Quote:
Originally Posted by lch
My workaround, in the end, didn't cause any issues, it just overwrote those new spells that were only national spells for a nation not present in the game, i.e. unused spells. It's still trouble to find out about this and to come up with the workaround.
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The worry is more that while coming up with a workaround or trying to understand/explain exactly what's gone wrong, a game ends up stalling for a long time which usually causes a lot of problems, players dropping out etc
I agree your workaround made sense in the game we were in, but I think generally people should just have everyone sit still for a turn so it can sort itself out. Changing the way the game does things risks making everything far worse and delays things further, doubtless causing more problems when the next patch has to be made.
Mod limits are far more of a pain than having a single turn where things are screwy. Even then, I agree with you that they often aren't that big a deal. Though I think they are when they're so close that even 1 or 2 mods will hit them and cause errors, as was the case with the custommagic one, for instance.