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Re: Production queue limit problems
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1,000 would be sufficient. Jazzepi |
Re: Production queue limit problems
Some powerful high level globals are also more useful for some nations than others. Second Sun is not very useful for Niefelheim. Aren't there some more resource-expensive troops you could recruit instead of whatever you are building?
The 100 unit limit may have been just as intentional as the 1 commander limit. The recruiting queue is documented as being 100 units in the manual, after all. And is realism is really an issue? It's already unrealistic that recruits do not come from the population. |
Re: Production queue limit problems
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I have hit the limit a few other times as a land nation trying to get into the water. Shamblers aren't armored--very low resources. While you're building an army it doesn't matter--the 1 commander limit is more important than the resource limit. If you build an army and then bring it back out of the water for reinforcements, though... |
Re: Production queue limit problems
Seems to me that this ties to the other thread that stats there is a unit ceiling for the entire game of 100k units. I jokingly said only Gandalf Parker plays games that big, but obviously not.
If you are pulling in this many units a turn, it is likely that your opponents are as well. Given the gold you must have, you must have a decent sized empire and so do they. Let us assume 500 units are being added to the game a turn, if not more. You are buying top quality troops, others may be buying chaff. That unit ceiling is going to get hit in 200 turns, which is a pretty long game, even on a big map. If you remove the unit limit, the unit ceiling is going to get hit a lot earlier, leading to another problem. |
Re: Production queue limit problems
Seems to me that the complaints about the 100 unit limit in the queue and not using up all resources under highly specific circumstances is little more than bellyaching. For the vast majority of cases, it is not an issue at all and rare enough to not warrant changes.
And as Saxon points out, it's a choice between the lesser of two evils. Increasing the unit ceiling is not an option due to performance issues even on high end systems. |
Re: Production queue limit problems
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Jazzepi |
Re: Production queue limit problems
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Make some more units. They would be basically squads. If you have a bunch of something in a province they would sometimes combine into the squad units. Squad units would cost the same in support, leadership & food as what they were made out of, but they would function as a single unit for the rest of the game. |
Re: Production queue limit problems
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As far as recruitment goes, I'd much rather see the ability to recruit mundane (non-magic, non-holy) commanders at the same time as magicians and priests in the same province, so there wouldn't be a forced choice between recruiting mages versus interesting commanders. |
Re: Production queue limit problems
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The computational resources probably does constrain the maximum number of units (probably the same reason why we're limited to 1500 provinces maximum), but if this were an important issue it could probably be set in preferences and/or with command-line flag. The question is whether this issue is important enough to merit special attention that way. Looking at all the other things on the short list should put this issue into perspective. Incidentally, keeping on the good side of the short list maintainer (i.e., Edi) is probably a good idea for a number of reasons. -Max |
Re: Production queue limit problems
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I've got probably 40% of the map, an AI has another 40% and there are two little empires left that, we are each munching on one of the little ones. Obviously we will have a big fight when the two little ones are munched up. So far, equal. However I have up Gift of Nature's Bounty, Fata Morgana and Riches from the Deep. This gives me gobs of cash he doesn't have and gobs of production to use it with. It's impossible to actually compare our armies as his has been at the max line for a long time now. |
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