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Thread: Hardcoded limits

  1. #61

    Default Re: Hardcoded limits

    what i mean is.. in game battle.. the number of units.. I want to increase them in numbers.. instead of having just a few.. i want to have around 100 troops in one unit

  2. #62
    Lusted's Avatar Look to the stars
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    Default Re: Hardcoded limits

    Like i said set the unit scale to huge in the options setting in game, small setting is 20 soldiers in a roman unit, normal 40, large 80, huge 160. That is the only way to make that increaase, the max unit size you can set in export_descr_unit.txt is 60. This is scaled up or down depending on what unit scale you have the game set on.
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  3. #63
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Hardcoded limits

    There appears to be a hard-coded limit of 165 events (tested in BI 1.6 only).
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  4. #64
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Hardcoded limits

    Added 2 more levels to port_building caused KTM withour error reported when quitting. Found out when I tried to add warport and warharbour levels (in BI 1.6)


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  5. #65

    Default Re: Hardcoded limits

    someone know limit for resources (not hidden resource) ?
    how to add a new one ? (link to a tutorial)
    thanks §
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  6. #66
    Laetus
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    Default Re: Hardcoded limits

    i dont get it , so is it possible to ajust and change to change tha stats of how many you want ?
    and what does tha threshold do ?

  7. #67
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    Default Re: Hardcoded limits

    Hmm it seems the max ammo for onager is about 100. I set it to 600 but it runs out of ammo after destroying the gate and tower, and one wall (epic stone wall)
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  8. #68

    Default Re: Hardcoded limits

    export_descr_buildings.txt
    Hidden resources: Min 1?, max 63 or 64 (not sure which).
    I thought 64 is the maximum number allowed. What exactly caused the incertainty?

  9. #69
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    Default Re: Hardcoded limits

    Quote Originally Posted by strikerjd View Post
    someone know limit for resources (not hidden resource) ?
    how to add a new one ? (link to a tutorial)
    thanks §
    You cannot add any extra resources to the sm_resources.txt file, the number that are in there (23?) is the limit. In vanilla I believe 3 are unused, so you can use those for any new resources you want before having to replace an existing one.
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  10. #70

    Default Re: Hardcoded limits (Missile Ammo)

    I just wanted to update everyone. Missile ammo minimums had been reported up till now as a minimum of 2 (unless I missed it in my searching of the topics). I am successfully playing 1 unit with 1 pilum. So, I would say that the minimum can be 1. Perhaps it depends on the missile type...
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  11. #71
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Hardcoded limits

    But do they actually have 1 in game?
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  12. #72

    Default Re: Hardcoded limits

    Quote Originally Posted by MasterOfNone View Post
    But do they actually have 1 in game?
    Good Question...I believe so, but my main concern up till now has been if it crashes with 1, as has been reported. I'm at work now, so I'll have to check it tonight and post the results as soon as I do.
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  13. #73
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Hardcoded limits

    I do not think the game allows less than 2-3 volleys; but some projectiles are different as to the min. limits iirc.
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  14. #74

    Default Re: Hardcoded limits

    Quote Originally Posted by MasterOfNone View Post
    I do not think the game allows less than 2-3 volleys; but some projectiles are different as to the min. limits iirc.
    You are correct there with the volleys, but many times not all members of a unit fire or are able to fire their missile weapon. So, if say, 1/2 the unit throws, and then the other half fires, does that count as 2 volleys or 1? When I check this out, I'm going to focus on 1 soldier only and see if he fires just the 1 or 2.

    The volleys question is why I'm pretty sure it's allowing 1, because in my tests, the entire unit hasn't thrown at once. But I'm glad you keyed me into that, so I can watch it more carefully.
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  15. #75

    Icon10 Re: Hardcoded limits

    It's Confirmed! The game allows 1 Pilum. I watched several times and got 1 FULL volley each time I tested, with all missiles thrown on the 1 volley. Afterwards, the animation BRIEFLY showed the soldiers with Pila in hand, then it immediately transferred to the sword.

    I feel confident in the lower limit for Pila to be 1.
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  16. #76

    Default Re: Hardcoded limits

    One thing that you don't got: in descr_sm_factions all cultures have to be used by at least one faction. Now, a question at this respect, somebody knows all the maximums/minimums? because I think that I've added to too much factions the barbarian culture.

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  17. #77

    Default Re: Hardcoded limits

    I don't think there's a maximum to the allowed factions per culture... What makes you think you've added too many of them?!

  18. #78

    Default Re: Hardcoded limits

    Quote Originally Posted by AveCaesar View Post
    It's Confirmed! The game allows 1 Pilum. I watched several times and got 1 FULL volley each time I tested, with all missiles thrown on the 1 volley. Afterwards, the animation BRIEFLY showed the soldiers with Pila in hand, then it immediately transferred to the sword.

    I feel confident in the lower limit for Pila to be 1.
    intesting...have you tested the BI francisca too?


  19. #79

    Default Re: Hardcoded limits

    Aradan, and there is a minimum for eastern factions? because I've left only with one, and now I'am getting CTD when deleting the map.rwm. Its possible that the sassanids have some unbreakable link with the eastern culture?

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  20. #80

    Default Re: Hardcoded limits

    No, I don't think there is any limit whatsoever regarding cultures and factions. You can have a culture defined in descr_cultures and no factions using it, and you can certainly swap factions around in any culture you want.

    My best guess is that you've missed sth while swapping culture. If you have any tutorials about culture swapping/creation, then have a look for anything that you might have overlooked.

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