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Thread: The Hardcoded List

  1. #41
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: The Hardcoded List

    Quote Originally Posted by gigantus View Post
    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)
    Each armor upgrade requires a new entry. So if you had all 6 levels of armor change it into a different model, you'd have 6 per, meaning 3,000 models + mounts. So it isn't overkill to think about, just to actually do.

  2. #42
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The Hardcoded List

    That should take a while to load in the game, or is called as it is needed?










  3. #43

    Default Re: The Hardcoded List

    Quote Originally Posted by Eothese View Post
    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 apologise for my mistake, it was in fact the EDU limit I was bumping against.
    Code:
    14:19:03.423 [data.invalid] [error] DATABASE_TABLE error found : max records exceeded from file mods/expanded_americas/data/export_descr_unit.txt.
    I don't know how I misread that one,

  4. #44
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    Default Re: The Hardcoded List

    500 500 500 500










  5. #45

    Default Re: The Hardcoded List

    there is a limit of 68 hidden resources


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  6. #46
    EarendilElenthol's Avatar Artifex
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    Default Re: The Hardcoded List

    Required buildings in EDB:
    core_castle_building
    core_building
    port
    castle_port
    Last edited by EarendilElenthol; October 15, 2009 at 04:43 PM.

  7. #47
    GrandViZ's Avatar Domesticus
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    Default Re: The Hardcoded List

    Quote Originally Posted by impspy View Post
    there is a limit of 68 hidden resources
    Is this confirmed. I read something about 64 before.
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  8. #48
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    Default Re: The Hardcoded List

    Quote Originally Posted by GrandViZ View Post
    Is this confirmed. I read something about 64 before.
    I believe it's 64, not 68, though haven't had the occasion to need that many resources.

  9. #49
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    Default Re: The Hardcoded List

    Is the limit of 128 building trees tested?

  10. #50

    Default Re: The Hardcoded List

    Quote Originally Posted by sinople View Post
    The max nomber of letters for a character is 42 (not a very useful limit )
    Not sure exactly what you meant by that - I've just tried testing in Kingdoms with a Named Character with a 44 character first name and also a 44 character surname - so 88 characters... (same name internally and in display) although it does some nasty things to the display of the name graphically due to lack of space it doesn't seem to have any sort of hardcoded problem. Can you clarify?

  11. #51
    EarendilElenthol's Avatar Artifex
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    Default Re: The Hardcoded List

    Hidden_resources need to be at least 5 characters to work

  12. #52
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    Default Re: The Hardcoded List

    Quote Originally Posted by EarendilElenthol View Post
    Hidden_resources need to be at least 5 characters to work
    Strange, since I've had 21 2-character hidden resources working just fine so far. I think the problem is likely elsewhere. EB uses hidden resources like n1, y1, etc.

  13. #53

    Default Re: The Hardcoded List

    From what I gathered by looking at a couple of .strings files, textual data (any string) can be at most 64KB in size. E.g. a unit description, menu entry etc. etc. The reason is that the game use a 2-byte prefix for the internal representation of a string; and this prefix corresponds to the length of that string.

    FYI: the strings file is a plain key=>value mapping with the text from source files converted to internal character encoding. This internal representation may not contain equivalents of NULL characters (\0 or U+0000) -- it triggers some really funky stuff.

    This would suggest that at least as far as the underlying text handling part of the engine is concerned the max length of any string is fixed at 64KB; so assuming that holds true, you should be able to use _very_ long character names as you see fit.

  14. #54

    Default Re: The Hardcoded List

    Good point Tellos Athenaios, we've been so used to looking at converted versions of the text files I'd forgotten they had a string length in the .bin file

    Watch out for funny stuff happening below that though like the problem that crops up apparently fairly randomly with string length problems in the models db file.
    http://www.twcenter.net/forums/showt...95#post4530695

    I haven't noted that here before because it wasn't quite as straightforward as a hardcoded limit - but long strings in that file can definitely cause problems.

  15. #55
    fightermedic's Avatar Ordinarius
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    Default Re: The Hardcoded List

    Quote Originally Posted by B. Ward View Post
    I believe the max number of religions is 10
    can anyone confirm this?

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  17. #57
    Razor's Avatar Licenced to insult
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    Default Re: The Hardcoded List

    Does anyone know whether there's a hardcoded maximum for names or not? I've made a list of names for a faction and it turned out to be quite a long one (19 pages in Words). It would be a bummer if I implement them into my mod only to find out that all work was for nothing.
    Last edited by Razor; August 08, 2010 at 09:11 AM.

  18. #58
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The Hardcoded List

    Haven't heard anything about limits to names.










  19. #59
    IZob's Avatar Citizen
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    Default Re: The Hardcoded List

    Dose anyone know the max number of climates? I'm currently on 12 (there are 10 default climates in vanilla).

    Im going for another climate soon...
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  20. #60
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: The Hardcoded List

    No limits known. Let us know if you find the max numbers.










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