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Thread: The Hardcoded List

  1. #21

    Default Re: The Hardcoded List

    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)

  2. #22
    Zephrelial's Avatar Eternal Sorrow
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    Default Re: The Hardcoded List

    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...

  3. #23

    Default Re: The Hardcoded List

    Quote Originally Posted by Zephrelial View Post
    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.
    The limit is actually 31 as many modders that already reached it said in the thread Zeph did about it...

  4. #24
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The Hardcoded List

    From Docudemons 3.0:
    AgentTypes 12
    Building Trees 128
    Buildings in Tree 9
    Cultures, number of 7
    Factions 31
    Regions 200
    Resources, desc_sm_resources.txt 26
    Resources, Hidden 64
    Units in export_desc_units.txt 500










  5. #25
    sinople's Avatar These Romans are crazy!
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    Default Re: The Hardcoded List

    And the max number of religions ?

  6. #26
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: The Hardcoded List

    I believe the max number of religions is 10

  7. #27

    Default Re: The Hardcoded List

    How many building trees in vanilla, to start with?

  8. #28
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The Hardcoded List

    No idea, but it is a rather heavy task trying to this sensibly to the limit. Haven't heard of a mod that came close.










  9. #29
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: The Hardcoded List

    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

  10. #30

    Default Re: The Hardcoded List

    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!

  11. #31

    Default Re: The Hardcoded List

    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.






  12. #32

    Default Re: The Hardcoded List

    well why cant you read error.logs?? if you cant post it

  13. #33

    Default Re: The Hardcoded List

    Quote Originally Posted by Nakharar View Post
    well why cant you read error.logs?? if you cant post it
    I'll put it up on filefront or megaupload or something really soon...it's over 5MB.
    La Garde recule.






  14. #34
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The Hardcoded List

    ZIP it or RAR it and then upload. That will reduce it to approximately 400KB.










  15. #35

    Default Re: The Hardcoded List

    Quote Originally Posted by gigantus View Post
    ZIP it or RAR it and then upload. That will reduce it to approximately 400KB.
    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.






  16. #36
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The Hardcoded List

    This is the only error the log has. Check it out. It shouldn't cause a crash.

    Code:
    00:55:06.265 [script.err] [error] Script Error in mods/PDER_1.0/data/export_descr_character_traits.txt, at line 55, column 12
    Unknown attribute type(?).
    
    PS: stop burning the midnight oil.










  17. #37

    Default Re: The Hardcoded List

    PS: stop burning the midnight oil.

  18. #38

    Default Re: The Hardcoded List

    I ran into an error when trying to add a unit to the battle_models.db, after 901. This seems to be the limit.

  19. #39
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The Hardcoded List

    Considering that 500 is the limit for the EDU that should give you plenty to remove in the model_db. (unless you have hundreds of mounts)










  20. #40

    Default Re: The Hardcoded List

    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.

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