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  #1  
Old December 16th, 2007, 07:24 PM

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Default Re: Unit Limit / Save the Megagame

The additional problem is that Dominions does not want to consume more processing power. Nor CPU nor RAM. I would really like to see it taking 70-90% of my power to make turns faster. Now I gain practically nothing from a faster computer.
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  #2  
Old December 16th, 2007, 07:28 PM

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Default Re: Unit Limit / Save the Megagame

Why don't you guys just band together and kill LA Ermor.

I'll bet dollars to donuts that he is currently holding 3/4ths of the available units.
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  #3  
Old December 16th, 2007, 07:31 PM
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Default Re: Unit Limit / Save the Megagame

Because Velusion, whose silver tongue is enameled with lies, is the friendliest and most internationally popular Dark Lord ever.
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  #4  
Old December 16th, 2007, 07:38 PM
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Default Re: Unit Limit / Save the Megagame

You guys are avoiding the real issue, which is that you're not warlike enough. Every unit that you kill opens up a spot for your future SC. All peace treaties are broken, and 48 hour passes are rescinded. To War!
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  #5  
Old December 16th, 2007, 07:39 PM
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Default Re: Unit Limit / Save the Megagame

Ermor is surrounded by puppet states since the early game, so engaging him would not make too much sense, but soon all puppets will be under attakcs, and rlyeh will fight ermor.
Or rather would fight, as random spell failure might break the game.
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Old December 16th, 2007, 08:20 PM
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Default Re: Unit Limit / Save the Megagame

I think the best solution for you is to mod out all the useless units (make all militias and maenads aquatic, all Rlyeh aquatic auto spawn lands unit, give 0 base hp to half the undeads freespawn types, etc...)

Considering the advantage freespawn nations seem to have in this kind of game it would also make the balance better IMO.
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Old December 16th, 2007, 08:55 PM
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Default Re: Unit Limit / Save the Megagame

I could certainly do that. EDIT: Extremely stupid and backwards thing removed.

If we're worried about the game being buggy, though, making major changes to the mod script in the middle of a game may not be the best policy
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Old December 16th, 2007, 10:47 PM
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Default Re: Unit Limit / Save the Megagame

Quote:
If we're worried about the game being buggy, though, making major changes to the mod script in the middle of a game may not be the best policy
Dynamic modding seem to work fine technically. After it's more a matter of "which units can be modded out without breaking some nations ?" (ie Rlyeh can probably work without aquatic summons, and all nations without militias and other human indie units, but of course Ermor without freespawns is more problematic ; and as long Ermor keeps freespawns other nations need some massable chaff too, etc..)
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Old December 16th, 2007, 09:02 PM
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Default Re: Unit Limit / Save the Megagame

I played LA Ermor in starfall and even though the game ended turn 60'ish, there was a problem with the unit limit. None of the summon allies worked on the elemental kings and queens. Wether anyone got there summons largely depended on how many of my undead died.

I am really surprised the megagame lasted this long without reaching the unit limit.

If there is any future megagame you probably need to ban La Ermor. Possibly consider banning La Ryleh, plus Ea and Ma Pan (or at least not letting them take turmoil 3 luck 3) but they are no where near as bad as a runaway La Ermor.

Oh yea, well done to everyone who made it too the end btw...
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Old December 17th, 2007, 06:17 PM
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Default Re: Unit Limit / Save the Megagame

Quote:
DrPraetorious said:
Because Velusion, whose silver tongue is enameled with lies, is the friendliest and most internationally popular Dark Lord ever.


I like to think of it as evil tyrants working together for a darker future.
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