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A simple fix
The unit limit is a royal pain for freespawn races on large maps.
One thing that would reduce the pain: Make freespawn last. Process summons, then recruitment and finally freespawn. The battles I know about + the wrath of god killed 941 units + unknown losses in a fortress battle. I'm not recruiting anything--yet no summon worked. To add insult to injury you still lose the gems. |
Re: A simple fix
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Re: A simple fix
What's so funny? A simple cap-removal would really allay all the grief. And I suppose it wouldn't be too difficult to carry out. http://forum.shrapnelgames.com/images/smilies/yawn.gif
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Re: A simple fix
It is funny that players play the game in ways we never imagined when we made it in the firsat place.
Sometimes I catch myself thinking: suit yourself if you want that big a map. But that is not very nice of me. After all we gave you the means to be frustrated http://forum.shrapnelgames.com/images/smilies/happy.gif We have increased the cap several times, and the complaint reemerges from time to time. In part it is a trade off between slower hosting, especially on slower computers, and problems in large games (in my experience really large, but I'm biased). Freespawns last might alleviate the problem. |
Re: A simple fix
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Re: A simple fix
The biggest problems would be Late Era games with R'lyeh and Ermor on the map. Either one of those and a large map hits the unit cap fairly fast.
If you really want to pay a massive, ridiculously large map, you should do it with a blank mod enabled, then copy-paste the No Independents mod into that. It will prevent the AI from recruiting hideous hordes of low resource indie chaff (because they all cost 9k gold, so can't be bought) except for the event spawned militias, which seriously cuts down on the number of units in the game. If you also avoid R'lyeh and Ermor in late era, you eliminate the biggest freespawn problem. |
Re: A simple fix
While I understand the desire to increase the speed of the game for people with old computers it really sort of defeats the purpose if it just creates new all new frustrations (i.e. loosing the ability to recruit anything at all).
Putting freespawns last in the recruitment sequence would help a lot, but also giving people a the option to simply turn off the limit (even if only via a command line switch) would be the best fix (IMHO). |
Re: A simple fix
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Actually I think you guys have done great. In the first couple Doms there was a definate "what the devs feel is a reasonable game". With Dom3 you definetly made an effort to allow things lower and higher than you thought was anywhere near being reasonable. http://forum.shrapnelgames.com/images/smilies/happy.gif But of course there will always be someone who will push it farther. |
Re: A simple fix
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On the other hand, perhaps it is designed that way on purpose, in which case I will simply hate them with a hateful firey hate burning with hate fire.[img]/threads/images/Graemlins/Campfire.gif[/img] Sill ( http://forum.shrapnelgames.com/images/smilies/happy.gif ) |
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Creating this advanced options section places all the blame/yelling on the individual hosting the game instead of at the developers. |
Re: A simple fix
Many simple fixes have been suggested. But the first question is whether or not they are looking for a fix. A large game is considered to be 18-25 nations on a 500 province map.
Has anyone gotten a game to the point that the cap is a problem and sent it in? Ive run games with 79 nations on 1500 province maps set to auto-host immeadiately. Ive run them for days and hundreds of turns without a problem. At the risk of (again) irritating the crap out of everyone, this sounds like less of a fix and more of a desired feature. And if anyone is going to want it that would be me. Im the one pushing the 1500 province maps and games that include all 3 ages of nations at the same time. And IF that runs into the unit cap then I at least would have a reason to ask for the increase. |
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