Page 1 of 2 12 LastLast
Results 1 to 30 of 187

Thread: Hard-Coded Limits

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Wandering Historian Member eadingas's Avatar
    Join Date
    Nov 2004
    Location
    Llanfairpwll- gwyngyll- gogerych- wyrndrobwll- llantysilio- gogogoch
    Posts
    4,714

    Default Re: Hard-Coded Limits

    You can only have one building named 'temple' in the engine.
    However you can have multiple buildings which are called 'temple' in game description, but in engine they must all be called something else - 'houseofworship', whatever you like. Just not 'temple_'
    Other hardcoded buildings include everything with hinterland_, ports, and core buildings - if you want to have a couple of them, you must use different names (and of course they won't behave in the same way as the hardcoded ones, this is why they're hardcoded :)
    I'm still not here

  2. #2
    Member Member Nero's Avatar
    Join Date
    Feb 2005
    Location
    Netherlands
    Posts
    52

    Question Re: Hard-Coded Limits

    I've now tried adding temples with Hadrian and by hand. Both times I get a CTD before the intro movie starts. Does the game read sizes of files before it starts or something like that?
    (When I delete the added building, the game works again)

  3. #3
    Wandering Historian Member eadingas's Avatar
    Join Date
    Nov 2004
    Location
    Llanfairpwll- gwyngyll- gogerych- wyrndrobwll- llantysilio- gogogoch
    Posts
    4,714

    Default Re: Hard-Coded Limits

    If the game CTDs on startup splash-screen, 9 times out of 10 "-show_err" commandline option should give a cause of the crash.
    I'm still not here

  4. #4
    Member Member Nero's Avatar
    Join Date
    Feb 2005
    Location
    Netherlands
    Posts
    52

    Default Re: Hard-Coded Limits

    nah i've tried it but i don't get a message.
    Just a standard winxp message that the program has crashed and I can send a report to microsoft.

  5. #5
    Wandering Historian Member eadingas's Avatar
    Join Date
    Nov 2004
    Location
    Llanfairpwll- gwyngyll- gogerych- wyrndrobwll- llantysilio- gogogoch
    Posts
    4,714

    Default Re: Hard-Coded Limits

    hmm check the file lengths of edited and old files. If they are very different (more than just a number of characters you wrote), then you have saved it in a different encoding. RTW is very sensitive to that. Also, I assume you've properly edited the enum and text/export_building.txt files? Remember to add a 'xxx_name' section to these files.
    But these bugs should be caught by -show_err... and there really is nothing in the engine that could prevent you from having multiple buildings called 'temple' in game, as long as they have all unique names in the code...
    I'm still not here

  6. #6
    Member Member Nero's Avatar
    Join Date
    Feb 2005
    Location
    Netherlands
    Posts
    52

    Default Re: Hard-Coded Limits

    Thanks!!!

    I've forgotten to make the enums and export_buildings.txt fit the export_descr_buildings.txt
    Now I can work on my mod
    The -show_err thingy didn't show a thing, except something about Locus Herulae, but that is RTR based.

  7. #7
    Wandering Historian Member eadingas's Avatar
    Join Date
    Nov 2004
    Location
    Llanfairpwll- gwyngyll- gogerych- wyrndrobwll- llantysilio- gogogoch
    Posts
    4,714

    Default Re: Hard-Coded Limits

    The -show_err only shows first bug it encounters, so if there was something else wrong in the files, you won't get the message. It is recommended to fix all the bugs as you move along, otherwise you won't get the necessary info :)
    I'm still not here

  8. #8
    One of the Undutchables Member The Stranger's Avatar
    Join Date
    Dec 2004
    Location
    Nowhere...
    Posts
    11,757

    Default Re: Hard-Coded Limits

    Quote Originally Posted by eadingas
    If the game CTDs on startup splash-screen, 9 times out of 10 "-show_err" commandline option should give a cause of the crash.
    i've never got a reason for a CTD after some modding

    We do not sow.

  9. #9

    Default Re: Hard-Coded Limits

    Hlp needed

    I need to find out weather or not the diplomacy section is hard coded as I've posted before asking for info on the subject but only got limited info

    https://forums.totalwar.org/vb/showthread.php?t=46278

    Thanx ahead of time

    Spidr
    The greater the knowledge
    The greater the experience
    THE GREATER THE CHALLANGE
    The more people I PISS OFF

  10. #10
    Spends his time on TWC Member Simetrical's Avatar
    Join Date
    Dec 2004
    Location
    New York City
    Posts
    1,358

    Default Re: Hard-Coded Limits

    I have responded in your thread. Please be a bit more patient next time—wait at least a day or so before reposting anything.

    -Simetrical
    TWC Administrator

    MediaWiki Developer

  11. #11
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Hard-Coded Limits

    Is there a limit to campaign map size? i.e. map_regions.tga?

  12. #12
    Spends his time on TWC Member Simetrical's Avatar
    Join Date
    Dec 2004
    Location
    New York City
    Posts
    1,358

    Default Re: Hard-Coded Limits

    Probably, but none that I know of specifically.

