LimitMod for 2.2.1?

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tehloserer
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LimitMod for 2.2.1?

Post by tehloserer »

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.
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Per
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Re: LimitMod for 2.2.1?

Post by Per »

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?

Post by devastator »

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?

Post by tehloserer »

Per wrote:It is a user interface limitation mostly. Many are hard-coded, so you cannot override it with a mod.
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?
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Zarel
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Re: LimitMod for 2.2.1?

Post by Zarel »

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?

Post by tehloserer »

Zarel wrote:The more important part is still that the limits are there because raising them would cause balance problems.
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?
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And all must die!
That's the motto,
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