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-   -   Long Solo Game Bail Out Problem (http://forum.shrapnelgames.com/showthread.php?t=33166)

Actuarian February 7th, 2007 05:43 PM

Re: Long Solo Game Bail Out Problem
 
I agree that reinforcements is a sub-optimal solution, but it's better than having the game bomb. Not that I'm particularly into realism for dom3, but there is a loss of command control as armies get bigger.

I also thought of grouping like troops into super-units or just limiting the number of troops on a side, but the reinforcements seemed like a more workable and equitable solution.

NTJedi February 7th, 2007 05:59 PM

Re: Long Solo Game Bail Out Problem
 
Quote:

Actuarian said:
I agree that reinforcements is a sub-optimal solution, but it's better than having the game bomb. Not that I'm particularly into realism for dom3, but there is a loss of command control as armies get bigger.


I experienced the same scenario on my super beefy computer... yet fixed the issue by rebooting. It has me believe this is some type of memory leak.

Reyals_63 February 7th, 2007 07:12 PM

Re: Long Solo Game Bail Out Problem
 
Thanks to everyone who answered this post. I deeply appreciate the help and explanations.

Gandalf, I have been following you over the years and I must say that I greatly admire your dedication.

Keep it going, Mr. Security Advisor! (Love that rating)

Thanks again to everyone.

I really enjoy this community and everyone's input really helps.

Loren February 7th, 2007 07:50 PM

Re: Long Solo Game Bail Out Problem
 
Quote:

Nightblade said:
The maximum battle i had in a end game situation , being LA Ermor on the Aran map, was +/- 2400 undeads (lead by a -very- lots of non-magic users commanders, so there were no summons adding to the number during the battle) storming a castle protected by a pretender and a magic user with their +/- 10 remaining militia.

After clicking the turn button, i worried if wanting to assault with such huge number of troops could make the game calculation to be stuck on my not very high end system, especially with the castle taking some places.
Fortunately it played and ended correctly and viewing worked after.

So does a crash related to the amount of troops can happen only if -both- sides are very numerous ?

I have had a crash with something in the ballpark of 1000 troops against a castle that didn't contain much of anything. However, my troops were minotaurs, they took up more space.

I don't think it's the number of troops but rather the numbers of squares on the battle board. Exceed that and boom.

NTJedi February 7th, 2007 11:51 PM

Re: Long Solo Game Bail Out Problem
 
Quote:

Loren said:
I have had a crash with something in the ballpark of 1000 troops against a castle that didn't contain much of anything. However, my troops were minotaurs, they took up more space.

I don't think it's the number of troops but rather the numbers of squares on the battle board. Exceed that and boom.

For dominions_4 the developers should use what was done within Lord_of_the_Realms_2.{{not_Rings}}
Here troops of the same type would merge on the same square and increase by 2, 4, 8, 16, 32 and 64. It's difficult to explain so if someone's curious they should briefly play the game.

PvK February 8th, 2007 12:18 AM

Re: Long Solo Game Bail Out Problem
 
I think they should make the battlefield grids larger for enormous combats, and/or just exclude some of the groups that don't fit from participating, or have multiple combats per province per turn.

mivayan February 9th, 2007 11:57 AM

Re: Long Solo Game Bail Out Problem
 
Quote:

Loren said:
I don't think it's the number of troops but rather the numbers of squares on the battle board. Exceed that and boom.

The solution I'd like in dom3 is that when the game cant place any more units on the battlefield, it stops trying and the ones that dont fit are just ignored. If the battle is won they'll be in the province afterwards, otherwise they'll be in neigbouring provinces like normal routing units.

Gandalf Parker February 9th, 2007 02:22 PM

Re: Long Solo Game Bail Out Problem
 
Yes I think it would have to be the grid. Too much of the battle results relies on positions, weapon length, area affects, etc.

The "overflow" (or probably just "left behind") thing might be ok.

Maybe, as long as something has to be done anyway, Johan might work in terrain info. The provinces have terrain settings such as mountain, woods, plains. And also settings for large and small which is only used to figure population I think. Maybe the game could figure out that a small woods province wont support the size of army battles that a large plains province would. That would add another layer of strategy to the game.

Gandalf Parker


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