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Population limit - AoF IMPLEMENTED

Posted: Mon Sep 04, 2017 11:21 am
by Sunrise Samurai
In AoS, population limits are fine. Everyone has the same options​, so it is merely a balance adjustment to higher priced units. AoF, however, is different. Each race has it's own strategy, and some fare better under global changes than others. Shifting the focus to fewer, stronger units and away from more, weaker units actually changes the balance of the races here. Undead tend towards more, cheaper units, quickly burning their population limit on raise dead. Orcs, on the other hand, have the best elite units, from orc king to ettins to master headhunters, and a population limit actually helps them make use of this. Humans and elves are a more middle​ ground here, with humans faring better with population limits and elves having a tendency to run into them more often.

I've also noticed a bug. Workers can create troops regardless of population limits.

Re: Population limit - AoF

Posted: Mon Sep 04, 2017 11:25 am
by Alexander82
I totally agree with you Sunrise.

I have told Daniel, when implementing pop limit, that units should have been scaled by cost (e.g. a ettin, that costs 8 turns, should count as eight 1 turn units).

Also you shouldn't have turnarounds to have a higher population (e.g. by building ships or catapults).

Re: Population limit - AoF

Posted: Mon Sep 04, 2017 3:26 pm
by Sunrise Samurai
This isn't the only global rule that can break the game, but it is a big one. And the only one with a decent chance of disabling. All techs and no upgrades also skew racial balance, since some races like humans get more out of all techs than others, like orcs. No upgrades also favors humans, as it leaves them a full mix of troops, including catapults, ornithopters, and imperial shielder, but any other race loses out on many of their best options.

Re: Population limit - AoF

Posted: Fri Sep 08, 2017 1:59 am
by Alexander82
Daniel can you put a no-population-limit option at least in AoF?

Re: Population limit - AoF

Posted: Fri Sep 08, 2017 4:58 am
by Stratego (dev)
sure, please put it to vote how others think it needed.
thanks!

Re: Population limit - AoF IMPLEMENTED

Posted: Thu Mar 29, 2018 10:19 pm
by Stratego (dev)
New option 800

Re: Population limit - AoF IMPLEMENTED

Posted: Thu Mar 29, 2018 10:24 pm
by Sunrise Samurai
Thank you. Undead have been able to reach and even exceed 200 in a 30-40 turn game ever since gravediggers were implemented. Elves hit the limit with plant bridges or wolves if played right, especially on normal/many tcs.

Re: Population limit - AoF IMPLEMENTED

Posted: Sat Mar 31, 2018 10:19 am
by Alexander82
Does plant bridges count among the total? Is it cause they can move and thus are considered units instead of buildings?

Re: Population limit - AoF IMPLEMENTED

Posted: Sat Mar 31, 2018 11:16 am
by Sunrise Samurai
Plant bridges and ent trainers both add to population, as do summoned wolves and ents.

Re: Population limit - AoF IMPLEMENTED

Posted: Sat Mar 31, 2018 11:21 am
by makazuwr32
But undead's Flesh golems (summoned) don't count for population.

Re: Population limit - AoF IMPLEMENTED

Posted: Sat Mar 31, 2018 5:04 pm
by Alexander82
It might be ok for summoned units since there are ways to fight vanishing back buy I think that moving buildings shouldn't affect limit

Re: Population limit - AoF IMPLEMENTED

Posted: Sun Apr 01, 2018 5:04 pm
by Stratego (dev)
Alexander82 wrote:It might be ok for summoned units since there are ways to fight vanishing back buy I think that moving buildings shouldn't affect limit
i believe there is a setting in specunitaction to exclude a unit type from pop counting.