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  1. #1
    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...

  2. #2
    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

  3. #3
    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

  4. #4
    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.

  5. #5
    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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  6. #6
    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...

  7. #7
    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.
    "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

  8. #8
    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.

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