Since this discussion has gotten increasingly technical, perhaps we would need a different topic for it?
For someone who claims not to understand programming, Zezinho got it exactly right. His idea is viable, not particularly difficult to implement, and would solve multiple issues at once. Having a working army management is absolutely critical for this game, and the developers should be ashamed if they thought they could solve anything with a cap, since all it does is place a limit on how bad things can get without fixing any of the many problems.
There is no point in stacking the attached units as the max number of attached units a player will have is going to be well below the max number of attached stacks you are talking about. As well attached units are individually linked to specific military building slots so even stacked they would always have to exist individually anyhow.
I have to disagree on this. It will only be confusing if there are two different systems in use, one for attached and another for unattached units, so they should both be converted to stackable even though the apparent benefit for attached units is insignificant. If one type of unit has to be handled individually while another does not, this would lead to a confusing user interface and needless complexity in the code.
I realize that attached units are linked to individual slots in buildings. So what? Get rid of them. Instead of providing individual slots, buildings should simply increase the number of attached units that can be built. This would have the added benefit that since attached units would no longer be linked to specific buildings, they could be trained in any building when lost. Players have complained about how annoying it is to suffer many casualties in one building and none in another for ages, and this would finally solve that issue.
Any damaged unattached unit would also always have to exist as an individual element as even a stack of damaged units currently at the same health is going to have units damaged at different times so at a different point in their healing.
True, but this only applies on the server side, not the client where the problem is. There is no reason why the client would ever need to track the healing time of all wounded units, all the client needs to know is when the first unit recovers a hit point, at which point the client asks the server for an update. Like this all units with the same health could be stacked, and the client would never need to know when each of them heals.
You have hit the nail on the head. The tracking of (potentially millions of) individual units is a server-side issue.
Sorry, but you got it exactly wrong. Maybe InnoGames has trouble with their database capacity too, but that is not what is causing these problems. If it was, everyone would be having the same issues regardless of how many units they had. The problem is handling thousands of individual units in the client side Flash application, that is what makes the game slow and may cause the game to fail to load.
I have been thinking about a radical idea for solving the many problems the game suffers from. The developers should consider outsourcing part of the work to us players. It has become painfully obvious that they have neither the commitment or the expertise to deliver good quality. From these discussions I've understood that many players understand the problems far better than they do, and have the technical knowhow to solve them. This army management problem would be a good example. The developers seem to have given up, while it took me fifteen minutes to design the necessary database changes, and I bet I could code the entire new interface in a few weeks in my spare time. Simply put, let the players help in fixing the problems, and let the developers focus solely on new content. Though I doubt they would accept this offer, since if they did and were outdone by the players, what exactly would they be paid for?