.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Production queue limit problems (http://forum.shrapnelgames.com/showthread.php?t=34612)

Edi May 10th, 2007 04:45 PM

Re: Production queue limit problems
 
Quote:

Jazzepi said:
Quote:

Edi said:
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.

Between Edi and Gandalf it's surprising that anyone bothers to raise any issue with Dominions 3. This is a legitimate complaint, but every time someone tries to bring up something that could be improved or has been giving them issues, sooner rather than later one of you two posts about how people should stop whining about Dom 3 and just worship it in all it's semi-perfect glory.

Jazzepi

You go right ahead and point to a post where I have ignored things that are legitimate bugs. What I take exception to is when people dig up some really obscure thing that can only happen under highly specific circumstances and bring it up as if it were a serious bug with the game.

Take this one: It is highly specific, it is largely dependent on what nation you play AND a matter of preferences as to what units you want to recruit. Yet it was made to sound as if the 100-unit recruit limit was about to bring the game crashing down around our ears.

I have my issues with certain things in the game (quite a few things, actually), but I also consider priorities and what things can realistically be expected to be addressed. I have to, given my task with the bugs and other issues.

By all means, discuss this and suggest improvements and express what you wish changes, but keep in mind that these are matters of preference and they also have a demonstrated downside, with the existence of the unit ceiling (which seems to be closer to 150k than 100k). Whether that downside manifests is highly dependent, number of nations, the nations included, size of map and length of game, but remember that increase in the limit will also increase it for the AI, which could exacerbate the problem.

MaxWilson May 10th, 2007 04:51 PM

Re: Production queue limit problems
 
Quote:

Loren said:
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.

That's a long way to get into the game without building any forts. I can only assume that not building forts is a self-imposed constraint to make it more challenging, or for crazy Gandalf-like roleplaying reasons.

-Max

Loren May 10th, 2007 10:46 PM

Re: Production queue limit problems
 
Quote:

Edi said:
You go right ahead and point to a post where I have ignored things that are legitimate bugs. What I take exception to is when people dig up some really obscure thing that can only happen under highly specific circumstances and bring it up as if it were a serious bug with the game.

What's so exotic about my case? Good scales + some good globals. That's it.

Quote:

Take this one: It is highly specific, it is largely dependent on what nation you play AND a matter of preferences as to what units you want to recruit. Yet it was made to sound as if the 100-unit recruit limit was about to bring the game crashing down around our ears.

I went through the units. There is *ONE* usable unit that costs more resources than what I'm buying. The other has an indie unit that's more expensive but it doesn't like moving--and the province is now several places behind the front line.

Loren May 10th, 2007 10:49 PM

Re: Production queue limit problems
 
Quote:

MaxWilson said:
Quote:

Loren said:
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.

That's a long way to get into the game without building any forts. I can only assume that not building forts is a self-imposed constraint to make it more challenging, or for crazy Gandalf-like roleplaying reasons.

-Max

I've got other forts, I can do my recruiting elsewhere. It's not a showstopper but it is annoying. Buying troops at the best provinces cuts down on the micromanagement needed.

vfb May 10th, 2007 11:44 PM

Re: Production queue limit problems
 
Quote:

Loren said:
What's so exotic about my case? Good scales + some good globals. That's it.


Perhaps when you designed your pretender, if you knew you were planning on casting Riches, then you could have taken less Production and spent those points elsewhere.

Alternatively, if you already have high enough resources because of your scales, you might get more benefit out of casting a different global. Why not cast a Forge of the Ancients instead?

The 100 units limit to each recruiting queue is a documented feature of the game. So design a strategy that works with that.

Fair and Balanced non-Fanboy comment: The 100,000 (or 150,000) unit cap is not as easily dismissed. It seems to me it would be better just to let older systems fail if they run out of memory or get too slow when processing all the units. I think someone suggested a commandline option so that the limit can be specified by the user. That sounds good to me.

Saxon May 11th, 2007 02:00 AM

Re: Production queue limit problems
 
VFB,

Hmm, interesting trade off. If you want a big game, you have to get a new computer. I am used to the “if you want my shiny graphics, you have to get a new computer.” Never expected the issue to come up with my lovely, but graphically challenged, Dominions…

Loren,

I think where your game is exceptional is that you are playing it out. It is my understanding that most people stop playing single player when it becomes apparent that they are going to crush the AI like a little bug. I hear you loud and clear about micro management, that is the main reason I stop playing most 4X games once I know I have won. It is too much work to get that victory screen…

MaxWilson May 11th, 2007 03:26 AM

Re: Production queue limit problems
 
Quote:

Loren said:
I've got other forts, I can do my recruiting elsewhere. It's not a showstopper but it is annoying. Buying troops at the best provinces cuts down on the micromanagement needed.

I see. I misunderstood your "I didn't build either castle" comment to mean that you only had two castles, your capital and one that you captured. That *would* be an interesting way to play, especially on a no-indy map. Not crippling but maybe thematic.

-Max

Loren May 11th, 2007 01:23 PM

Re: Production queue limit problems
 
Quote:

MaxWilson said:
Quote:

Loren said:
I've got other forts, I can do my recruiting elsewhere. It's not a showstopper but it is annoying. Buying troops at the best provinces cuts down on the micromanagement needed.

I see. I misunderstood your "I didn't build either castle" comment to mean that you only had two castles, your capital and one that you captured. That *would* be an interesting way to play, especially on a no-indy map. Not crippling but maybe thematic.

-Max

I was saying that in regard to a suggestion that I pick lower resource provinces for castles.

I don't think it would make a lot of difference anyway, it's not just the province but everything around it. The highest resource one is in an area of mountains and forest. There are other castles around there that are 700+ resources.

PvK May 11th, 2007 04:10 PM

Re: Production queue limit problems
 
The mega-high resources would I think still be an advantage even if you only want a certain unit type, except for capital-only units, since you could build more castles even where there are fewer resources, and be able to recruit more than you otherwise could.

Again, ideally I agree it'd probably be best not to have a limit. I just don't see it as a major problem that there is one (especially since I've never had a problem with it, and frankly it has seemed a bit silly when I can recruit so many when there is some unit I can afford to recruit 100 of in one province, while other provinces can only recruit a few of some other unit type), and of course there are many suggestions I'd be happier to see before that one. Another thought is that opponents of players who have a great capital-only unit may be in favor of a limit...


All times are GMT -4. The time now is 01:37 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.