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Re: Production queue limit problems
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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. |
Re: Production queue limit problems
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-Max |
Re: Production queue limit problems
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Re: Production queue limit problems
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Re: Production queue limit problems
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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. |
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… |
Re: Production queue limit problems
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-Max |
Re: Production queue limit problems
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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. |
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... |
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