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  #11  
Old December 16th, 2007, 05:47 PM
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Default 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.
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  #12  
Old December 16th, 2007, 06:56 PM

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Default 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.
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  #13  
Old December 16th, 2007, 07:18 PM

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Default 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.
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  #14  
Old December 16th, 2007, 07:24 PM

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Default 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.
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  #15  
Old December 16th, 2007, 07:28 PM

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Default 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.
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  #16  
Old December 16th, 2007, 07:31 PM
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Default 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.
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  #17  
Old December 16th, 2007, 07:38 PM
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Default 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!
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  #18  
Old December 16th, 2007, 07:39 PM
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Default 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.
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  #19  
Old December 16th, 2007, 08:20 PM
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Default 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.
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  #20  
Old December 16th, 2007, 08:55 PM
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Default 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
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