Re: Unit Limit / Save the Megagame
I dont think the problem is that the number of units is limited due to a loop that checks them all every turn. As a simple check if something exists is very fast, and even medicore computers could do a few millions of them per second, so this might only be a problem, if this loop is checked a gazillion times per turn.
Also to implement a static barrier to break big games when they else just would take longer seems pretty strange to me, so i suppose there is something other going on. But it might be that we just have hit 65536 (2 ^ 16) units, and now some variables begin to flow over and so causing mischief.
Also i suspect that some parts of dom3 are the same as in dom1 and just got extended with new features, and are so now looking quite hacky. (As i cant see the code this is solely based on speculation, but there where dev comments in other threads succesting such things)
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