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  1. #1

    Default Re: Hardcoded limits

    Quote Originally Posted by julianus heraclius View Post
    Can someone tell me what the different hardcoded limits are for RTW, BI and Alex for the dmb and the edu files.

    Thanks
    I believe Rome and Bi have the same hardcoded limits as does the medieval II and its expansion.


  2. #2

    Default Re: Hardcoded limits

    500 entries in the EDU, 255 in DMB. Alex has more than 330 DMB slots, cant recall how many though.

  3. #3
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    Default Re: Hardcoded limits

    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.

  4. #4

    Default Re: Hardcoded limits

    Probably 65,535 will be the limit.

  5. #5

    Default Re: Hardcoded limits

    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.
    Last edited by Aradan; September 01, 2008 at 09:19 AM.

  6. #6
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    Default Re: Hardcoded limits

    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.
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  7. #7

    Default Re: Hardcoded limits

    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.

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  8. #8

    Default Re: Hardcoded limits

    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)

  9. #9
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    Default Re: Hardcoded limits

    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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  10. #10

    Default Re: Hardcoded limits

    Yah I figured that one a while back but who needs to recruit that much units. Thats just staggering.

  11. #11

    Default Re: Hardcoded limits

    Unless it just so happened that the 200th unit recruitable was also the 32th one in the same settlement, in which case we go back to the old up-to-31-units-per-settlement CTD...

  12. #12

    Default Re: Hardcoded limits

    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?

  13. #13

    Default Re: Hardcoded limits

    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.

  14. #14

    Default Re: Hardcoded limits

    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?

  15. #15

    Default Re: Hardcoded limits

    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.

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  16. #16

    Default Re: Hardcoded limits

    Hmmm... Well basically I want to make a mod having Rome and its enemies, so a standard Rome Rpublic/Empire mod. So you think better Alex for this, right?

    I should say that you are right. CA should have updated the 3 exe with all features so that could be used at people discretions. Who knows probably we will see a RTW II after the new coming EmpireTW.

  17. #17

    Default Re: Hardcoded limits

    In export_descr_character_traits, the maximum number of "Affects" results that you can have in a single trigger is 11. Exceeding this number results in a CTD during loading.

  18. #18

    Default Re: Hardcoded limits

    Is there a chance that buildings have a max number of units their card can display? I suspect that cause in my mod the game crashes when i open the building info card (right click) of some buildings. I think it only happens to late army buildings in the browser who should have many units to display. In any case, is there a way to fix this if someone knows what problem i have?

  19. #19

    Default Re: Hardcoded limits

    Do you actually mean ctd when right clicking the unit in the building info card? That happens if you set a building as a conditional for their recruitment in EDB. Or if you`re modding RTR 6 Gold/RTRPE or other mod which has this implemented this way. The building name will show next to the unit name in the building`s panel and right clicking it results in a crash to desktop.

  20. #20
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    Default Re: Hardcoded limits

    Quote Originally Posted by kongming View Post
    In export_descr_character_traits, the maximum number of "Affects" results that you can have in a single trigger is 11. Exceeding this number results in a CTD during loading.
    I have verified this, and am going to check export_descr_ancillaries for number of AcquireAncillaries/Affects lines per trigger in that file.

    EDIT: I should clarify it generates an errorless CTD.

    EDIT2: Interestingly enough, either there is no limit or it is much higher, as I had 32 AcquireAncillary lines and also 32 Affects lines at one time with no error.
    Last edited by Squid; March 21, 2009 at 04:13 PM.
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