I was just wondering what the stipulation for maximum units is on an sc2 map? I know in sc1 there was a point where only the most recent units would attack if so many units were trying to and in wc3 they would stutter movement instead of attack animations. Has anyone discovered a theoretical maximum yet?
I unfortunately cannot test myself (no beta key) but am still very interested to know because i know some of the first maps out there are going to be mass maps, and it'd be nice to know what to look for.
I recently filled a map with at least 1000 banelings, or so it seemed, and set off 10 nuclear missiles. Not sure if that helps you, but it appears to be a lot more than SC1 allowed, although I cannot affirm.
I made a map where any unit entering a beacon would copy itself. So, like a copying machine or cloning machine.
It worked great at first, when I just went in with a couple of units. But after a while it started to get crowded, and eventually the copy machine would work automatically because copied units would start spawning directly on the cloning machine. So, needless to say it was out of my hands at this point. The unit count rose dramatically and my latency went down as a result, and my entire screen became filled with units.
The unit count reached 26,000 or so before I quit the game, at which point it was, of course, completely unplayable because of lag.
Wow. That's kickass. Could you tell if any of the units were having trouble moving? From your description, it seems you found a certain limit to how well the game performs with so many units, but i was wondering if there is a point where adding more units does not effectively increase offensive capability because they've surpassed the limits of the game to provide such capability. It's probably nowhere near as high as 26000 :P
I think what I'm asking is, is there a point when there are so many units, the units stop moving or attacking? Not necessarily enough to lag out the game, mind you, but enough to cause movement or attack scripts to slow to a crawl or not work as they should?
Wow. That's kickass. Could you tell if any of the units were having trouble moving? From your description, it seems you found a certain limit to how well the game performs with so many units, but i was wondering if there is a point where adding more units does not effectively increase offensive capability because they've surpassed the limits of the game to provide such capability. It's probably nowhere near as high as 26000 :P
I think what I'm asking is, is there a point when there are so many units, the units stop moving or attacking? Not necessarily enough to lag out the game, mind you, but enough to cause movement or attack scripts to slow to a crawl or not work as they should?
It depends on your system somewhat. I am using a weak computer with on board graphics and it pretty much turns to a slide show when I have 20-30 roaches moving across my screen. As far as I can tell, "Can not create more units" is a thing of the past. While I am sure there is an exact number that will start slowing down any system, since it's based on computer specs anyways, that number will be different for everyone.
So in short, the max number of units depends on your system specs.....
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I don't think you understand what I'm trying to get at. I'm talking about something completely unaffected by hardware, it's a game thing. Where there are so many units attacking or moving on the map that the algorithms used to make them move or attack in the code start to break down, resulting in units not moving for several seconds after being issued an order or enough ranged units attacking that the game simply does not register most of them attacking, even though they play their animations.
There is not technical limit. WC3 had a system where it would prioritize pathfinding for each unit, so that when you had more units then what you could process in a frame, units waited until the processor could handle their pathfinding code. Initially, this didn't matter as graphics capabilities were far behind pathfinding capabilities, but, now WC3 renders pretty quickly with an 8800.
Right now, we are at that point with sc2 where pathfinding code is faster than graphics processing. It starts to visually lag before we have any problems with pathfinding, making the frames take more time anyway. Granted, this limit is 1000+ units on my computer, and my friends is close to 2000 units or more.
Simply, without a supercomputer, I don't think we can hit the limit yet.
Awesome. ty for the answer. and i assume because wc3 has no limit on attacking like sc1 did that there's no limit on that either. although i may be wrong because of how weapons work in the editor so far. maybe i'll just have to test it when i get the editor myself.
Anyways, suggestion. Somebody attach 200+ weapons to a single unit and see what happens :D
There is in fact a limit actually. Working on a mass map, it's pretty easy to find out. After 1500 or so unit, the units start losing the ability to directly command them and they lose their command card. I really hope they'll be increasing this limit. With 14 players and a supply max of 2800 (and the fact there are Zergling), this is actually quite low.
I know it's super old and I'm sorry for that but would love to get a straight answer to that.
Anyone knows the limit? I've seen how income wars work so I'm a bit worried about performance.
Would it make a difference if most (about 3/4) of the units were uncommandable and unselectable? I'm asking because I'm considering a map on which player would be able to have around 500 units.... :D
Therefore with multiple players numbers grow... big...
wow, a thread over a YEAR old AND has a banned user in it... damn, havent seen that yet... Havent seen the latter at all, lol.
Anyway, I recommend simply not making a map that makes your player have 500 units. It causes lag. Lots of it. Replace units with stronger ones, add a limit somehow, create upgrades, etc.
And yes, sorry for not directly answering your question, I dont know the exact limit, I know that after a certain number they start disappearing off the minimap, but Ive never hit the maximum limit yet and I think I managed to pass over 1k units (not counting interceptors)
Well I'm a man that wants to refresh map variety a bit so upgrades 'n all ain't much of help in this case because I'm considering conversion of The Settlers into SC2 :P
I'm a huge fan of the saga and even though I don't think it would get much popularity... It could be fun
So... Anyone knows how it would do with such numbers?
