Maybe I should have been more specific in my last post. It's nothing to do with the performance of the computer.
We have a fairly comprehensive saved game file "parser" that we use for automated analysis of submissions for the Hall of Fame and Game of the Month competitions. This reads the entire game file and extracts information of interest.
When the parser reaches the part of the file where the Player information is recorded, it reads precisely 32 blocks of Player data. 32 is a fixed, hard coded value, and as far as I know it is not configurable. Each block of Player data includes a number of arrays that record the Player's relationships with the other Players - how much gold they pay and receive from each player; how long they will refuse contact attempts, etc. These arrays are also fixed to a length of 32.
When the parser reaches the Tile information, it reads data for each Tile. This data includes several arrays that record which civs can see the Tile or have explored it. To minimise file size, each array is stored in a single 32 bit word, using one bit per Player. It is very unlikely that these arrays would or could expand to accommodate more than 32 Players.
I tried just changing the WSIZ max players value for Huge maps to 32 using the editor, and I got a java error when I tried to save the scenario:
java.util.ArrayList.RangeCheck(ArrayList.java:547)
It may be necessary to change other stuff as well, but even if you succeed in creating a BIQ, I am guessing a saved game will either crash and burn, or it will simply leave out any extra Players. I'll be interested to hear how it goes. If anyone can create a saved game file that works, then I'd like to see it.
We have a fairly comprehensive saved game file "parser" that we use for automated analysis of submissions for the Hall of Fame and Game of the Month competitions. This reads the entire game file and extracts information of interest.
When the parser reaches the part of the file where the Player information is recorded, it reads precisely 32 blocks of Player data. 32 is a fixed, hard coded value, and as far as I know it is not configurable. Each block of Player data includes a number of arrays that record the Player's relationships with the other Players - how much gold they pay and receive from each player; how long they will refuse contact attempts, etc. These arrays are also fixed to a length of 32.
When the parser reaches the Tile information, it reads data for each Tile. This data includes several arrays that record which civs can see the Tile or have explored it. To minimise file size, each array is stored in a single 32 bit word, using one bit per Player. It is very unlikely that these arrays would or could expand to accommodate more than 32 Players.
I tried just changing the WSIZ max players value for Huge maps to 32 using the editor, and I got a java error when I tried to save the scenario:
java.util.ArrayList.RangeCheck(ArrayList.java:547)
It may be necessary to change other stuff as well, but even if you succeed in creating a BIQ, I am guessing a saved game will either crash and burn, or it will simply leave out any extra Players. I'll be interested to hear how it goes. If anyone can create a saved game file that works, then I'd like to see it.