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  #31  
Old May 27th, 2004, 08:20 PM
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NTJedi NTJedi is offline
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Default Re: Arduria map + a new one in the works

Quote:
Originally posted by Norfleet:
quote:
Originally posted by NTJedi:
In one game Ermor(computer AI) had 1,200 troops on a single province.
You know, the interesting drawback of a "huge" map in this regard is the fact that the battle map is 58x28. Assuming that the map is absolutely jampacked wall to wall with human-sized units, this means that there is room for, at most, 4872 units. Halve this number for the number of units that a single side can consist of and still fit on their side of the battlefield at start, resulting in 2436 mans per side. The 1200 troops you mention comes rather dangerously close, especially if not all of them are human sized, such as longdead horse.

Obviously, this number can be larger if the army consists of longdead hoburgs. But you're seeing a clear problem here.

Well hopefully the developers will provide a solution in Dominions_3 for the number of units in battle. Probably the best solution is something similar to what Lords_of_the_Realm_2 did for battles.
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  #32  
Old May 28th, 2004, 09:55 AM

Crandaeolon Crandaeolon is offline
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Default Re: Arduria map + a new one in the works

Dunno how it's done in LotR2, but as a fanatic Medieval: Total War player I'd advocate a method similar to MTW's "reinforcements", but modified to the Dominions system.

For example, there could be an auto-assigned "priority rating" to units (heavier, more expensive and more experienced units have higher priority) that the player would later be able to modify if he so desires. When the battle starts, the game would place all commanders and then pick from the other units according to their priority rating until a set amount of squares (say, 500 per side) are filled. Any leftover units would then arrive on the battlefield when a specified amount of space (50% or whatever) has been freed up by death or retreat, repeating the cycle if necessary.
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