I was just wondering what the stipulation for maximum units is on an sc2 map? I know in sc1 there was a point where only the most recent units would attack if so many units were trying to and in wc3 they would stutter movement instead of attack animations. Has anyone discovered a theoretical maximum yet?
I unfortunately cannot test myself (no beta key) but am still very interested to know because i know some of the first maps out there are going to be mass maps, and it'd be nice to know what to look for.
I recently filled a map with at least 1000 banelings, or so it seemed, and set off 10 nuclear missiles. Not sure if that helps you, but it appears to be a lot more than SC1 allowed, although I cannot affirm.
I made a map where any unit entering a beacon would copy itself. So, like a copying machine or cloning machine.
It worked great at first, when I just went in with a couple of units. But after a while it started to get crowded, and eventually the copy machine would work automatically because copied units would start spawning directly on the cloning machine. So, needless to say it was out of my hands at this point. The unit count rose dramatically and my latency went down as a result, and my entire screen became filled with units.
The unit count reached 26,000 or so before I quit the game, at which point it was, of course, completely unplayable because of lag.
26,000!?
It's over 9,000! O_O
[/bad joke]
Sorry, I had to do it.
Wow. That's kickass. Could you tell if any of the units were having trouble moving? From your description, it seems you found a certain limit to how well the game performs with so many units, but i was wondering if there is a point where adding more units does not effectively increase offensive capability because they've surpassed the limits of the game to provide such capability. It's probably nowhere near as high as 26000 :P
I think what I'm asking is, is there a point when there are so many units, the units stop moving or attacking? Not necessarily enough to lag out the game, mind you, but enough to cause movement or attack scripts to slow to a crawl or not work as they should?
It depends on your system somewhat. I am using a weak computer with on board graphics and it pretty much turns to a slide show when I have 20-30 roaches moving across my screen. As far as I can tell, "Can not create more units" is a thing of the past. While I am sure there is an exact number that will start slowing down any system, since it's based on computer specs anyways, that number will be different for everyone.
So in short, the max number of units depends on your system specs.....
I don't think you understand what I'm trying to get at. I'm talking about something completely unaffected by hardware, it's a game thing. Where there are so many units attacking or moving on the map that the algorithms used to make them move or attack in the code start to break down, resulting in units not moving for several seconds after being issued an order or enough ranged units attacking that the game simply does not register most of them attacking, even though they play their animations.
Does anyone know what I'm talking about?
There is not technical limit. WC3 had a system where it would prioritize pathfinding for each unit, so that when you had more units then what you could process in a frame, units waited until the processor could handle their pathfinding code. Initially, this didn't matter as graphics capabilities were far behind pathfinding capabilities, but, now WC3 renders pretty quickly with an 8800.
Right now, we are at that point with sc2 where pathfinding code is faster than graphics processing. It starts to visually lag before we have any problems with pathfinding, making the frames take more time anyway. Granted, this limit is 1000+ units on my computer, and my friends is close to 2000 units or more.
Simply, without a supercomputer, I don't think we can hit the limit yet.
Awesome. ty for the answer. and i assume because wc3 has no limit on attacking like sc1 did that there's no limit on that either. although i may be wrong because of how weapons work in the editor so far. maybe i'll just have to test it when i get the editor myself.
Anyways, suggestion. Somebody attach 200+ weapons to a single unit and see what happens :D
There is in fact a limit actually. Working on a mass map, it's pretty easy to find out. After 1500 or so unit, the units start losing the ability to directly command them and they lose their command card. I really hope they'll be increasing this limit. With 14 players and a supply max of 2800 (and the fact there are Zergling), this is actually quite low.
I know it's super old and I'm sorry for that but would love to get a straight answer to that.
Anyone knows the limit? I've seen how income wars work so I'm a bit worried about performance. Would it make a difference if most (about 3/4) of the units were uncommandable and unselectable? I'm asking because I'm considering a map on which player would be able to have around 500 units.... :D
Therefore with multiple players numbers grow... big...
wow, a thread over a YEAR old AND has a banned user in it... damn, havent seen that yet... Havent seen the latter at all, lol.
Anyway, I recommend simply not making a map that makes your player have 500 units. It causes lag. Lots of it. Replace units with stronger ones, add a limit somehow, create upgrades, etc.
And yes, sorry for not directly answering your question, I dont know the exact limit, I know that after a certain number they start disappearing off the minimap, but Ive never hit the maximum limit yet and I think I managed to pass over 1k units (not counting interceptors)
I just recently tested out the limit, SC2 can handle up to 16.383 units on the map. Creating any more units will cause them to not spawn at all.
For invisible units, or when they could not be seen on the screen, I still had 35 FPS, so using several hundreds of units should be just fine :)
Well I'm a man that wants to refresh map variety a bit so upgrades 'n all ain't much of help in this case because I'm considering conversion of The Settlers into SC2 :P
I'm a huge fan of the saga and even though I don't think it would get much popularity... It could be fun
So... Anyone knows how it would do with such numbers?
@Kueken531: Go
thanks, that gives me a glimmer of hope :)