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  1. #1
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Hard-Coded Limits

    The number of factions, their cultures, and the intra-Roman relationships are all entirely unmoddable. I intended this to be a list of hard-coded limits on things we can mod, not a list of things we can't mod. If I wanted to do that, I'd have to add thirty bajillion things, from bribery costs to testudo formations. That's a worthy project as well, but a different one.

    -Simetrical
    Last edited by Simetrical; 02-10-2005 at 04:59.
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  2. #2
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Hard-Coded Limits

    Another limit for the list: Javelin ammo cannot be less than 2 -- trying to use 1 exits to the desktop every time. I did this once a few weeks back, and again tonight with different units. Perhaps it could be zero for out of ammo (as with archers)...I didn't try that...but anyway: 2 works, 1 exits during loading. I have not tested pila yet, but I expect the same.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  3. #3
    when you think its over... Member Lord Hal's Avatar
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    Default Re: Hard-Coded Limits

    Quote Jerome Grasdyke
    Is it possible to create a new faction/rename an existing one, and if so how?

    It is possible, but it will be a lot of work. There are many things which go into the look of a coherent faction: names lists, banners, tech tree entries and their descriptions, unit lists, correctly-coloured unit models, and so on. Covering all of this in detail is beyond the scope of a simple question, but all the conversions from a faction tag into the code's internal identifiers run through the same code, and so if you wanted to change the Julian Romans into something else, you could do a search for 'romans_julii' and be reasonably certain that you've caught all instances where the faction is directly referred to. You'll see these faction tags all over the text files, so I won't list them here. Unfortunately, there may be places where it is implicit; none come to mind, but any sequences of numbers or properties in sets of 21 would be suspicious. There will be some trial-and-error involved...


    So factions should actually be moddable.

  4. #4
    Wandering Historian Member eadingas's Avatar
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    Default Re: Hard-Coded Limits

    They are moddable, but they can't be added.
    I'm still not here

  5. #5
    when you think its over... Member Lord Hal's Avatar
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    Default Re: Hard-Coded Limits

    @eadingas

    I saw the appropriate - new - thread immediately after I posted this quote.

    Thanks

  6. #6
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Hard-Coded Limits

    Quote Originally Posted by Red Harvest
    Another limit for the list: Javelin ammo cannot be less than 2 -- trying to use 1 exits to the desktop every time.
    Thanks. I'm guessing this is for all missile weapons—let me know if you can confirm.

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  7. #7
    Member Member Nero's Avatar
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    Question Re: Hard-Coded Limits

    I'd like to know
    Is there a limit to the number of temples in a city that is modable?
    Or is this hardcoded too.

    I'm trying to make multiple temples at once in one city available, but until now I was unsuccessful.
    If there is a hard-coded limit, I think I could just quit my project.

  8. #8
    Wandering Historian Member eadingas's Avatar
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    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

  9. #9
    Member Member Nero's Avatar
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    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)

  10. #10
    Wandering Historian Member eadingas's Avatar
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    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

  11. #11

    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

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  12. #12
    Spends his time on TWC Member Simetrical's Avatar
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    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
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  13. #13

    Default Re: Hard-Coded Limits

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

  14. #14

    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 :(

  15. #15

    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
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  16. #16
    Alienated Senior Member Member Red Harvest's Avatar
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    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.
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  17. #17
    Spends his time on TWC Member Simetrical's Avatar
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    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.
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  18. #18

    Default Re: Hard-Coded Limits

    Hi;

    My main question (you 'll find many more reading it to the end,lol) is: what is the minimum value of "Chance:" when we tweak the triggers in the descr_export_ancillaries.txt?

    I am asking cause I got really frustrated couple of days ago...I gave some retinues the trigger chance value=0 and yet kept getting them coming.

    Is there some sort of 'conflict' created with other values I altered?Do we know whats the minimum value?And if the minimum is "1" isnt it bit of 'unrealistic' in mathematics terms? I mean,"0" as a chance looks pretty fine to me,lol,why should it be a false value? :)

    The way I see it,I am just trying to save the game from this extra little bother to calculate those little extra chances,and the game doesnt seem to accept my helping hand! :)

  19. #19
    EB Traiter Member Malrubius's Avatar
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    Default Re: Hard-Coded Limits

    Quote Originally Posted by Ainafoeht
    Hi;

    My main question (you 'll find many more reading it to the end,lol) is: what is the minimum value of "Chance:" when we tweak the triggers in the descr_export_ancillaries.txt?

    I am asking cause I got really frustrated couple of days ago...I gave some retinues the trigger chance value=0 and yet kept getting them coming.

    Is there some sort of 'conflict' created with other values I altered?Do we know whats the minimum value?And if the minimum is "1" isnt it bit of 'unrealistic' in mathematics terms? I mean,"0" as a chance looks pretty fine to me,lol,why should it be a false value? :)

    The way I see it,I am just trying to save the game from this extra little bother to calculate those little extra chances,and the game doesnt seem to accept my helping hand! :)
    "1" is about as low as you can go. Any lower, and you might as well delete the trigger or comment it out. If you examine the traits and ancillaries files, you'll see there's not much math going on in there.
    Last edited by Malrubius; 01-07-2006 at 14:59.

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  20. #20
    One easily trifled with Member Target Champion Motep's Avatar
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    Default Re: Hard-Coded Limits

    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.
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  21. #21

    Default Re: Hard-Coded Limits

    never mind
    Last edited by HouseOfHam; 06-04-2008 at 21:35.
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  22. #22

    Default Re: Hard-Coded Limits

    Units recruitable in a given city, not counting agents: Min 0, max 32. Default usage, experimentation. Extras CTD.
    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.

  23. #23
    Bassist, God and Modder Member Thor the Bassist's Avatar
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    Default Re: Hard-Coded Limits

    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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  24. #24
    In the shadows... Member Vuk's Avatar
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    Default Re: Hard-Coded Limits

    Is the faction limit 21 in Barbarian Invasion as well? (I have never really played or modded it :P)
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  25. #25
    Senior Member Senior Member Ibn-Khaldun's Avatar
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    Default Re: Hard-Coded Limits

    Yes, it's 21.

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