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  1. #1
    dvk901's Avatar Consummatum est
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    Default Nervous!

    I'm starting to get nervous about this Senate issue. I've been following closely the various discussions going on about this, especially in the RTR forum, and there appears to be a major problem with the removal of the Senate. Apparently, there is a hardcoded civil-war that is triggered in 67-66BC, which expects the Senate to be part of the game....apparently not necessarily an 'active' part, because the CTD doesn't occur if the Senate just isn't in the game as a faction.....but it happens as the result of removing the Senate and substituting something else for the text....thus, EB has called it 'saba'. I called it the 'boii'.

    When you hit 67BC the game CTD's, and then continues to CTD randomly until finally you can't get past 63BC at all. Apparently the hardcode keeps trying to trigger this civil war persistantly.

    ---------------------------------------------------

    Edit: Never mind, I understand now why they are having the problem. I had assumed they had replaced the Senate with another faction, as EB has done, and as we intend to do....but they did not. The issue is being caused by the fact that the game still SEES the Senate referred to in the game files. Removing the term 'romans_senate' is the solution, not the problem. Phew!
    Last edited by dvk901; June 21, 2007 at 10:19 AM.

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  2. #2
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    Default Re: Nervous!

    You don't have to be a nervous nelly, everything will work itself out.
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  3. #3
    dvk901's Avatar Consummatum est
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    Default Re: Nervous!

    OK, you'll help me tear the RTW code apart if it doesn't?

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  4. #4

    Default Re: Nervous!

    Hey, while you're tearing into the code, can you make a few improvements?



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    Default Re: Nervous!

    Like add some new character attributes, a happiness one would be very nice to have, allow more city levels to be built, or at least make it possible to change the population levels at which a settlement changes size.

    None of these requests should be too difficult right? . . . right?
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  6. #6

    Default Re: Nervous!

    How about the ability to establish new cities, can you add that too?



  7. #7
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    Default Re: Nervous!

    Change the model limit, the unit limit, the building number limit, the excluded ancillaries limit, the faction number limit . . . I'm sure we can come up with more suggestions for you to work on.
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  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: Nervous!

    Geez! Are you talking to me?!!! What's said is that I KNOW that all that limits those things...at least many of them.....is just the stupid number itself...255,
    9, 64, 21. Decompile, little change here, little change there...recompile. Will you guys visit me in prison?

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  9. #9

    Default Re: Nervous!

    do you really think they'd throw you in prison? doubt it.people violate copyright laws all day every day, i think they're more interested in people making fake version of the game, than someone who's bought it and is modifying on his own computer.
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  10. #10

    Default Re: Nervous!

    Yeah, the number of cases of modders being prosecuted for changing code are exactly... zero. If you know how to do it, just keep it quiet and no one will ever know...



  11. #11

    Default Re: Nervous!

    ve must use ze code for finding out if DVK has completed his project. PM from now on on the subject. let's delete this thread before the CIA and Interpol find us.
    'Ecce, Roma Surrectum!' Beta Tester and Historian
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  12. #12

    Default Re: Nervous!

    ve must use ze code for finding out if DVK has completed his project. PM from now on on the subject. let's delete this thread before the CIA and Interpol find us.
    'Ecce, Roma Surrectum!' Beta Tester and Historian
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  13. #13
    dvk901's Avatar Consummatum est
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    Default Re: Nervous!

    I was just talking to a friend of mind who knows a bit about 'zee issues of zee coding undt writing of za hex', and he said the reason they probably set a limit of 255 models in DMB.txt is quite simple......the largest number you can write in 'hex' is 255. Now is that freaking DUMB or what?

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  14. #14
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    Default Re: Nervous!

    That's not quite true, that's the largest you can have with a single hex digit (i.e. 8 bits), but you can certainly add other hex digits to it, remember they somehow managed with the number of units which are capped at 500 (which is a stupid number it should be 511 units).
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  15. #15
    dvk901's Avatar Consummatum est
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    Default Re: Nervous!

    Quote Originally Posted by SquidSK View Post
    That's not quite true, that's the largest you can have with a single hex digit (i.e. 8 bits), but you can certainly add other hex digits to it, remember they somehow managed with the number of units which are capped at 500 (which is a stupid number it should be 511 units).
    Basically, that was our conclusion...that back when RTW was written for Windows 98 and the existing PC's, they probably figured 255 models was more than anything could handle anyways. But the other limitations had to be arbitrary...64 building types, 64 hidden resources, 21 factions, 9 buildings per tree, 500 units in EDU....none of THEM make any 'hex' sense. The problem, we envisioned, with and .exe is being able to change it anyway given the use of the single bit...you couldn't ADD anything to it without rewriting it. He said you 'could' feasibly change it with a hex editor, but if it's a single bit, which 255 is, then you couldn't go any higher.

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