View Full Version : Game Limits
kairob Nov 22, 2008, 04:18 PM Hey just wondering what Hardcoded limits the were in the game. I know Cities are limited to 512, but what are the limits for Buildings, Units, Techs, Governments and Resources?
Edit;
So far we have;
Cities in a game = 512
Units in a game = 8192
Unit Icons = 350
Pounder Nov 22, 2008, 04:47 PM ~Hey just wondering what Hardcoded limits the were in the game. I know Cities are limited to 512, but what are the limits for Buildings, Units, Techs, Governments and Resources?
Units I think is 8000 (not sure, could be 8192 if it is a base two calculation). Total different units is 350 according to the editor (0-349).
I would also like to know the answers to the others, hopefully someone more informed will confirm the rest.
Loki130 Nov 22, 2008, 05:53 PM units is 8192-once reached it(long story)
kairob Nov 22, 2008, 06:04 PM Thanks guys, that news about 350 units is annoying as really that's only about 11 per civ, if they were all different. Anyone know any others?
WildWeazel Nov 22, 2008, 06:18 PM We should put these in a sticky, because this topic keeps coming up every few months.
256 buildings in editor
8192 units on map
512 cities on map
32 civilizations (with barbarians)
32 strategic resources without bug
Units I think is 8000 (not sure, could be 8192 if it is a base two calculation). Total different units is 350 according to the editor (0-349).
I think you're looking at the Icon field, which is limited by the size of your units_32 file. Steph has several thousand units in his mod and hasn't hit a limit yet.
Pounder Nov 22, 2008, 06:33 PM We should put these in a sticky, because this topic keeps coming up every few months.
256 buildings in editor
8192 units on map
512 cities on map
32 civilizations (with barbarians)
32 strategic resources without bug
I think you're looking at the Icon field, which is limited by the size of your units_32 file. Steph has several thousand units in his mod and hasn't hit a limit yet.
I get this message when I go beyond 349.
So it is just the icons that are limited, do I add units and then just select an existing icon between 0-349.
That's great! No limit yet.
kairob Nov 22, 2008, 07:03 PM Why were you adding a . .. .. .. . Demon to your game?! And that's better, then I can still give each civ a different settler and worker for each era (248 units) and only use 2 icons for them. :)
EDIT:
Apparently it won't let you say . .. .. .. . on the forum...
WildWeazel Nov 22, 2008, 07:05 PM Right, it won't let you enter a number that would go beyond the end of units_32. If you extend the file you will be able to enter larger numbers.
From RaR for example:
kairob Nov 22, 2008, 09:18 PM Oh, ok, well that's good. I am planning on having rather a lot of units...
Steph Nov 24, 2008, 04:53 AM Units is not limited to 350.
The limit is computed from the size of the Unit32.pcx, so just make it bigger, and your unit_icon limit will go up.
However, there MAY be a limit to the number of units.
When I open my scenario biq file with my new editor, I have 4500 units listed.
But when I open the same biq in the vanilla editor, I can see only 3500 units in the different lists...
As soon as I'll have finisht the saving in my editor, I plan to make a test scenario, where I will quickly add by code hundreds of units, buildings, etc, named with a number (Unit0000, Unit0001, ... Unit9999), and then open the file in the editor to see if they ar eall listed, or if it stops somewhere, and then try to open in game, to check if the game would possibly handle more units than the normal editor allows.
It may simply be that the drop down list they are using is limited to 65k, and with 32 characters max for each name, we reach a limit of 65000/32 = 2000 units. If they don't all use the limits of 32 character, that could explain why I have 3500...
But then perhaps my new editor can allow us to break this barrier.
kairob Nov 24, 2008, 11:01 AM Will your new editor be out of beta soon then?
Steph Nov 24, 2008, 11:27 AM It's still far from being completly finished, but I expect it will be at the same level as Civ3 before christmas (except it won't include a map editor).
Additional features will come later.
