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  #1  
Old July 21st, 2008, 10:23 AM

Xietor Xietor is offline
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Default Re: Patch notes

without a new game engine, i imagine increasing the length of battles may make the delay between turns unbearable in large games.

But that is just a guess.
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  #2  
Old July 21st, 2008, 10:26 AM
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Default Re: Patch notes

Quote:
Xietor said:
without a new game engine, i imagine increasing the length of battles may make the delay between turns unbearable in large games.

But that is just a guess.
Depends on the computer, which is why an adjustable battlefield turn setting would work best.
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Old July 21st, 2008, 10:55 AM
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Default Re: Patch notes

I second NT Jedi and concur with his reasoning.
I suggest a humble increase of the turn limit to 100, and optionally (hopefully also) make it adjustable.
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Old July 21st, 2008, 11:29 AM
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Default Re: Patch notes

Keep in mind when you talk about increasing things that you are talking globally. You arent talking about increasing the number of units and turns in a battle. You are talking about increasing the number of units and turns in 1500 battles.

Actually I guess its even more than the # of Provinces limit since you can have 2 or 3 battles in some provinces.
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Old July 21st, 2008, 11:40 AM

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Default Re: Patch notes

Only a small proportion of battles last 50 turns, so only a small proportion would be affected. Also, the majority of the processing time is often spent on the early turns of a battle, when there are more units alive and more mages awake.

So I would suggest that the effect on the processing time of a turn would not be that large.

Personally, I would be very much in favour of including an option for the battle turn limit. I can't see any disadvantages, and I expect that the majority of multiplayer hosts would choose a higher limit than the current 50 turns.
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Old July 21st, 2008, 12:29 PM
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Default Re: Patch notes

Im not sure how such things are handled in the code but if any part of it involves having to have an array large enough to handle the maxs then it would have overflowing impacts. We didnt realize all the different maxs that had to be increasd when we increased the number of provinces. It took a long time to find all the crashes that could generate.

But in general I also wouldnt mind a setting for it.
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Old July 21st, 2008, 01:38 PM
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Default Re: Patch notes

Meh, this is such a non-issue.

Mindless units and leaders have a weakness that they can't retreat, so you need to deploy them with that in mind and avoid armies that they can't damage fast enough. I'm ok with that, that's a strategic decision when deploying golems. I'll also get screwed if a non-fire resistant SC stumbles upon a bunch of summer lions. It's just a weakness to keep in mind.

50 turns is plenty for most battles. One of the considerations for SC builds *should* be outputting enough damage, not just regenerating fast enough. If you're using a frost brand and your opponent spams you with undead - well you just got outmaneuvered.

I think it's kind of silly to complain that the turn limit isn't realistically modeling warfare. Come on guys, we're playing a game. Flying units teleport around the battlefield and can be attacked by melee, you die if you run away from an assassin, and its impossible to command your mages *not* to cast a specific spell. You plan your strategies around the boundaries of the game, it seems rather silly to carry on at length about reinforcements and how long the fights last. This is a turn based game, combat lasts 50 turns. Plan your strategies accordingly.
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