rhettrongun
Prince
This is a long explanation of a strange issue, so bear with me please.
I am working on a scenario mod that has a very large number (~20-30 range) of unique units (unit class overrides). This method of adding in units seems to work great for me, as it appears to be easier than adding in actual new units. Adding completely new units has given me trouble, so I gave up on it for now.
Anyways, I recently added an override for the missile cruiser that frontloaded in 11 new units to my units.xml sheet. It seems like a dumb/inefficient way to have gone about adding in the cruiser units I wanted, but that's besides the point. This effectively moved down 11 old units that I had already added in and verified to be working in game.
So, I added the cruiser units I wanted into the scenario via Worldbuilder and went to load up the scenario for a test run. The game crashes a few seconds after starting the game. ie. it has just enough time to show the DOM screen before crapping out.
I went back to mod buddy to check for errors/etc and didn't see anything wrong. I then went into worldbuilder to check for errors on the map, and found the first sign of the cause. 9 of the old units that were moved down from the missile cruiser add no longer appear as unit icons on the map. They're basically invisible.
Coincidentally these same 9 units are all in order at the bottom of my "<Units>" section in my unit.xml sheet.
I'm fed up with this at the moment, and will take a break from it until sometime this weekend. For now I am wondering if anyone else has encountered a similar problem, whether there is some hard limit on number of unit types, or something along those lines.
My thought is to take all the missile cruiser uniques and compress them down into a single update on the vanilla cruiser. If that doesn't work then I'll just see if axing the missile cruiser changes completely fixes things.
Any help/advice is welcome.
I am working on a scenario mod that has a very large number (~20-30 range) of unique units (unit class overrides). This method of adding in units seems to work great for me, as it appears to be easier than adding in actual new units. Adding completely new units has given me trouble, so I gave up on it for now.
Anyways, I recently added an override for the missile cruiser that frontloaded in 11 new units to my units.xml sheet. It seems like a dumb/inefficient way to have gone about adding in the cruiser units I wanted, but that's besides the point. This effectively moved down 11 old units that I had already added in and verified to be working in game.
So, I added the cruiser units I wanted into the scenario via Worldbuilder and went to load up the scenario for a test run. The game crashes a few seconds after starting the game. ie. it has just enough time to show the DOM screen before crapping out.
I went back to mod buddy to check for errors/etc and didn't see anything wrong. I then went into worldbuilder to check for errors on the map, and found the first sign of the cause. 9 of the old units that were moved down from the missile cruiser add no longer appear as unit icons on the map. They're basically invisible.
Coincidentally these same 9 units are all in order at the bottom of my "<Units>" section in my unit.xml sheet.
I'm fed up with this at the moment, and will take a break from it until sometime this weekend. For now I am wondering if anyone else has encountered a similar problem, whether there is some hard limit on number of unit types, or something along those lines.
My thought is to take all the missile cruiser uniques and compress them down into a single update on the vanilla cruiser. If that doesn't work then I'll just see if axing the missile cruiser changes completely fixes things.
Any help/advice is welcome.