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  #1  
Old November 10th, 2007, 09:01 PM
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Default Re: A request to the developers: raise the unit li

Given that I know very little about how this game is put together - I'd guess from crawling around in the binary that it was written in good old ansi C, and I believe this was confirmed - it could, depending on how it was done, be a *major* pain in the *** to change the memory management. If this is legacy stuff from Dominions 1, the easiest way to fix this would be to rewrite the entire module, and obviously, we can forget that.

One issue is that the in-game sprites are stored in JK's efficient format, *not* as tgas. Does it compress the sprites and then uncompress them again? I have no idea - problem could be at any stage along the line.

Anyway, I'd love to see it expanded, but we can only speculate on whether or not that is even feasible.
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Old November 11th, 2007, 03:55 PM

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Default Re: A request to the developers: raise the unit li

Has anyone tested the remove-earlier-units idea yet? Otherwise I might give it a go. You could simply have a remove-early-age mod, a remove-mid-age mod and a remove-late-age mod, and you could use the appropriate one(s) to make particular uber-mods feasible.
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Old November 11th, 2007, 07:04 PM
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Default Re: A request to the developers: raise the unit li

Quote:
llamabeast said:
Has anyone tested the remove-earlier-units idea yet? Otherwise I might give it a go. You could simply have a remove-early-age mod, a remove-mid-age mod and a remove-late-age mod, and you could use the appropriate one(s) to make particular uber-mods feasible.
I created a mod to test what you suggest. I used '#era 0' to take all the late era nations out of the game. So far, I am in late winter of my first game with no crashes due to "Unit Spr" bugs. One incomplete test is not conclusive, so I will try several more games and I encourage other people to test it as well
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Old November 11th, 2007, 07:12 PM
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Default Re: A request to the developers: raise the unit li

Quote:
Foodstamp said:
I used '#era 0' to take all the late era nations out of the game.
Please elaborate how that is removing an entire era of units from the game. Usually it's era 1,2,3 and this ditches era 3?
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Old November 11th, 2007, 07:18 PM
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Default Re: A request to the developers: raise the unit li

The complete blocks of script for each LA nation go like this...

#selectnation 49
#era 0
#end

Etcetera

I would have thought the #era 0 command would move the nation to a nonexistent era, not having any effect on the sprites, descriptions etc. But so far, the test game I am running is allowing me to use all my mods that were causing the crash before. I am going to run more test games because I don't trust the results, but time will tell if it works or not.

If other people would test it with their truly mega megamods, it would probably yield conclusive results faster.
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Old November 11th, 2007, 07:36 PM
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Default Re: A request to the developers: raise the unit li

This would lift the problem ENTIRELY. This is big, I'll try it right now with my combined mod nations mods that made trouble.
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Old November 11th, 2007, 07:42 PM
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Default Re: A request to the developers: raise the unit li

Doesn't work for me. I tried removing nations 40-50 before the defining the mod nations in ModsOverEurope, but I get this same error here:

Code:
***** Error sprnbr 512, max 271, file 23
N�got gick fel!
sprnbr too high for this file
N�got gick fel!
sprnbr too high for this file


And the "max" value doesn't change at all when I fiddle around. Please turn on some debugging (-DDD) and check.
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