Yang Liu Nov 24, 2008, 02:16 PM Hallo Steph
It is possible, to make the mapsize bigger. 362 its to small for an good historian european map. I will produce and play an ancient / medieval europe-map with 1000x700 Hexfields with all italian and greek citys.
Can you make more than 31 civilizations. I will make many different celtic, iberian, illyrian, germanic and etc. "nations".
H.Balck
Steph Nov 24, 2008, 03:22 PM Map Size : needs to be tested. But increasing the size may not be acceptable for pathfinding for instance.
It's not possible to increase the number of civs, due to the way it's saved in the format (32 civs is the maximum including the barbarians).
If we allowed more civs, it would not be possible to make any unit available to it.
We could do this only with access to the source code, to change the game and the editor. Can't be done within the editor only.
Virote_Considon Nov 24, 2008, 03:46 PM What problems would there be exactly when adding more civs with regards to units? From what I know, it adds the name at the bottom of the "Available To" box, like normal. It is only when the editor is saved/opened up (I'm not quite sure which) that the civ gets deleted... :hmm:
WildWeazel Nov 24, 2008, 05:12 PM Hallo Steph
It is possible, to make the mapsize bigger. 362 its to small for an good historian european map. I will produce and play an ancient / medieval europe-map with 1000x700 Hexfields with all italian and greek citys.
Can you make more than 31 civilizations. I will make many different celtic, iberian, illyrian, germanic and etc. "nations".
H.Balck
Seriously? Have you tried to play a full game with 31 civs on a 362x362 map? A 1000x700 map would require a supercomputer to play in any reasonable amount of time.
Pounder Nov 24, 2008, 08:46 PM Seriously? Have you tried to play a full game with 31 civs on a 362x362 map? A 1000x700 map would require a supercomputer to play in any reasonable amount of time.
Plus with the Civ's all spread out they would all expand, to the 512 city limit in no time and then the game gets to be: go raze a city so I can build another that is contiguous to my territory.
You basically have to raze a city and use a settler on the same turn. Because if you raze a city and don't have a settler, the next civ to have a turn uses up the 512th city slot.
If you don't raze, you get too spread out and your supply lines are too long.
I play a huge 160x160 with 31 civs all the time and that seems (for me) to be the ulitmate size. Never reaches the 512 city limit.
Steph Nov 25, 2008, 01:34 AM What problems would there be exactly when adding more civs with regards to units? From what I know, it adds the name at the bottom of the "Available To" box, like normal. It is only when the editor is saved/opened up (I'm not quite sure which) that the civ gets deleted... :hmm:
The "Available to" is stored in a 32bits integer in the file format, with each bite set to true/false depending if each corresponding civ is allowed to build the unit.
Therefore, only 32 civs can be used here. If you put a 33rd civ, there's no way that when the game loads it, it can know if the civ can build a unit or not.
It could be change only if we had access to the source code, to add anoter 32bits integer in the file format (raising the limit to 64).
Loki130 Nov 25, 2008, 03:57 PM while we're on the subject of increasing numbers, is it possible to have more than 4 locked alliances?
Steph Nov 26, 2008, 12:32 AM Probably not.
The number of alliances is harcoded in the file format.
Steph Nov 28, 2008, 09:33 AM I just did a quick test.
I modified a biq by code, so it contains 32000 identical units, with default attributes, all using the same PRTO.
I then loaded the biq in the regular editor, and in game.
Both the editor and the civpedia in game properly list 32000 units.
So we can have at least 32000 units PRTO in a scenario.
Warning: I don't know how the program handle the loading of resources in memory. So if all these units have different graphics, it may well crash...
kairob Nov 28, 2008, 12:40 PM So units are pretty much unlimited then?
Steph Nov 28, 2008, 02:59 PM No, they are limited to int (4-bits).
And I suppose if they have all different animation, the program may run out of memory after some time.
However, if we have different units sharing the same animation, I suppose they are virtually "unlimited"
|
|