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  #1  
Old September 15th, 2004, 03:45 PM

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Default patch 2.14 increase in micromanagement

Darn... the patch 2.14 prevent 2 fever fetishes or clams from operating correctly on the same person. Frankly I dont quite understand why it has been done like that, as anyway this dont invalidate the strategy of people wanting to produce some, but just add more micromanagement.

I think there was some things more important than that.
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  #2  
Old September 15th, 2004, 03:52 PM
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Default Re: patch 2.14 increase in micromanagement

The change is not targeted against clams and fetiches. They just happen to be affected by the misc-item-fix.
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Old September 15th, 2004, 03:55 PM
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Default Re: patch 2.14 increase in micromanagement

BTW, guys, unless I missed it, there isn't an explicit Patch 2.14 announcement thread ...
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Old September 15th, 2004, 03:57 PM
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Default Re: patch 2.14 increase in micromanagement

OK. There is a press release though.
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Old September 15th, 2004, 04:01 PM

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Default Re: patch 2.14 increase in micromanagement


Wow - good work guys! You knocked this patch out pretty quick, and it looks like it nails some very key bugs. Can't wait to try it.
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Old September 15th, 2004, 05:11 PM

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Default Re: patch 2.14 increase in micromanagement

This is an excellent fix. Clams and fever fetishes are already strong enough anyway. It never made sense to me that they could stack and other identical artifacts could not.
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  #7  
Old September 15th, 2004, 05:14 PM
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Default Re: patch 2.14 increase in micromanagement

Quote:
The Panther said:
This is an excellent fix. Clams and fever fetishes are already strong enough anyway. It never made sense to me that they could stack and other identical artifacts could not.
Curious : How many leaders can you have at maximum ?
It is a nice fix but the increase is not that big : 20 gold + 4/3 upkeep / turn more for clams and 3 death gems more for fever fetishes .

So i ask now is there a leaderlimit at e.g. 1000 leaders ?
I think in newbiegame 1 when i and aku played until turn 110 i had about 500-600 leaders as ermor when we finally decided it was a draw
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Old September 15th, 2004, 05:20 PM
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Default Re: patch 2.14 increase in micromanagement

[quote]
Boron said:

A map featuring *all* units as commanders reached 1,020 leaders (if memory serves), so if there is indeed a leader limit, it is likely higher than that. The next "magic" figure is 65536, but there might be a hardcoded limit to save the game from collapsing because of all these leaders everywhere.
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Old September 15th, 2004, 05:35 PM
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Default Re: patch 2.14 increase in micromanagement

Oh yeah Alneyan .
But perhaps it is because those units are included in the mapfile .
I am just curious because when i waited for dominions 2 ( i had to wait about 10 days until it shipped ) i played the dominion 1 demo and there as ermor after about 300-500 leaders i couldn't summon anymore ( as newbie i summoned hordes of priests for reanimate there lol ) .

This is the case why i think there is still a limit at something like 1000-2000 in dominions 2 .
Ok once you have 500 clams the game is surely already finished though
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Old September 15th, 2004, 06:05 PM
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Default Re: patch 2.14 increase in micromanagement

Well, I will keep on testing as soon as I get in the mood required for mindless clicking, but for now I reached more or less 500 leaders without problem. Actually counting them is another matter though.

However, you can have a *mere* one hundred leaders per province; the others do not seem to appear in either the army setup or in actual battle. I fought against some random knights twice, at turn 60 and at turn 125, and I only had one hundred commanders in both battles, although I have been summoning six Censors per turn. The same goes true for Army Setup. Granted, you do not really need more than one hundred leaders, but it certainly makes for an impressive army.
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