The maximum number of cultures allowed is 7 (M2TW starts with 6, so you can add another one).
The maximum number of cultures allowed is 7 (M2TW starts with 6, so you can add another one).
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
I just made a test.Apparently like I said I made no mistakes.Gentleman I can confirm that the max faction limit we know as 31 is WRONG.
Max number of faction entries can be maximum 30 not 31.This means you can't make the entries for the 31th faction..You can only have 30 including the rebels.
I just left my all Kypchak entries as they were(the 31th faction I planned to implement for my personal mod)
I deleted all the entries for the faction Timurids.. and voila the game loaded.. So the limit is not 31,it's 30.. I think the max number of faction limit info should be corrected in the light of this.
Also as a sidenote this is tested on m2tw not with Kingdoms expansion.
Last edited by Zephrelial; January 31, 2008 at 06:58 PM.
Shine on you crazy diamond...
And the max number of religions ?
Patronized by PowerWizard - Europe Total War - Wargame mod for M2TWwww.mundusbellicus.fr : the french total war forum
I believe the max number of religions is 10
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
How many building trees in vanilla, to start with?
Let's see...
Walls
Barracks
Archery
Siege
Cavalry
are the most often changed per culture, then there's:
Farms
Civil Institution
Academy
Port
Roads
Market
Which are usually shared globally in most instances...
Even if all those were individual trees per culture though that wouldn't make the hardcode, you'd need 18 unique trees per culture with 7 cultures. So yeah, at this time I'd say it probably won't happen.
However, with GrnEyedDvl's new innovation of Roving Buildings, we might see more teams(I know I will be) using this technology in place of the fact we can't change agents, and so in the future the limit might be reached in this way as well as heavy specialization, but it's a nice limit at any rate, plenty of room to work in.
Cheers,
Augustus
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
Is the family members to regions owned ratio hardcoded?
Its a huge buzz killer....
This isn't right, this isn't even wrong. This isn't anything!
Is there a limit to how many traits or triggers you can have? I'm working on a mod that adds a TON of traits and triggers and the game is crashing on the loading screen before I get to the main menu. Wish I could read error logs!
La Garde recule.
You read my mind...
This error log resulted from extreme amounts of editing to export_descr_traits and export_vnvs. When the modded files were replaced with the originals everything worked fine. I am using PDER 1.0, with XAI and a few other random cosmetic mods thrown in.
La Garde recule.
PS: stop burning the midnight oil.
I ran into an error when trying to add a unit to the battle_models.db, after 901. This seems to be the limit.
I can confirm that that is not the limit - I'm running a battle_models with well over 1050 models on my personal copy and it works perfectly.
Coder on Dark Ages: Roman Revival, the alternate history mod for BI.
Under the Patronage of Augustus Lucifer, member of the House of Ward.