Gerikes
User of Run-on Sentences.
Since I thought it deserved it's own thread...
As of the last few DLL's, stack limits have been included into the game, and can be modified in GlobalDefinesAlt.xml file (default of 7). The question is, should there be a stack limit? Should we instead focus on rules that make stacks unnattractive? Should we do both?
Some discussion so far:
As of the last few DLL's, stack limits have been included into the game, and can be modified in GlobalDefinesAlt.xml file (default of 7). The question is, should there be a stack limit? Should we instead focus on rules that make stacks unnattractive? Should we do both?
Some discussion so far:
Lord Olleus said:Why is there a maximum stack size? I don't recall any discussion of this. Besides, collateral damage from magic and psychology and support fire will make this unatractive. Why should we forbid the player from doing this? Besides, it makes attacking cities in the end game vertualy impossible.
Ploeperpengel said:@Olleus
1.)Why should a stacklimit make collateral damage unattractive? I think on the contrary you really get a chance to wype a stack out.
2.)A city has 8 tiles surrounding it and this gives a maxnumber of 56 units being able to attack in one turn(not counted cavalry that can pass tiles after some units of the stack were killed-not to mention elves). I have no doubt capturing a city should be possible with this.
Ploeperpengel said:Still it's a good way to make the AI spreading out its forces imo.
Well whatever it will be configurable and I can write how to change the stacklimit into the mod's readme that should be enough don't you think?
Duke van Frost said:The idea of Stack-limitations brings me to another idea (and it´s really just an idea):
What about limiting the units on one plot to WH like Armies?
This would, as far as my opinion is concerned, not mean to limit one plot to a maximum number of units, but maybe limit one plot to percentages of units like they are defined in WH (Core, Special, Rare etc.) this may include a new tag for UnitInfos.xml like "<WHUnitType>Core</WHUnitType>"
That way we could maybe actually implement the idea of "Special, rare..." units?
Ploeperpengel said:Hm I think this would be to complicated for the player. He would be wondering all the time why he can't stack certain units and we'd get a lot of stupid bugreports.
But we indeed need a concept more flexible than national units to restrict building of certain units in general. I prefer seeing all troops of a player as the army (not a single stack) where rare and special choices should get a percentage count to trigger their buildability.
Duke van Frost said:In this case we should make sure, that the units that are most-permanently stationed in the players cities are not only counting towards the core units (like only stationing Archers [which might be core-units] in cities) but also towards either special- or rare-units. So a player can´t only attack with those special- rare-units like Silverhelms, Seaguard etc.
But I got no clue how we could do this?!?
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let´s say A player builds 100 units - 10 % are rare - 20 % are special - 5 % are champions, heroes, whatever.
So he has 35% "unique" units.
65% of his units are core.
but 40% of his total units are stationed in his cities permanently (keeps them there for defence, happyness, reserve, whatever). But almost all of those units are Archer-types (because they are the best for city-defense).
Then the total % of "unique" units that the player actually uses on the battlefield/frontline will drastically increaese (because the normal units aren´t used for warfare but only for city defense)!