With 500 units in file I have not encountered a limit yet. The easiest test would be to copy/paste the coding several times and rename some, random units - if they show up in custom battles we would know.
I haven't tested it yet - it would take some effort and I cannot see any practical use for a roster with 10000 units in custom battles.
I think that perhaps 600-1000 makes sense - this way there could be an entire new set for custom and MP mode with different stats, names, numbers, costs etc added after the campaign set.
There... is another trick to exceed 256 limit, quite clever I must add.
Only 256 units appear in a campaign, but it doesn't mean that units added after the number are completely lost for the campaign mode.
If you code a unit as 257th it will be available to recruit in the recruitment window, but if produced it will appear as... unit number 1 on the list.
Same with units added as 258th, 259th etc - they will show up in production window, but when recruited will become clones of units 2 and 3 etc on the list.
Those 'twins' can be useful because they could have different recruitment zones, different costs, different descriptions, different names - but only in the recruitment process. When it is over they can be mixed with the originals, they can be merged if the size of original unit allows that i.e. 3 'cloned' units 20 men each are merged giving one regiment with 60 men as long as the size of the original, of the parent unit isn't smaller.
There are numerous, numerous possibilities to use it, but I still have certain doubts:
- will the AI be willing to recruit the clones on their own, if it doesn't it could be a game breaking problem,
- is it possible to code the clone as a general's?ruler's bodyguard unit ?
- would the clones appear as mercenaries ? Same question about rebellions, faction reappearance etc.
I will eventually test it because I am back and willing to perfect the P&M TW after 1,5 break, though it is nice to know some of my tricks weren't discovered yet.
I planned to use the clones to:
- represent guard regiments - very hard/unrecruitable parent and recruitable clones which can be used as separate 'detachments' or merged or used as replacements for the main body,
- units with completely different recruitment zone, different because for example some provinces are poorer or less populated,
- units with different recruitment requirements - different buildings and if combined with the previous point it makes the idea even more attractive because provinces outside of the 'core' areas of a faction shouldn't be able to produce units as easily as the homelands,
- and my favourite - nomad units. Take a basic type of Tartar cavalry which is available in Tartar homeland, but it is obvious the nomands should be able to move, at least some of them. So why don't you just add a building or two, or three - each unique and easy to built and each giving access to the 'clone' of the basic cavalry models. This time however the 'clone' wouldn't have a recruitment zone and will be available wherever the nomadic camp is built.
This makes the nomands able to regroup even outside of their homelands and return with vengance.
Perhaps I am boasting a bit, but I think it is a brilliant idea. Maybe the best I ever had when modding this game.
Just think of it - a crusader camp which gives access to some replacements for your weary knights or attracts (buildable) mercenaries etc. Because the camp would be a unique structure there could be only one, because it could be limited to a number of factions or a religion it will be destroyed if the enemy takes a province back.
And because you are recruiting clones it shouldn't change the situation too much - just make the clone units very small, say 10 men. because every knight is priceless it could be still worth it and if there are homelands used in the mod it could prove decisive, especially if you are not cheating in some way.
In addition if you compose the file in the right way you could manipulate with the rooster really easily. Clones in certain places in relation to parent units, dismounted-only, ships, agents to fill in the gaps and even a 1000 unit file wouldn't be such an extravagant idea. If I am not wrong you can clone units more than once so triplets can still be used as well.
I think it is one of those unexpected, forgotten options which were simply not blocked because noone thought it is necessary and with relatively low hardware requirements the game should run smoothly as long as the computer runs the game at all...
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