Board Thread:Suggestions forum/@comment-29680750-20170723162417/@comment-30561367-20170723221929

HighElvenDoge wrote: 00Fez wrote: I suggested this on a thread as a comment but believe it holds promise.

I am sure all of you will have had the problems ascosciated with a huge swarm of butterfly's or horde of orcs.

I suggest here a no. of mob caps to reduce lag:

FactionM- Mx n of military units for that faction. FactionC- Mx n of civilian mobs for that faction. Hostile- Self explanatory. Background- Such as butterflies. Peaceful- Farm animals etc Overall- Why not!

This would allow for lore/balance in contested regions as well as reducing lag. When trying to spawn in an entity, the game will then check the no.s of the categories it appears in. If it is full or over it will not appear. If it is empty it will almost certainly spawn. Inbetween, the chances will increase/decrease depending. I believe that the reason why this wouldn't work is the same reason why you can't have a number telling you how many hired units you have; that you can't account for certain things which may happen to NPCs. I don't really know, but I remember that Mevans said something like that.

I don't think this would not work because of the same reason why an unit counter isn't added. Lycanite's mobs mod has a feature almost the same and it works fine. I wouldn't say this would be too hard to code either, considering the miracles that Mevans has done.