strategyonly
C2C Supreme Commander
Quests??
Does it go my how many are presently there, or if you add them to "each other" does it matter??
Does it go my how many are presently there, or if you add them to "each other" does it matter??
Quests??
Does it go my how many are presently there, or if you add them to "each other" does it matter??
Eeek! I'd not considered quests... I'm not sure what the answer is because I'm not sure if it counts the amount of times you build a unit or the amount of units you have to qualify the quest. I suspect it's the amount of units you have and if that's the case then those quests should probably be made to not be valid under this option. Do quests have an option trigger or a NOT on option trigger in the xml?
Eeek! I'd not considered quests... I'm not sure what the answer is because I'm not sure if it counts the amount of times you build a unit or the amount of units you have to qualify the quest. I suspect it's the amount of units you have and if that's the case then those quests should probably be made to not be valid under this option. Do quests have an option trigger or a NOT on option trigger in the xml?

Is there any way to check pre-constuction of units of what group size they come out as? I've seen really weird occurrences already with scouts and hunter units come out with group size 2 and are gimpped in strength while Neanderthal Warriors are coming out with size 4 (But with their full strength) when all other prehistoric units have been 3.
Edit: Worker type units seem to have the ability to split and merge does this have any net effect or no?
Thanks for the quick rundown, already in love with just the possibilities of this gamemode. You might want to prevent the gatherers from being split though, it allows you to get three improvements for 1 (or more I didn't check the size realizing how OP this was early).
You shouldn't be able to build an improvement that consume the unit if the unit is not at its base Groupe Volume - if you can do it, it's a bug...
Yeah, pretty much though I've been thinking... it's more about how it would then interact with Fight or Flight. With any Combat Mod option I somewhat assume the other Combat Mod options are also selected. If Fight or Flight isn't on then it IS a little imbalanced to have them come in with this diminishing offset so I've been considering a Replacement Entry for all of these diminished offsets that would adjust their combat classes if Fight or Flight is on - then the SM combat classes only make a difference if SM is on as well and that would make it so that if SM is on and ForF is off then they'd have the same core strengths as they would in the core mod.A few units (like Hunters or Scouts) were "toned down" along with their groupe volume, but that's because they were considered a bit too good, it's more a matter of balancing rather than something directly linked with Size Matters.
Yeah, pretty much though I've been thinking... it's more about how it would then interact with Fight or Flight. With any Combat Mod option I somewhat assume the other Combat Mod options are also selected. If Fight or Flight isn't on then it IS a little imbalanced to have them come in with this diminishing offset so I've been considering a Replacement Entry for all of these diminished offsets that would adjust their combat classes if Fight or Flight is on - then the SM combat classes only make a difference if SM is on as well and that would make it so that if SM is on and ForF is off then they'd have the same core strengths as they would in the core mod.
Don't wanna lose a player on one of these options because they don't like an element of another. I think currently StragegyOnly is an example. I'd think he'd like Size Matters but hate Fight or Flight. (He doesn't like units defensively withdrawing and ForF really doesn't work if Defensive Withdraw isn't on.) Noteably, HE was the one complaining about the strengths of those diminished offset units.Are there really players that use one option but not the other? I'd expect someone who don't want complex combat mechanics to unckeck both, and those interested in advanced combat to have both options activated... Why not consider merging the two modmods into a single "Advanced combat mechanics" modmod rather than spending time to adress complex interactions between the two?
It makes them slower or faster to build improvement; the net effect on building improvements is 0 (splitting your worker in 3 and making the 3 resulting units work on an improvement will result in the improvement to be built at the same speed as if you hadn't split).
So, you shouldn't worry about splitting or merging workers 99% of the time, unless you look for very specific strategies (finishing several watchtowers at the same time...) or want to decrease micromanagement by having few "superworkers".
Eeek! I'd not considered quests... I'm not sure what the answer is because I'm not sure if it counts the amount of times you build a unit or the amount of units you have to qualify the quest. I suspect it's the amount of units you have and if that's the case then those quests should probably be made to not be valid under this option. Do quests have an option trigger or a NOT on option trigger in the xml?
I've been thinking about this quite a bit, and actually, merging the workers makes them weaker/inferior at building things...
That said, I'm not sure how it works with civics that give you X free units.I've been thinking about this quite a bit, and actually, merging the workers makes them weaker/inferior at building things...
It's due to the way workrate overflow works- when an improvement is 99.9% done, and only needs 10 more "units" of workrate to finish, a worker split down to 1/9th size and one merged up 9 times can both complete it in 1 turn. The unit finishing the improvement will then have used its "move"- meaning that the 1/9th scale unit only spent 1/81st the effort of the 9x merged unit to complete the same improvement.
So, if you're actually looking to get the most work out of your workers, you should always split them up.
It also raises the question of maintenance costs... I forget, do workers follow the normal Size Matters rules for maintenance, where a 3x merged unit costs less maintenance than 3 normal-sized units? If so, then it appears splitting workers up gets you less wasted effort (overflow on improvements), but at the expense of higher unit maintenance costs...
I'm not sure I like any of this, of course, because often in real life the effect of many workers cooperating on manual labor projects is multiplicative rather than additive- for instance because 6 workers can carry heavier loads (such as timber or big stone blocks) working together than 2- who would have to waste time/effort splitting up things to be hauled into smaller pieces/chunks...
Regards,
Northstar
There can also be less efficiency in greater groups... imagine 100 men trying to screw in one lightbulb. And that's the kind of loss you mathematically explained. True that solo workers would pretty much suck without some help and it is somewhat dependant on the task but that's a little arbitrary. Very minor differences in efficiency either way the way the system currently works and yes, a little more upkeep for so many smaller units would balance out the slightly better efficiency of having man smaller group worker units.Yes, you're right, splitting does give a slight advantage (maybe also from faster xp gain due to lower GV?), though this is balanced out by the higher maintenance cost as you mentionedThat said, I'm not sure how it works with civics that give you X free units.
Yeah, I figured... a small pain to address but it's on the list. Thanks for confirming though!It's DEFINITELY the number of units you "have".
I tested this when I got the "build X Triremes" quest before (but had already discovered Bronze Working- and thus could only build Quinquremes- this was before the changes I suggested to tech prereqs fix precisely this issue), and spawned in 15 Triremes using WorldEdit to see if it would consider the quest "completed".
Long story short, it did- the next turn it declared that I had successfully completed the quest, despite not having built a single Trireme, and gave me my choice of rewards...
Regards,
Northstar
