Went looking to see if there were any posts about removing the limit caps and found "LimitMod?" Is there a version for 2.2.1? Is the building cap a balance thing or a game engine thing? This is one instance where fair might not be a good thing. Even with 5 factories late game, getting a new army after a big fight can take eons. I know this drives the point of unit fragility home, and also I rarely have a need for more than 4 factories, but that's in low resource Startup or HighGround. On 4 players maps though, if I have all the oil except in my opponent's base and gen upgrades, I have to place borg factories just to spend my funds. Not my favorite thing to do. I usually have the full 5-5-5 running in this situation and still can't spend it fast enough. What I'm getting at is that if a player has the resources for something then they should be allowed to do it.
If it's an engine thing, then I can understand.
How about removing building limits, decrease unit cap, and have the game display your unit count/unit cap stats in a corner somewhere? I do enjoy that there is no structure needed to support your army/base. No power plants/supply depots. But knowing when you're getting close to your production limit might be handy.
LimitMod for 2.2.1?
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tehloserer
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LimitMod for 2.2.1?
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Per
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Re: LimitMod for 2.2.1?
It is a user interface limitation mostly. Many are hard-coded, so you cannot override it with a mod.
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devastator
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Re: LimitMod for 2.2.1?
I think disabling limit will make too big advantege for expierenced player vs not very expierenced.
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tehloserer
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Re: LimitMod for 2.2.1?
You mean that the game wouldn't understand how to display more than 5 factories in the hud? Even with use of the production tabs for when you have 5 factories and any borg/VTOL factories?Per wrote:It is a user interface limitation mostly. Many are hard-coded, so you cannot override it with a mod.
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Zarel
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Re: LimitMod for 2.2.1?
The more important part is still that the limits are there because raising them would cause balance problems.
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tehloserer
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Re: LimitMod for 2.2.1?
If both/all players can do it, being only limited by their resource income... maybe an imbalance in player skills. Like I said though, this rarely effects me as 2-4 factories with 3 labs and maybe 2 borg facts, so 7-9 income spenders, is plenty on most 2-4 player maps with low resource. How about an option to turn them off during game setup?Zarel wrote:The more important part is still that the limits are there because raising them would cause balance problems.
Death to all,
And all must die!
That's the motto,
I'm living by!
And all must die!
That's the motto,
I'm living by!