesters was what bothered me the most, which is why I focused on it.
A__Gun 13 Jun, 2020 @ 1:38pm 
I guess it depends on what your normal ratio of harvesters to refineries is - if you normally have it relatively balanced then the queuing isn't so much of an issue
cfehunter  [developer] 13 Jun, 2020 @ 4:50pm 
Just to update. I've stopped harvesters (and anything else for that matter) attempting to load into buildings they can't reach.
Should fix Nod 13 and others where there's an impassible river with a tib patch on one side and a refinery on the other.

Given how the original pathfinder works I guess this would have been pretty difficult for them to fix generically. You'd have to do some sort of cell book keeping to figure out what areas are impassable and tag islands.
Last edited by cfehunter; 13 Jun, 2020 @ 4:52pm
Originally posted by cfehunter:
Just to update. I've stopped harvesters (and anything else for that matter) attempting to load into buildings they can't reach.
Should fix Nod 13 and others where there's an impassible river with a tib patch on one side and a refinery on the other.

Given how the original pathfinder works I guess this would have been pretty difficult for them to fix generically. You'd have to do some sort of cell book keeping to figure out what areas are impassable and tag islands.

Thanks for continually improving this already excellent mod, cfehunter! We all greatly appreciate your hard work! :)
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