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Old May 10th, 2007, 04:45 PM
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Default Re: Production queue limit problems

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Jazzepi said:
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Edi said:
Seems to me that the complaints about the 100 unit limit in the queue and not using up all resources under highly specific circumstances is little more than bellyaching. For the vast majority of cases, it is not an issue at all and rare enough to not warrant changes.

And as Saxon points out, it's a choice between the lesser of two evils. Increasing the unit ceiling is not an option due to performance issues even on high end systems.
Between Edi and Gandalf it's surprising that anyone bothers to raise any issue with Dominions 3. This is a legitimate complaint, but every time someone tries to bring up something that could be improved or has been giving them issues, sooner rather than later one of you two posts about how people should stop whining about Dom 3 and just worship it in all it's semi-perfect glory.

Jazzepi
You go right ahead and point to a post where I have ignored things that are legitimate bugs. What I take exception to is when people dig up some really obscure thing that can only happen under highly specific circumstances and bring it up as if it were a serious bug with the game.

Take this one: It is highly specific, it is largely dependent on what nation you play AND a matter of preferences as to what units you want to recruit. Yet it was made to sound as if the 100-unit recruit limit was about to bring the game crashing down around our ears.

I have my issues with certain things in the game (quite a few things, actually), but I also consider priorities and what things can realistically be expected to be addressed. I have to, given my task with the bugs and other issues.

By all means, discuss this and suggest improvements and express what you wish changes, but keep in mind that these are matters of preference and they also have a demonstrated downside, with the existence of the unit ceiling (which seems to be closer to 150k than 100k). Whether that downside manifests is highly dependent, number of nations, the nations included, size of map and length of game, but remember that increase in the limit will also increase it for the AI, which could exacerbate the problem.
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Old May 10th, 2007, 10:46 PM

Loren Loren is offline
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Default Re: Production queue limit problems

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Edi said:
You go right ahead and point to a post where I have ignored things that are legitimate bugs. What I take exception to is when people dig up some really obscure thing that can only happen under highly specific circumstances and bring it up as if it were a serious bug with the game.
What's so exotic about my case? Good scales + some good globals. That's it.

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Take this one: It is highly specific, it is largely dependent on what nation you play AND a matter of preferences as to what units you want to recruit. Yet it was made to sound as if the 100-unit recruit limit was about to bring the game crashing down around our ears.
I went through the units. There is *ONE* usable unit that costs more resources than what I'm buying. The other has an indie unit that's more expensive but it doesn't like moving--and the province is now several places behind the front line.
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Old May 10th, 2007, 11:44 PM
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Default Re: Production queue limit problems

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Loren said:
What's so exotic about my case? Good scales + some good globals. That's it.

Perhaps when you designed your pretender, if you knew you were planning on casting Riches, then you could have taken less Production and spent those points elsewhere.

Alternatively, if you already have high enough resources because of your scales, you might get more benefit out of casting a different global. Why not cast a Forge of the Ancients instead?

The 100 units limit to each recruiting queue is a documented feature of the game. So design a strategy that works with that.

Fair and Balanced non-Fanboy comment: The 100,000 (or 150,000) unit cap is not as easily dismissed. It seems to me it would be better just to let older systems fail if they run out of memory or get too slow when processing all the units. I think someone suggested a commandline option so that the limit can be specified by the user. That sounds good to me.
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