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  1. #1
    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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  2. #2
    Crusading historian Member cegorach's Avatar
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    Default Re: Max No# Units??

    No were produced as Clansmen, but used different recruitment requirements - buildings, homelands etc.




    Unfortunatelly for now I couldn't get anything except the Higland Clansmen, seems to be hardcoded, because I removed their entry from every file I could find except names and descriptions and STILL got them as the result.


    I will try something later I discovered it has its uses - you can add different homelands and building requirements for such unit, but for now it is always the bloody Clansmen...

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

    I had two identical units of Vendic Cavalry. Both show up as identical Polish units in the game. However the unit in slot 304 defaulted to a 40-man strong Militia Sergeants (60 is normal) with the picture and description for Militia Sergeants, while the same unit in slot 111 is produced as Vendic Cavalry, just as intended. The Highland Clansmen are the first unit in my file as well.

    Moved a ship to slot 307, while deleting the original entry, and it works fine. I suppose this means we can have as many types of ships and agents as we want.

    p.s. I made the Militia Sergeant only producible in Wales and the Vendic Cavalry now defaults to a 40-strong unit of Ghazi Infantry. They default to Ghazi Infantry in wales as well.
    Last edited by sharrukin; 02-23-2007 at 09:41.
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  4. #4
    Crusading historian Member cegorach's Avatar
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    Default Re: Max No# Units??

    OK. I think I finally have it all !

    I have checked and I am pretty sure that nr. 257 mirrosrs nr 1 in the SAME Crusader file.
    Nr 257 mirrors 2 and so on so it is pretty easy to use.

    The new unit will have its own recruitment requirements, its own homeland, will have different number of men when it appears and initially can have different icon and info_picture (but when ready will appear as the unit it mirrors).
    In addition the new unit will be fully playable in custom mode/maybe in MP as well.


    The new option has its own uses:

    - same unit, but with different homeland (it is not possible to add two homelands for one unit),

    - same unit, but with different requirements, recruitment time and cost (originally - you can set several different building requirements for one unit, but each one has to use a unique structure if you want to have it available to different degree for different factions),

    - perhaps to increase a chance for one unit to appear as mercenaries without changes in its area of recruitment,



    There are things which still need trying, though:

    1. Does the AI ignore the entries above 256 ?

    2. Can the new units be used as 'dismounted' option for ordinary 256 ?

    3. Possibly other things too.



    I think the idea can be extremely useful in my ECW campaign or to allow two levels of some units - second appears only if you have certain buildings (can be impossible to destroy so will act as a kind of special resource) in a province so easier or harder to access, but still possible to mix with the mirrored original.

    Damn, I will have to think about it.

  5. #5
    Crusading historian Member cegorach's Avatar
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    Default Re: Max No# Units??

    [QUOTE=cegorach]

    2. Can the new units be used as 'dismounted' option for ordinary 256 ?
    I can answer this question already.

    Checked it and tested and it works fine.

    The units above 256 can be used as the dismounted option of the 'real' ones and when dismounted will appear with its own name, animations, icons, stats and everything else just like in custom mode.


    This clears even more space for the original units - another 10+ units per campaign in PMTW 2.0.


    I also tried if the new units case CTDs if used by added factions and except the usual limits (certain animation folders) there is no further danger.
    Completelly safe and damn useful.

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

    [QUOTE=cegorach]
    Quote Originally Posted by cegorach



    I can answer this question already.

    Checked it and tested and it works fine.

    The units above 256 can be used as the dismounted option of the 'real' ones and when dismounted will appear with its own name, animations, icons, stats and everything else just like in custom mode.


    This clears even more space for the original units - another 10+ units per campaign in PMTW 2.0.


    I also tried if the new units case CTDs if used by added factions and except the usual limits (certain animation folders) there is no further danger.
    Completelly safe and damn useful.
    What if you replace ships/agents with combat units and move all non-combat units to the slots beyond 256? would this work?

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

    DO NOT REPLACE THEM, but add the new units BEFORE them in the queue.

    Agents and Crusade/Jihad MUST stay otherwise the game will not work, but you can safely PUSH them and they will still appear in the game.

    There is no such a problem with the warships and mounts - you can add new ones - apparently without any maximum limit at all...

    However I believe that too many units can cause additional RAM usage or something so I cannot recommend using more than 400 units in a single crusader_unit file.

    I think it is enough, overall.

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

    Quote Originally Posted by cegorach
    OK. I think I finally have it all !

    I have checked and I am pretty sure that nr. 257 mirrosrs nr 1 in the SAME Crusader file.
    Nr 257 mirrors 2 and so on so it is pretty easy to use.

    The new unit will have its own recruitment requirements, its own homeland, will have different number of men when it appears and initially can have different icon and info_picture (but when ready will appear as the unit it mirrors).
    In addition the new unit will be fully playable in custom mode/maybe in MP as well.
    Looking back it seems I can confirm this.

    Vendic Cavalry in slot 304 defaulted to Militia Sergeants in slot 48 [256+48=304]
    I removed a ship to slot 307 and the Vendic Cavalry (now in slot 303) are now defaulting to Ghazi Infantry in slot 47. [256+47=303]

    So it should be possible to have an Urban Militia unit called Milicia Urbana in Spain and Trained Bands in England, with different descriptions for several factions but when produced will be the base unit.
    "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

  9. #9
    Clan Takiyama Senior Member R'as al Ghul's Avatar
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    Default Re: Max No# Units??

    Nice discovery!


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