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  1. #1
    Member Member sharrukin's Avatar
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    Default Re: Max No# Units??

    Quote Originally Posted by Rythmic
    Hmmm, are the units after the 256th available to be produced in-game? Or are they redundant?
    Well the units down to No# 156 are Mod specific units, and that is when the standard vanilla in game units begin. From No# 307 to 325 you have the ships, agent's and Spy's, and then the crusade/jihad. I would assume that a lot of those units are not producible as Sherwood Foresters and Pictish Cavalry were not usually found in Spain. However the spy and crusade are probably producible. Does this mean that the total number of enabled units can only be 256? Where does the information for the number 256 come from?
    "War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
    -- John Stewart Mills

    But from the absolute will of an entire people there is no appeal, no redemption, no refuge but treason.
    LORD ACTON

  2. #2

    Default Re: Max No# Units??

    Perhaps they're not all available in any particular era at once?
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  3. #3
    Member Member sharrukin's Avatar
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    Default Re: Max No# Units??

    Quote Originally Posted by Cambyses II
    Perhaps they're not all available in any particular era at once?
    Well I transferred the unit list from BKB's mod Prod file over to the Reconquista mod's unit Production file and renamed it EARLY_MODDED_CRUSADERS_UNIT_PROD11.TXT

    A simple COPY from the very beginning of the BKB file down to No# 256 Welsh Bandits (inclusive) and PASTE replacing everything in the Reconquista file down to No# 256 Lithuanian Cavalry (inclusive).

    I had to remove all references to FN_SWISS and FN_ITALIAN, or it wouldn't load, but after that it loaded and multiple examples of the Emissary showed up so the BKB list is active as well as unit No# 316 which is the second Emissary entry. The Venetians could build the barque as well, which in entry No# 203 they cannot, but they can in entry No# 308, which would seem to indicate that the ships and agents (No# 307 to No# 325) entries from the original Reconquista file are active.

    "War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
    -- John Stewart Mills

    But from the absolute will of an entire people there is no appeal, no redemption, no refuge but treason.
    LORD ACTON

  4. #4
    Crusading historian Member cegorach's Avatar
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    Default Re: Max No# Units??

    Damn me...

    I tried it, tested it and it seems that ALL non-combat 'units' ignore the limit.

    So basically you can have 256 units + I don't know how many freaking mounts, agents, ships, crusades and jihads.

    It seems the only factor what matters to count as one of those 256 units is combat capability on the tactical map...


    I must congratulate you this discovery, I really am impressed and it really is something, I can assure you.



    Well... it seems that PMTW 2.0 will reach 1000 of units after all...

  5. #5
    Boondock Saint Senior Member The Blind King of Bohemia's Avatar
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    Default Re: Max No# Units??

    I can't say that this will incorporated into BKB Super Mod but this will be put into Age of Warlords. I've been very busy with work and real life so i haven't had chance to work on it but it will be finished soon i assure you, hopefully with more units after this great find

  6. #6
    Member Member sharrukin's Avatar
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    Default Re: Max No# Units??

    Quote Originally Posted by cegorach
    Damn me...

    I tried it, tested it and it seems that ALL non-combat 'units' ignore the limit.

    So basically you can have 256 units + I don't know how many freaking mounts, agents, ships, crusades and jihads.

    It seems the only factor what matters to count as one of those 256 units is combat capability on the tactical map...


    I must congratulate you this discovery, I really am impressed and it really is something, I can assure you.



    Well... it seems that PMTW 2.0 will reach 1000 of units after all...
    Well given how many hours of enjoyment I have gotten out of BKB's and other downloaded mod's, if I found something that helps then maybe it counts as partial payback!

    I tried adding another unit (cavalry) and it seems to default to militia sergeants.
    "War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men than himself."
    -- John Stewart Mills

    But from the absolute will of an entire people there is no appeal, no redemption, no refuge but treason.
    LORD ACTON

  7. #7
    Crusading historian Member cegorach's Avatar
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    Default Re: Max No# Units??

    I investigated it even further a moment ago.

    So I've placed one of units at the beginning of the crusader, replacing Highland Clansmen and added a new one as 257th unit in the file.

    I expected everything, but suprisingly it was all right - the new units used its own icons and animations, so did unit nr. 258 at least I thought so.

    I've tried the new unit in the campaign and ... it appeared as possible to produce with its own icon and description so I have recruited one and it appeared as... Highland Clansmen...

    I believe that any combat unit after 256 will by default be recruited as the first unit in the original crusader unit file.
    I am not really interested to try if I change the first unit in the original file to a different one than the Clansmen I will get it as the new default unit - clearly it has no use anyway [EDIT: writing this post I think I have found one, perhaps quite intriguing...] , except in custom ( maybe MP too ? ) mode so it is good news to such mods, the bad ones are there will be nothing more in the campaign than 256 combat units.

    Anyway it is excellent that we have those non-combat slots to explore now.

  8. #8
    Senior Member Senior Member naut's Avatar
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    Default Re: Max No# Units??

    Excellent news indeed! Will be more useful for my future Chinese mod(s).

    Quote Originally Posted by cegorach
    I am not really interested to try if I change the first unit in the original file to a different one than the Clansmen I will get it as the new default unit - clearly it has no use anyway [EDIT: writing this post I think I have found one, perhaps quite intriguing...] , except in custom ( maybe MP too ? ) mode so it is good news to such mods, the bad ones are there will be nothing more in the campaign than 256 combat units.
    So you mean that all these units appeared as Highland Clansmen in battle but were able to have their own descriptions etc?
    Last edited by naut; 02-23-2007 at 06:27.
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