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General questions and discussions.

#133
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Morgan Kendall
The random map generator sometimes produces such absurd results that it's even scary. I'm ready for blocked areas on large maps, but when a Dungeon is divided into 30+ islands with half a hundred portals – that's tough even for me. Does the user have the ability to slightly edit the generator so that it doesn't use specific templates when generating maps, or is it better to fix existing errors manually in the map editor?
The HD mod allows you to choose a specific template for a random map. You can select templates for large and small sizes. You can also create your own if you find the appropriate software online and figure it out (the next version will include a template editor, which will make it easier). The standard set of templates will have many corrections, in particular, the problem you mentioned will be resolved (templates with such a number of zones will not appear for small maps). Work is also underway to fix general bugs in the generator.
Morgan Kendall
Regarding extremely large maps and extremely large armies. In 36 months of playing, I have accumulated about 200,000 Oceanids (208,000, if I remember correctly). When loading an autosave, the number of Oceanids decreased to a four-digit value, becoming 8,000 and change; at the same time, five-digit stacks of Sea Wolves and Acids were not affected. Is this a bug, or should I just not hoard so much?
No more than 32,767 creatures can stably be in one army slot. The game is simply not designed for a larger number, so in these cases, creatures may be lost. Fixing this is time-consuming and not very in demand, so it is unlikely to be possible in the near future. Unfortunately, there are quite a few limitations in the game (both technical and in the gameplay and balance) that are not designed for maps of new sizes, so the development of this game mode is not a priority for the project. But something is still being done in this direction; some of the original's limitations on the maximum number of objects on the map have already been removed.
Morgan Kendall
3. Regarding the ultra-fast battle mode (setting 5 in the speed settings) - after the battle ends, if you click the checkmark in the window with the outcome too quickly, the game sometimes crashes with an error. I suspect that this is because the sound of the last unit dying is trying to play on the global map, but I'm not sure. In other modes, everything is fine, so I play on setting 4.
Yes, you are right, the problem is that the game is trying to play the sound that was already removed at the end of the battle. In principle, I suspected that this could lead to unstable game operation, but I couldn't click fast enough myself to trigger the crash, and I didn't bother with it. Now I know that it exists, and I will see what can be done, thank you.