I believe there needs to be one egyptian and one eastern culture, but I could be wrong. They're some of the only cultures explicitly mentioned in the .exe... I'm not entirely certain if a faction needs to be assigned to them however.
I believe there needs to be one egyptian and one eastern culture, but I could be wrong. They're some of the only cultures explicitly mentioned in the .exe... I'm not entirely certain if a faction needs to be assigned to them however.
There is a limit for cost of buildings. 64,000 works, but not 96,000 (become very small/weird numbers).
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Last edited by AqD; September 20, 2011 at 08:02 AM.
It seems 63 is the maximum for hidden resources.
Since i removed one hidden_resource (hr) from my former used 64 in the latest ChivTW version, the campaign is finally 100 % stable again.
Prior to this: Campaign-ctd while end_turn runs, in the later campaign turns (ca. after 50-60 turns, and focused on one faction).
I can't explain it to myself under which circumstances, but it seems that one of the 64 hr's causes a repeating ctd, if active/initial used by AI or player.
At least i have no other explanation for the suddenly 100% crash free campaign with a test of 198 turns (and i expect no crash after such an amount of crash-free turns), while it prior to the reduction always crashed, equal with which faction playtested and latest after ca. 100 turns.
Last edited by DaVinci; September 01, 2008 at 09:08 AM.
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Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
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If the hidden resource was the issue it would probably ctd at game start, wouldn't it? Maybe that hidden resource was linked to sth else?
EDIT: Rome isn't necessary in 1.5/1.6 actually, unless it is "needed" by the game after a given turn or when Marius occurs or some other hardcoded thing. But I have Heg's beta run just fine without it.
Correct, hr rome isn't necessary, exactly as Aradan pointed out (for the Senate/Marius classic system only). I have no rome hr, too.
Aradan, it doesn't ctd with 64 hr's in place ( without the rome hr though ) at the game start, because the hr's have to be adressed first in campaign by factions via edb to be active for the engine overall*, so if buildings/properties haven't reached this 64th hr, then it works ctd-free, and just crashes if this hr is adressed, obviously ... is at least my explanation.
*same thing as with typos in ill-coded events and certain other coding mistakes, which cause those repeating ctd's in the campaign and not at the start.
Last edited by DaVinci; September 01, 2008 at 10:19 AM.
#Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
#"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
Iirc., already 2013 i spoke of "Renaissance of Fascism", it was accurate.
#"Humanity is in final exam as to whether or not it qualifies for continuance in universe." Buckminster Fuller
Any chance for this exam? Very low, the established Anthropocentrism destroys the basis of existence.
#My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
#End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.
i believe i found a new Hardcoded limit.
Through experiementation i discovered that when you add the 200th unit to be recruitable by one said playable faction, the game automatically CTD's whenever you press the Recruit Button on the Campaign Map.
You mean 200 units to be recruited for the battlefield or the number of troops avaible in the roster?
Some posts above Aradan says that Alex has more than 300 DMB. So it's advisable to use the Alex exe to add more troops to the DMB txt file? Does Alex.exe works as BI? (I mean for mods)
I think he means if any faction is able to recruit at least 200 units from EDU (i.e. at least 200 different units recruitable by any one faction) in EDB.
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Yah I figured that one a while back but who needs to recruit that much units. Thats just staggering.
Oh well 200 unit types are really too much. Who would ever need and which are could ever had such many types.
For my other question about Alex.exe?
Alex doesn't have some capabilities that BI has, like hording, shadowing, swimming, shield-wall etc - though it does have some nice perks of its own, including larger DMB space, custom generals, faction-specific mercs and improved AI (though the latter isn't easy to prove). So, it's a trade-off, depending on what you want for a mod. Mods that are designed for BI are rarely compatible with Alex and the otehr way around.
You have enlighted me. I hope I am not very demanding if I ask for a complete list of things the two have to be 100% sure of what I get and what I lose chosing one or another.
And another thing. What would you choice? Bi or Alex?
Depends on the mod actually. if you want to have saxons and vikings, you will probably go for BI and shield-wall, if you want immortal characters, phalanxes and custom general models, you'll go for Alex. I can't decide this or that... Ideally, CA should have released updated .exe files supporting all features for all 3 games, but that's just wishful thinking.
See HERE for the most complete guide I know on the subject.
*Sigh, if I had a pound for every time I thought the same ..Ideally, CA should have released updated .exe files supporting all features for all 3 games, but that's just wishful thinking.