Board Thread:Suggestions forum/@comment-32013442-20180411141633/@comment-32013442-20180411165125

The Ranger Malvegil wrote: This is not a problem with Java, but rather with Minecraft (1.7.10) itself. With that large amounts of complex entities, Minecraft wouldn't be really faster if it was written with, let's say, C++. Of coure you can achieve an overall better performance with some other programming languages, but the program also has to be optimized. And Minecraft 1.7.10 isn't really optimized, at least not without Optifine. But if Java (or better: Minecraft) fails to handle 100 complex entities, using another language with the same code (let's assume that would be possible) wouldn't magically allow you to handle 10000 entities - that are 9900 more than before. The problem is not Java, the problem are your expectations. Why would you need 10000 units? In a game like Minecraft? Why would one have such a large army? If you want to balance the game, then add hiring cooldowns (like trader cooldowns): the rarer the unit, the longer is the cooldown. Now elves are rarer than orcs which can be hired faster in larger numbers without adding complicated workarounds or increasing the army size to be "lore friendly". This was suggested before but it didn't got endorsed. The problem with this system, though good, is that if one is patient enough, you will still have large armies of elves etc. Having a fixed army limit removes this issue.

I was using exagerated speech to make a point when I spoke about the 10,000 orc army. I know it doesn't work and is ridiculous.