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Thread: Regarding slots

  1. #1
    Member Member Sygrod's Avatar
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    Default Regarding slots

    I am wondering if anyone ever approached CA or a programmer in that group to see of they could do a quick update to the exe with more slots available.

    Basically, All they'd have to do is blow the dust off the old RTW engine (or MTW2 engine for that matter) and make a couple of simple changes and then recompile the exe. Would be nice if the faction names could be switched as well. It should be a simple job if they had had the common sense to program the variables properly. It could be called RTWEB or something like that.

  2. #2

    Default Re: Regarding slots

    I think in the last patch they let you change the internal names of factions. I know the Saba are the saba in all the files.
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  3. #3

    Default Re: Regarding slots

    Quote Originally Posted by Sygrod View Post
    I am wondering if anyone ever approached CA or a programmer in that group to see of they could do a quick update to the exe with more slots available.

    Basically, All they'd have to do is blow the dust off the old RTW engine (or MTW2 engine for that matter) and make a couple of simple changes and then recompile the exe. Would be nice if the faction names could be switched as well. It should be a simple job if they had had the common sense to program the variables properly. It could be called RTWEB or something like that.
    We basically did (for M2TW-K); asking them if they could increase the culture slots. It never happened.

    And I don't think they'd be all that eager to face all that dust -- ETW is in the works. Plus, I doubt it'd be that easy as you suggest: sure they probably use some "static final" variables as constants in their various 'classes' to use a lot of Java terminology where it is whollely unappropiate (.exe, Java ?! ) ...

    For one thing I have once programmed using bitmasks -- so a combination of { v1, v2 } could hold the paths to a certain amount of 'pictures' + 'additional data'. It was about a game of chess, but anyways: v1 would hold a value which could be broken down into a series of booleans (signifying what pictures had been used by the game, as the system would offer up to 10 pictures named Pic0 thru Pic9) with v2 holding a similar bitmask determining who'se turn it was when you left the game per picture... For obvious reasons you could not have more than 10 games, but even if you could ... adding those in is a bit more work than just raising the value of some constant...
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