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April 11th, 2007, 04:43 PM
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Second Lieutenant
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Join Date: Dec 2003
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Re: More dynamic/progressive PD
150pd.... what's that... 10k gold?
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April 11th, 2007, 05:30 PM
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General
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Re: More dynamic/progressive PD
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April 11th, 2007, 10:11 PM
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Re: More dynamic/progressive PD
11325 gold? that sounds about right to me.
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April 11th, 2007, 10:18 PM
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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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April 11th, 2007, 10:30 PM
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Major General
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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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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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April 11th, 2007, 10:53 PM
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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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April 11th, 2007, 11:21 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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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?
-Max
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["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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