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Old December 16th, 2007, 04:29 PM
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Default Re: Unit Limit / Save the Megagame

Actually, I think the game only keeps track of dead units which are either pretenders or in the hall of fame.

So newly recruited units will already steal old unit #s - you can tell when this starts happening because newly recruited commanders will no longer appear at the bottom of the screen (I think.) I assume that what it does is start at some index value, and progress through the array until it finds enough empty spaces for the new recruits.

This actually happens quite quickly - whereupon, each turn, you cycle through all (say) 10,000 unit id#s to see which ones are currently in use. And if you raised the limit to 100,000, this would take 10 times as long each host, once the 100,000th unit had been recruited (including dead ones) which would happen pretty fast.

What you *could* do is start with a unit limit of 1,000. Keep that unit limit until the search for vacant unit #s on recruitment fails, and then double the unit limit.

But this would require memory management which I think is to be avoided, because it's generally time consuming and, frankly, there are other things I'd rather see than a fix to enable ginormous maps with autospawners to keep going past turn 100, which is a pretty specialized issue.
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