Thx for that Cam.
To update the initial post, there seems to be a limit of 165 events. See desc_events_enums.
Has this been mentioned in the post:
The Yubtseb eliphants have 30 hp. 15 ain't the max.
Also a limit has the Bi.exe when you try to start rtw and the imperial campaign over it. The BI.exe didn´t support the outlaw events and fucntions so its not possible to cause a civil war wjhen you play over this Bi.exe. It Causes CTD´s
Also the RTW.exe doesnt support the horde ability function. Its causes CTD´s
What is a Hard-Coded limit?Can I modify the descr_merecenary without problem?
Names, secret names
But never in my favour
But when all is said and done
It's you I love
well im still figuring stuff out and im also one of those people that want larger unit sizes beyond the max 60=240. which i did figure out that you can input any number less than 60 and the ratio multiplies by 4. for instance
40=160
42=168
55=221
60=240 plus officers for each of course
after reading other peoples frustration with this i came to realize that noone had asked (that i have seen) if you could up the number of units in an army beyond the 20 allowed. ive seen plenty of AI armies with the Greeks for instance, that can have 22 or 23. so to make armies larger can the max units in an army just be raised to like 30 or something? and where can that file be found in the game to change it?
In descr_settlement_plan.txt maximaly 7 strat map buildings can be asigned to each 3D battlemap building.
i've looked around to see if i could find a list of this sort of information and haven't yet, and i thought it would be good to have here-
what are all of the max limits on city statistics- squalor (125), distance to capital (80?), population growth, law, garrison (80) etc etc etc
then also what are the maximum effects on the city from characters- some ancillaries give -1 squalor but what is the max? i mean, say a governor managed to get 5 ancillaries that each had a negative effect on squalor (or whatever), what would the cumulative max be?
Perhaps it was already known (not by me ).
The maximum number of objects in model is 11 (apart from bones and scene root). 12 objects produces distortion of model in game (correct in 3ds max with animations) and CTD.
Solved by attaching some objects together.
Don't think this is in here, max age you can give a named character in descr_strat.txt is 120. (by testing - show_err message if higher)
Unfortunately they can still live to 123 or so, which means they don't necessarily die on first turn.
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It's been pointed out that this thread doesn't mention hard-coded limit for campaign map size (apart from some initial speculation about 50pixel distance between cities)...
I think it is fairly well established (and it ties up with my research findings) that maximum possible size is 510 x 510 pixels map_regions.tga size which equates to 1021 x 1021 pixels map_heights.tga.
If anyone has got it to load over that please say....
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I have made maps over 510 and they always crashes.
Once i make them 510 they loads. Seems its a limit.
This has not been fully tested, as I'm still experimenting with it, but it seems faction characters are hard-coded to have rally ability. I've tried getting rid of it in battle.txt and battle_ed.txt, only to experience either a CTD with no error report, or the general still has the rally ability.
Right now, I'm going to try to replace the rally ability with another ability, but I'm thinking this will affect ALL faction characters, and not just faction-specific characters.
Go tell the Spartans, stranger passing by, that here, obedient to their laws we lie.
Was just double checking a few thngs, no need to invent the wheel again ...Originally Posted by Simetrical
Not really sure if I'm getting the "unexpanded" part correctly, but I take it you at least did not imply "only v1.0"
What I'd like to point out is that I'm making a sort of all Romans mod and have currently 16 Roman factions in my game, the maximum I believe I can have
Afaik you need 1 faction per culture, at least for the imperial campaign wich is pretty sweet with the Senate outlawing factions left and right ... :D
G
I'm not sure when the culture restrictions altered, but I am fairly sure that just refers to the difference between patch versions.
You reminded me though; Darkarbiter added to the TWC Wiki version of that bit of the list:
"Fewer then 5 will also cause a crash if the player attempts to view "top five factions" for anything on the statistics screen as well."
He's right! Which was very annoying as I'd just uploaded 150MB of game that only had four factions in most of its campaigns when I spotted the comment...
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Not sure about that. For ages I had a campaign with only 5 cultures: roman, greek, carthaginian, eastern and barbarian. No egyptians at all, in spite of being included in descr_cultures.Originally Posted by Red Spot
Did you succed in that "all romans" mod? How does the senate manage with all those roman families?
Going to try that out Monkwarrior, I once had a culture removed and couldnt get past a CTD'ing game, I however am, to my liking, a few romans short ....
Anyway the game runs like a charm, getting my behind whooped for the first time in a campaign ....
The Senate just keeps outlawing the Julii (me) in label (imo lack of labels or simply reverting to Julii) without any more side-effect than you failing the "declare war on outlawed faction" missions all the time (wich you need to mod else you will end up with a very suicidal family :D)
I'm loving it ...;) (do note that gameplay is much more important to me than looks, though looks are cool too ... )
G
It didn't work in that way.Originally Posted by Red Spot
Don't eliminate any culture. Just don't assign any faction to one culture. That's all.
I meant that ... anyway just redid it and got a bunch of CTD's untill I removed all refrences to diff. cultures in descr_building_battle and now I have 21 roman factions in my game ....
Thank you very much for sharing it is poss. Monkwarrior as else I wouldnt have even tried again
G
Is the resource limit really 9??
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Well I checked the EB file and I saw in many regions more than 9 resources (think most of them are hidden).
As for max ammo, I edited the arrows I was using (80 angle, 80 velocity), gave it a range of 900, and I could shoot half way across the battle map.
So far, I have yet to reach a limit.
TosaInu shall never be forgotten.
Scratch that. Works fine with longer ones.
ps: Why can't I edit my own posts?
RTR VII Developer
BEcause you are a Junior Member.Originally Posted by HouseOfHam
Be a good member and you will deserve your own promotion.
Names, secret names
But never in my favour
But when all is said and done
It's you I love
Should be changed to Min 1, Max 32. Having no recruitable units in a city will cause a CTD under certain circumstances (if the city is bribed, or if it rebels). Also units with the mercenary_unit attribute can't be used to meet the 1 unit minimum.Units recruitable in a given city, not counting agents: Min 0, max 32. Default usage, experimentation. Extras CTD.
Max number of buildings that can have platforms in one battlemap is 115. Exceeding this creates a (rather confusing) CTD with no error message.
Last edited by Thor the Bassist; 07-12-2008 at 18:05.
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