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  #1  
Old April 11th, 2007, 04:43 PM

mivayan mivayan is offline
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Default Re: More dynamic/progressive PD

150pd.... what's that... 10k gold?
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  #2  
Old April 11th, 2007, 05:30 PM
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Default Re: More dynamic/progressive PD

11325.

http://mathworld.wolfram.com/ArithmeticSeries.html
http://www.pen.k12.va.us/Div/Winches...gebra/sum.html

But the maximum PD is 125, not 150. Rest is left as an exercise to the reader...
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  #3  
Old April 11th, 2007, 10:11 PM
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Default Re: More dynamic/progressive PD

11325 gold? that sounds about right to me.
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Old April 11th, 2007, 10:18 PM
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HoneyBadger HoneyBadger is offline
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Default Re: More dynamic/progressive PD

Before anyone starts ranting and crying about how that's too much gold, too much PD, boo hoo hoo, I *like* playing big games with big limits and big objectives-that's one reason I don't post here very often anymore, aside from Gandalf Parker, too many people thinking small.

So, if you're going to reply along those lines, now you don't have to bother. I get it. It's not "practical". It would never work in multi-player, etc. etc. etc.

There, that saves you time and me a depressing read.

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Old April 11th, 2007, 10:30 PM
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Default Re: More dynamic/progressive PD

What I would really find interesting is if PD was more of a "budget" than a set grouping of types of troops - it wouldn't exactly be a small change to the engine, but imagine being able to choose your PD leaders and chaff from your purchaseable national troops, each point of PD translates to a particular amount of gold/recources for the army, you set up a troop purchase order, and formation priority, and script them like you would an army. With, of course, some kind of translation for whenever a nation doesn't have any actual national troops.
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Old April 11th, 2007, 10:53 PM
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Default Re: More dynamic/progressive PD

I'd like that too-and it's a great idea-but I have a feeling it would be a nightmare not only to code, but in terms of computing/memory resources. Especially in multi-player.
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Old April 11th, 2007, 11:21 PM

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Default Re: More dynamic/progressive PD

My programming experience leads me to believe the computing/memory resources required would be low. The game already has to generate PD for the defending side for each battle, and once they're generated they play just like any other units. If the troop purchase order is a build queue, it's trivial (computationally) to calculate which units get generated for each nation/battle. I'm not saying it would be trivial to code, because I have no idea how Dom3 is written internally, but CPU/memory resources aren't any kind of a bottleneck.

How would you "purchase" the second commander, Jack? Would it still happen at a set PD, or what?

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