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May 9th, 2007, 05:08 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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Re: Production queue limit problems
Quote:
Fate said:
It is not an arbitrary bug, and is there for strategic reasons (albeit slight and mostly limited to the realm of annoyance).
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A 100 unit cap isn't strategic, it's an arbitrary limit set by designers that just happens to have an unrealistic, and probably unintended, limiting effect on a powerful high level global. It really should be raised. If someone has the production to use it, they shouldn't be restricted by an arbitrarily too low production cap number.
1,000 would be sufficient.
Jazzepi
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May 9th, 2007, 06:40 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Production queue limit problems
Some powerful high level globals are also more useful for some nations than others. Second Sun is not very useful for Niefelheim. Aren't there some more resource-expensive troops you could recruit instead of whatever you are building?
The 100 unit limit may have been just as intentional as the 1 commander limit. The recruiting queue is documented as being 100 units in the manual, after all.
And is realism is really an issue? It's already unrealistic that recruits do not come from the population.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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May 10th, 2007, 02:18 AM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Production queue limit problems
Quote:
vfb said:
Some powerful high level globals are also more useful for some nations than others. Second Sun is not very useful for Niefelheim. Aren't there some more resource-expensive troops you could recruit instead of whatever you are building?
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Anything more expensive isn't going to move at speed 3. I'm *NOT* buying junk, I just have two provinces with over 1300 resources.
I have hit the limit a few other times as a land nation trying to get into the water. Shamblers aren't armored--very low resources. While you're building an army it doesn't matter--the 1 commander limit is more important than the resource limit. If you build an army and then bring it back out of the water for reinforcements, though...
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May 11th, 2007, 02:00 AM
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Captain
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Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
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Re: Production queue limit problems
VFB,
Hmm, interesting trade off. If you want a big game, you have to get a new computer. I am used to the “if you want my shiny graphics, you have to get a new computer.” Never expected the issue to come up with my lovely, but graphically challenged, Dominions…
Loren,
I think where your game is exceptional is that you are playing it out. It is my understanding that most people stop playing single player when it becomes apparent that they are going to crush the AI like a little bug. I hear you loud and clear about micro management, that is the main reason I stop playing most 4X games once I know I have won. It is too much work to get that victory screen…
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