    -Simetrical
    TWC Administrator

    MediaWiki Developer

  13. #13
    Modder Member Encaitar's Avatar
    Join Date
    Oct 2003
    Location
    Melbourne, Australia
    Posts
    234

    Default Re: Hard-Coded Limits

    Max build time for a unit (and presumably a building therefore) seems to be 244 turns. I say "seems", because I haven't actually gone through 255 turns to see if it's the case. I'd set a unit to a build time of 800 turns just to make them effectively unbuildable, but at least retrainable. Anyway, in game it displays their build time as 244 turns. Fairly trivial really, but there you go.
    Encaitar Arandur

    Middle-earth: Total War Dev

  14. #14

    Default Re: Hard-Coded Limits

    Quote Originally Posted by Myrddraal
    Is there a limit to campaign map size? i.e. map_regions.tga?
    I asked Dead Moroz the question and he had this to say:

    "Theoretically there's no such limit. The map could be even larger. In any direction. But because of regions limit (at least now) you have to make all regions larger if you want to create larger map. And this will cause problems with AI: bad pathfinding, no road connections between regions, no trade. Very large regions will be isolated from each other. As CA said, the distance between neighbouring cities should be not larger than 50px. Actually safe distance is different in different situations. You should have some number of small regions between large ones to make all regional system work ok.

    So this restriction of regions' size determines the real limit of map's size. The situation became better in 1.2. Maybe in expansion it will be more better."

    Quote Originally Posted by Encaitar
    Max build time for a unit (and presumably a building therefore) seems to be 244 turns.
    I saw you suggest this idea as a solution to making retrainable mercenaries last year, and I was wondering if you'd seen if it impacted the AI? My concern is that the AI doesn't include the turn count in its cost-benefit analysis and that they'll get stuck trying to build this unit for the rest of the game.
    Last edited by Epistolary Richard; 04-27-2005 at 15:13.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  15. #15
    Wandering Historian Member eadingas's Avatar
    Join Date
    Nov 2004
    Location
    Llanfairpwll- gwyngyll- gogerych- wyrndrobwll- llantysilio- gogogoch
    Posts
    4,714

    Default Re: Hard-Coded Limits

    So generally, we could assume that map size limit is 10000 pixels on one side :) (200x50)
    I'm still not here

  16. #16

    Default Re: Hard-Coded Limits

    I seem to have discovered an important fact that frustrated me to no end: when editing the textures for the battle map, anything - buildings, units, etc, export it as DXT1 with RGBA 1 bit Alpha. If you do it with DXT1 RGB without any alpha, you'll get messed up, and if you don't do it with any DXT format at all, you also get screwed. Btw I haven't tried it with other DXT formats, not that I know anything about them anyway. Oh and btw, to save in a DXT1 format seems to require that both the length and the height of your texture image are powers of 2, i.e. 64, 128, 256, 512, etc, or otherwise you can't save in that format.
    Last edited by SigniferOne; 04-27-2005 at 17:31.

  17. #17
    Spends his time on TWC Member Simetrical's Avatar
    Join Date
    Dec 2004
    Location
    New York City
    Posts
    1,358

    Default Re: Hard-Coded Limits

    It appears that there's a limit of 195 character traits overall, and 9 levels per trait. Blast. Strange number, though . . . why 195? I'm pretty sure I counted correctly. (I wish it were 256 . . .) Is anyone else able to confirm my findings? The 196th character trait is not recognized.

    -Simetrical
    TWC Administrator

    MediaWiki Developer

  18. #18

    Default Re: Hard-Coded Limits

    Thanks for this thread! I just figured out why my mod is giving CTDs :-)

  19. #19

    Default Re: Hard-Coded Limits

    There had best be a way to get round those hard coded limits. All I wanted was huge battles. Seriosly, that's *all* I wanted :(

  20. #20
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Hard-Coded Limits

    Well you can still get pretty big ones, have you got the settings on huge unit size? And then you just make every unit have the maximum in men. 16 units per army, thats quite big....

    Sorry but thats the trouble with hardcoded stuff. Anyway welcome to the .ORG

  21. #21

  22. #22

    Default Re: Hard-Coded Limits

    Quote Originally Posted by dsyrow1
    My dream has come true!

    But seriously, it doesnt seems possible. Was that a multiplayer game I take it?

    @Myrddraal: Yes, I'm on huge unit size, but that just doesnt cut it for me (I'm sorry to say) I wrote a little program that will go through the unit_prod file and multiply the size of the units by a certain amount up to the hard coded limit, but this makes the barbarian factions have a critical handicap during battle. They rely on large hordes of men per unit & if the Romans (for example) have an equal amount, then they dont stand a chance. i.e. the game becomes unbalanced :(
    Furthermore, due to the population growth rate *not* being modified depending on what unit size you have selected, you run into very large problems getting your cities up to a decent level & maintaining an army. This, I far as I'm concerned, was an oversight by CA (that probably had Activision breathing down its neck). Propulation growth should be higher for the larger unit sizes.

