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LimitMod for 2.2.1?

Posted: 30 Jul 2009, 21:51
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.

Re: LimitMod for 2.2.1?

Posted: 30 Jul 2009, 21:59
by Per
It is a user interface limitation mostly. Many are hard-coded, so you cannot override it with a mod.

Re: LimitMod for 2.2.1?

Posted: 30 Jul 2009, 22:00
by devastator
I think disabling limit will make too big advantege for expierenced player vs not very expierenced.

Re: LimitMod for 2.2.1?

Posted: 30 Jul 2009, 22:13
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?

Re: LimitMod for 2.2.1?

Posted: 31 Jul 2009, 02:43
by Zarel
The more important part is still that the limits are there because raising them would cause balance problems.

Re: LimitMod for 2.2.1?

Posted: 31 Jul 2009, 07:07
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?