Results 1 to 7 of 7

Thread: The evil unit limit !?

  1. #1
    Admiral-Krause's Avatar Libertus
    Join Date
    Jan 2007
    Location
    Magdeburg, Germany
    Posts
    96

    Default The evil unit limit !?

    I reached the unit limit, described in export_descr_units. Adding another unit causes CTD and i get an error message in system_log. I added 86 new units.


    I hope CA increases the limit with the next patch.


    But if we have to discuss:

    It is possible to remove the aztecs and the entrys for "unused" units like saxon and norman units and king units for historical battles. That are around 30 entrys.

    I think i have to stop my work cause we planned to include more factions.
    (not every unit need a new entry, for example if we use an existing unit like Sergeant we can simply add the new faction, but for some special units we have to create new ones.

    What do you think? I know its **** cause if the *mesh Plugin is finished there would be a lot of new units.....
    Working on Mercenary and Native Troop Project (Visit and Help):
    http://www.twcenter.net/forums/showthread.php?t=81722

  2. #2
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: The evil unit limit !?

    Thats not good. What a weird number to limit it at.

    When does the crash occur? When you start the campaign or when you start the game? Have you tried making the new unit with ownership only for slave?

    The aztec units can definately be removed. They won't be used anymore.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  3. #3
    Lusted's Avatar Look to the stars
    Join Date
    Jan 2005
    Location
    Brighton, Sussex, England.
    Posts
    18,183

    Default Re: The evil unit limit !?

    It'll crash when he started the game. The unit limit is 500 i believe, or at least that is what it was in RTW.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  4. #4
    tornnight's Avatar Forum Bot
    Join Date
    Dec 2006
    Location
    Virginia, U.S.A.
    Posts
    1,755

    Default Re: The evil unit limit !?

    Ahh right, 500 does sound familiar.

    Perhaps there is an error in the battle_models.db file.

    I need to get around to releasing the 'syntax checker' I coded for it.
    I'm going to have much more time after this week.

    Right now, this is hell week for me.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  5. #5
    Admiral-Krause's Avatar Libertus
    Join Date
    Jan 2007
    Location
    Magdeburg, Germany
    Posts
    96

    Default Re: The evil unit limit !?

    Nono, modelDB is ok, there is the entry for the new unit and i iave there over 760 entrys. I removed the new unit in export_descr_units and the game works normal. But i cant add any new. (for example i copy spearmen to make spearmen2, but it crashed) with this error message in the file.

    I will finish the work with making the Unit Cards, writing the descriptions and will leave the free entrys for the new factions (maybe we define the units for the different faction, we can use some entrys as well example such as militia and peasants, so that we spare these entrys).

    And if we want new models, we can later replace some of my with nicer new one.
    Working on Mercenary and Native Troop Project (Visit and Help):
    http://www.twcenter.net/forums/showthread.php?t=81722

  6. #6
    Condottiere SOG's Avatar Domesticus
    Join Date
    Dec 2006
    Location
    Somewhere in Europe
    Posts
    2,275

    Default The evil unit limit !?

    Certain units like Venetian Archers and Venetian Heavy Infantry can be made into Italian Archers and Italian Heavy Infantry and be made available to all Italian factions and made also into mercenaries, to give it an Italian flair. These unit types were universal to the region anyway. Genoese Crossbowmen came with and without a pavise and were also mercenaries. They fought at the battle of Crecy and Agincourt for the French.

    Remember, the Middle Ages and Renaissance saw the beginnings of cross-training(not as if it didn't happen in Greek and Roman times). Regions sold their elite troops to other factions. It continues to this day as the Papacy still uses Swiss Guards and the US Marines guard not only US embassies but foreign envoys to the UN.

    The Pikemen Model makes a great segue model
    Last edited by Condottiere SOG; March 21, 2007 at 02:54 PM.

  7. #7
    Admiral-Krause's Avatar Libertus
    Join Date
    Jan 2007
    Location
    Magdeburg, Germany
    Posts
    96

    Default Re: The evil unit limit !?

    Yo, we can still add units, only no new entrys.


    All units which are ingame can be still turned into mercenaries. (they can still have a new texture as mercs.)

    Moreover you can maybe define that there are used more as one texture for one unit - the armor upgrades, so you can have same unit but 3 or 4 textures. First armor is a special one for a city, second is for west europe, third is for east europe. (for that is it possible to prevent it that you can upgrade these units, otherwise you "upgrade" from europe to east europe *lol* )

    There are also other ways. But for now we have still space.
    Last edited by Admiral-Krause; March 21, 2007 at 03:23 PM.
    Working on Mercenary and Native Troop Project (Visit and Help):
    http://www.twcenter.net/forums/showthread.php?t=81722

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •