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  1. #1
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    Default Re: Hardcoded limits

    Quote Originally Posted by MasterOfNone View Post
    Interestingly I had this issue lately and found that 10 was the limit, and the 11th caused the CTD. However, it might be due to the total number of lines rather than just the Affect lines - something someone with more time than me may want to test.

    I also found the CTD occurred during the end-turn phase and not durung campaign or game load.
    It must be a different error then, because I tested the 11 affects lines, and adding the 12th caused an errorless CTD on load.
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    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: Hardcoded limits

    I'd expect this error to occur when it triggers - which it did in my case. Maybe someone will post a third opinion
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  3. #3

    Default Re: Hardcoded limits

    Quote Originally Posted by MasterOfNone View Post
    I'd expect this error to occur when it triggers - which it did in my case. Maybe someone will post a third opinion
    I only get a CTD at the 18th line !



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    Default Re: Hardcoded limits

    Quote Originally Posted by MasterOfNone View Post
    I'd expect this error to occur when it triggers - which it did in my case. Maybe someone will post a third opinion
    There are only two trait/ancillary errors I know of that triggers on a trigger triggering are that a gain/lose message is missing or incorrect in the data/text files or that two triggers have the same name.
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    Rt. Hon. Gentleman's Avatar Campidoctor
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    Default Re: Hardcoded limits

    Can I just ask, does anyone know whether any of the hard-coding prohibits adding more than just the watchtower and fort to the field construction menu?

    Thanks. We are thinking of adding many more options to this in RS2, and some people have suggested that it might be hard-coded.

    Cheers,
    RHG.

  6. #6
    makanyane's Avatar Praeses
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    Default Re: Hardcoded limits

    I've not seen anyone come up with a mechanism to alter those menu options (except for increasing price to the extent that they can't be built) - so I'd vote for it being hardcoded, but would love to know if you find a way of doing it.....

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    Kylan271's Avatar Domesticus
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    Default Re: Hardcoded limits

    Hey sorry if newbish question..

    Units recruitable in a given city, not counting agents: Min 0, max 32. Default usage, experimentation. Extras CTD.

    Would this also include Merc type units????


  8. #8

    Default Re: Hardcoded limits

    Any units recruited from inside the settlement, I believe (even if they have the merc_unit attribute).

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    Kylan271's Avatar Domesticus
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    Default Re: Hardcoded limits

    OK thanks,with RTW having funny coding requirements at times,I was hoping to trick the engine if units had a merc attribute??? Oh well worth a try,back to the drawing board. ^_*


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    Kylan271's Avatar Domesticus
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    Default Re: Hardcoded limits

    Oh Aradan regarding that 32 recruitment limit..oh..oopsie...

    Ok ..give that man a cigar!!!!!

    I have today 38 units+3 siege+3 ships. I duplicated 20..lol,merc Rhodian slingers(numered1-20) for Greek_cities and recruitable in EDB and no probs...wahahahaha..even campaign turns OK,no crash and recruitment viewer OK. If 38 men+mounts and 3 siege makes 41,then the 32 limit is broken...and not including my 3 ships yihee so 44 yes????? Using a RTW.exe I can't do more as DMB limit exceeded.

    I think perhaps 'merc' is key or 32 was a myth???? I use 'add_population' etc,to Sparta to get to Huge city so max recruit unit availablity. Not sure Aradan what gives...but I am a happy as with Alex.exe,you can get 500ish DMB slots,but still constrained by the '32' recruitment limit. Grrrrrrrrrrrrrrrrrrr. My test base was with RTW.exe.


  11. #11

    Default Re: Hardcoded limits

    Quote Originally Posted by Kylan271 View Post
    Ok ..give that man a cigar!!!!!
    And all 38 units appeared in the recruitment line of the same settlement at the same time? Could you show a picture please?

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    Default Re: Hardcoded limits

    Try distinct units, the game may not have a problem with multiple entries of the same unit.
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  13. #13

    Default Re: Hardcoded limits

    I think he means he duplicated the rhodian slingers entry in EDU, but I don't see how nearly identical units (all but name) would be different from more distinct units.

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  14. #14
    Kylan271's Avatar Domesticus
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    Default Re: Hardcoded limits

    Yessssssssssssssssssssss most certainly..OK I will update this to confirm with pic and no the engine should not be selective in units cloned or not as far as I know,it uses a DMB slot regardless of the spelling and a computer cant tell the diff if a clone unless it looks at the dds and cas files also etc. Each entry is a 'unique' entry from what I understand. I have not removed the merc line to see if that affects as I just grabbed an easy unit to use. I have to play around with a non merc unit to see if OK. Anyway back to work.....^_*

    OK Florin I just redid using clean RTW install-as had Mods before. And using TE Gold base-modfoldered.

    Rome Faction
    Removed marian reform limits on Rome units so get both sets at once-pre&post MReform-as need UI's to show easier,and renaming UIs is stress,so this easier option. Going to Huge City and increasing by 2 barbarian boats(adding to Roman roster) also I reach 34 units-all non cloned. Use Temple of naval gives extra boat in that number. Expanding further I add 15 cloned Slingers and get 49!!!

    The building scroll shows only about 2 rows of 9 units each so I carefully did 2 rows each per pic so no accidental duplication(since have cloned peasants everywhere),the pics are thus numbered by rows shown 1-18/19-36/37-49.

    I am working on a Mod(God help me..^_*)to find ways to help Mods in general and myself have fun,so this is one of my test phases which darn I hope is OK???? I have clone files if easier for you to try,albeit TE,or just as a try use Rome faction and remove the MReform EDB references and just bump some other units to the Rome roster and should get you past the 32 limit easy.
    Last edited by Kylan271; September 22, 2009 at 01:34 PM. Reason: Update for pics


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    Kylan271's Avatar Domesticus
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    Default Re: Hardcoded limits

    Oh forgot one thing..is it possible the hardcoded limits differ per game version,ie 1.2,1.3 & 1.5????? This is a variable I had not considered,but looking at the original date of the The Guild discussion(2005),perhaps a change in game since then???? I do not know the computer 'mechanics' of what the updates change,so forgive my thoughts.
    Last edited by Kylan271; September 23, 2009 at 01:24 AM.


  16. #16
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    Default Re: Hardcoded limits

    Quote Originally Posted by Kylan271 View Post
    Oh forgot one thing..is it possible the hardcoded limits differ per game version,ie 1.2,1.3 & 1.5????? This is a variable I had not considered,but looking at the original date of the The Guild discussion(2005),perhaps a change in game since then???? I do not know the computer 'mechanics' of what the updates change,so forgive my thoughts.
    Quite possible the earliest versions 1.1 and 1.2 happily accepted units with a building_conditional in the EDB
    whereas that broke to a great extent in the later versions. As well as causing CTD when building conditioned units were right clicked I think that was when it acquired the bug where you could only have a very limited (4?) number of building conditioned units available in same city before it CTD'd.....?

    Whatever changed that might have changed other things to do with the recruitment capabilities, but I've got no idea what version the 32 max limit was tested on.

  17. #17
    Kylan271's Avatar Domesticus
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    Default Re: Hardcoded limits

    Ok updating as of today.

    Recruitment roster is up to 49+ without crashing,RTW 1.5

    Alex.exe DMB limit at 513 'types',checked via Divus Unit Counter,and manually using bogus wardogs..1-300+ aghhh.

    I have to recheck RTW & BI DMBs.
    Last edited by Kylan271; August 28, 2010 at 09:03 AM. Reason: updating data


  18. #18
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    Default Re: Hardcoded limits

    Quote Originally Posted by Kylan271 View Post
    Alex.exe DMB limit at 513 'types',checked via Divus Unit Counter,and manually using bogus wardogs..1-300+ aghhh.
    Does this mean I can use 513 models instead of the 255 in BI?
    What is the limit in Alex-BI for the EDU (500 in BI)?

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  19. #19

    Default Re: Hardcoded limits

    In BI I managed to get the number of regions down to two (one roman and one rebel) I think two is impossible cuz a region has a limit on how large it can be i found out that this was the onlyt way i could get the game with no CTD

  20. #20

    Default Re: Hardcoded limits

    Units recruitable in a given city, not counting agents: Min 0, max 32. Default usage, experimentation. Extras CTD.
    I'm not sure how it could be possible, but in the sub-mod I'm making of RS2 I have as many as 38 units (non-agents) recruitable in a city, and I get no CTDs from it.

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