    Anyway, I digress. How do you get those gigantic units if it is possible?

    PS Thanks for the warm welcome :)

  23. #23
    J-23 Member Hans Kloss's Avatar
    Join Date
    Oct 2003
    Location
    Richmond upon Thames
    Posts
    245

    Default Re: Hard-Coded Limits

    another quick question :

    what is top limit for amount of money that can be added to faction in descr_strat ?

  24. #24

    Default Re: Hard-Coded Limits

    i belive i have found a new hard coded limit for buildings complexes in : https://forums.totalwar.org/vb/showt...334#post973334
    " Cool modders read and write tutorials
    Cool modders help each other out "

    by Epistolary Richard

  25. #25
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: Hard-Coded Limits

    Not a "limit" as such, but I have noticed with chariot units that the missile count includes the charioteer. So his missiles are distributed to his comrades. If there is a single passenger firing missiles, his missile count is doubled. If there are two passengers firing their missile count is effectively increased by 50%. Tested this with javelins, suspect the same is occurring with arrows. Have not tested elephants for this.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  26. #26
    Member Member lysarin's Avatar
    Join Date
    Jan 2004
    Location
    Sweden
    Posts
    81

    Default Sv: Hard-Coded Limits

    I think the antitrait limit is 20 in v1.6.
    Last edited by lysarin; 01-31-2006 at 21:43.
    "Men and guns are fine but give me more tanks!"

  27. #27

    Post Re: Hard-Coded Limits

    Whilst tweaking descr_rebel_factions.txt, I've found that if you include more than 20 units under a non-region based event, the game will give you an error message from -show_err.

    Note, however, that this message was not encountered during startup or before entering a battle. Instead it was encountered after RTW had been exited, then it popped-up before returning to desktop. This would suggest that you can get away with including more than 20 units under say, Brigands, Pirates or Gladiator_Uprising, but you will be prompted to lower your limit in the text. Here is what I received:

    "too many unit types in rebel faction type (brigands)"

    In my case there were 22 units under Brigands, so semi-colons (;) were used to filter out 2 of the lines, rather than completely remove them from the script. So it appears the maximum value for this is 20.

    Also tried finding a minimum limit, completely removed all unit entries, but left the type of rebellion in, IE Brigands. Relaunched RTW, I noticed things seemed to be a bit 'sticky' when browsing through menus, which suggested the game was having difficulty reading one or more of the text files. Sure enough when RTW was exited, a prompt dialogue box appeared stating the following:

    "unknown identifier for rebel type (brigands) when expecting unit"

    If you want to include the possibility of a non-region based rebellion, the minimum number of units appears to be at least 1, and from the above, the maximum appears to be 20 units. I'm assuming this criteria also applies to region-based rebellions as well, but note many of these by default contain a handful of units, typically 5-10 per region.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  28. #28

    Post Re: Hard-Coded Limits

    Skimmed through the posts again, don't think it has already been posted. Discovered the max range for javelins (foot units) from this:





    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  29. #29
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: Hard-Coded Limits

    Quote Originally Posted by Seasoned Alcoholic
    Skimmed through the posts again, don't think it has already been posted. Discovered the max range for javelins (foot units) from this:



    No, I don't believe that is a limit, it is based on velocity. If you increase the velocity in projectiles_new you can increase the range without that message. The game doesn't know what the projectile is. Other than fortifications using specific names, the projectiles are generic. You could make the javelins into arrows, and arrows into javelins swapping their projectiles stats, and the game would not know the difference.

    Even with that message the javelins work, they just can't throw farther than the distance given. I know this because I reduced the velocity, and got a range limit that was considerably less.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  30. #30
    Spends his time on TWC Member Simetrical's Avatar
    Join Date
    Dec 2004
    Location
    New York City
    Posts
    1,358

    Default Re: Hard-Coded Limits

    Quote Originally Posted by Black Crow
    i belive i have found a new hard coded limit for buildings complexes in : https://forums.totalwar.org/vb/showt...334#post973334
    Added.
    Quote Originally Posted by Red Harvest
    Not a "limit" as such, but I have noticed with chariot units that the missile count includes the charioteer. So his missiles are distributed to his comrades. If there is a single passenger firing missiles, his missile count is doubled. If there are two passengers firing their missile count is effectively increased by 50%. Tested this with javelins, suspect the same is occurring with arrows. Have not tested elephants for this.
    Added.
    Quote Originally Posted by lysarin
    I think the antitrait limit is 20 in v1.6. Seems like it at least.
    Added.
    Quote Originally Posted by Seasoned Alcoholic
    Whilst tweaking descr_rebel_factions.txt, I've found that if you include more than 20 units under a non-region based event, the game will give you an error message from -show_err.
    Added.
    Quote Originally Posted by Seasoned Alcoholic
    Discovered the max range for javelins (foot units) from this:
    Already listed, but thanks anyway.
    TWC Administrator

    MediaWiki Developer

Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO