waz up! So If ya wanna bi big an'mean, If ya wanna be best an' green,If ya wanna get da job done fast,Da ORK CLAN iz where it's at! greetings from moddlord1
Today i started to revise and improve the Orks recruitment system in order to create an army more simmilar to what a green tide would look like, whilst trying to avoid huge lags by simply increasing the ork pop cap.
Posted by GreenScorpion on Mar 29th, 2013
Instead of using the ork population system i decided to make orks use a recruitment system similar to those of other races with something more like a squad cap. The limit of this new squad cap system for orks is the same as the previous pop cap: 100. The squad cap maximum rises in the same way the pop cap did before so in terms of gameplay you won't notice many diferences, especially because the ork pop counter still works and the researches are still enabled by this counter reaching the required value.
What was the biggest change was that each ork now costs no ork population and basically each infantry squad has a squad cap value like the ones from other races. You will see that units like the tankbusta have 5 squad cap (other races have a max of 20 cap so the orks cap is 5 time bigger thus the number), shoota boy squads have 10 squad cap and nob squads have 15 squad cap, similar to the 1, 2 and 3 squad caps for other races. This system allows orks to have a maximum unit values similar to the other races whilst having way more troops than everyone else.
On a final note: Just don't make 300 sluga boys because you can (5 squad cap, gives max of 20 squads 20*15=300), cause i don't guarantee your computer will be capable of supporting that correctly!