|
|
|
|
|
December 16th, 2007, 05:47 PM
|
|
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
Re: Unit Limit / Save the Megagame
Quote:
Kristoffer O said:
The limit is there as it lowers hosting time. Hosting time is proportional to the unit limit IIRC. All possible unit nbrs are cycled through every turn I think. Thus games would take longer time to host regardless of the actual number of units in the game. The current limit was set *too* high. 1000 province maps were not on our maps when we set the limit.
I'll ask JK and see what he says. There is a patch around the corner anyway. I hope it will make it to christmas. It would be fitting. Unfortunately I only have a few free days left, so it might become the 2008 new year patch instead.
|
Yes increasing the unit limit and commander limit would help my huge SP game as well.
Ideally an adjustable game setting would work best! As time passes we all will build/recieve/purchase more and more powerful computers. The adjustable game setting would allow more powerful computers to process larger games with a simple setting change.
__________________
There can be only one.
|
December 16th, 2007, 06:56 PM
|
Corporal
|
|
Join Date: Dec 2004
Posts: 138
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Unit Limit / Save the Megagame
I'm around turn 100 on a SP 700 province map. I only have a 2700 computer, but it still does all the "AI thinking" and turns in about 20minutes. I'm far more worried about hitting a unit cap then a 60+minute wait. edit:99% of the map is conquered terrority.
|
December 16th, 2007, 07:18 PM
|
First Lieutenant
|
|
Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
|
|
Re: Unit Limit / Save the Megagame
I think there is a problem with how some things are looked up. Try to do army setup with 10,000 units in the province. It can get insanely slow. This only makes sense if the system is recalculating a bunch of stuff it should be precalculating.
|
December 16th, 2007, 07:24 PM
|
General
|
|
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
|
|
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.
|
December 16th, 2007, 07:28 PM
|
First Lieutenant
|
|
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
|
|
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.
|
December 16th, 2007, 07:31 PM
|
|
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
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.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|
December 16th, 2007, 07:38 PM
|
|
Second Lieutenant
|
|
Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
|
|
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!
|
December 16th, 2007, 07:39 PM
|
|
Major
|
|
Join Date: Oct 2006
Location: Bern, Switzerland
Posts: 1,109
Thanks: 14
Thanked 17 Times in 14 Posts
|
|
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.
|
December 16th, 2007, 08:20 PM
|
|
Captain
|
|
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
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.
|
December 16th, 2007, 08:55 PM
|
|
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
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
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|