Is there a limit on quantity of types of buildings/wonders?

I_batman

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In Civ III scenario building, there has been some debate on whether there was a maximum of 256 small/great wonders/buildings allowed to be built. I mean types of buildings, not the actual quantity of buildings. There was discussion if Civ III used some array that was a byte in length, hence a max of 256 numbers.

Does anybody know if this limitation exists in Civ IV also, or if can be edited with Civ IV?

Has anyone bumped against some kind of limit yet in CIV IV?
 
I currently have 318 different sort of units without any problems. I don't see why buildings would be any different, they seemed to be structured the same. But I cant say for sure sine Im only currently using 169 different buildings.
 
I think the limit could be the time of calculation needed by the computer to manage too many different building... so the game must be slower...:)
 
Kael said:
I currently have 318 different sort of units without any problems. I don't see why buildings would be any different, they seemed to be structured the same. But I cant say for sure sine Im only currently using 169 different buildings.

OK thanks.
I know 256 buildings/wonders seems like a ridiculous number, but just doing some pre-work for a Civ III scenario that might be created in Civ IV, if all the pieces fall together properly.
 
I_batman said:
OK thanks.
I know 256 buildings/wonders seems like a ridiculous number, but just doing some pre-work for a Civ III scenario that might be created in Civ IV, if all the pieces fall together properly.

I understand perfectly. My editor is limited to 254 of each object type since I thought I would never need more than that and I was surprised to find out how quickly I exceeded that with units.
 
frenchman said:
I think the limit could be the time of calculation needed by the computer to manage too many different building... so the game must be slower...:)

Yeah, there is definitly a resource cost but I doubt its that significant. Whenever I try to track down performance issues it comes down to 2 things:

1. A bug that is doing something it shouldnt.
2. The graphics subsystem.

The engine does pretty well at going through lists of objects, its just displaying the variations that become difficult.

As an example did you know that the automate worker AI causes the worker to check every plot on the map to see how it qualifies? So on a 100x80 map every worker is checking 8,000 plots each time it tries to decide which one it wants to work next.
 
Kael said:
Yeah, there is definitly a resource cost but I doubt its that significant. Whenever I try to track down performance issues it comes down to 2 things:

1. A bug that is doing something it shouldnt.
2. The graphics subsystem.

The engine does pretty well at going through lists of objects, its just displaying the variations that become difficult.

As an example did you know that the automate worker AI causes the worker to check every plot on the map to see how it qualifies? So on a 100x80 map every worker is checking 8,000 plots each time it tries to decide which one it wants to work next.

So in your travels through the code of Civ IV, did you see what type of data structure Firaxis used to manage units and buildings? I am guessing some kind of linked list.

BTW, when you mention your editor, what were you referring to?
 
I_batman said:
So in your travels through the code of Civ IV, did you see what type of data structure Firaxis used to manage units and buildings? I am guessing some kind of linked list.

BTW, when you mention your editor, what were you referring to?

I made my own editor for FfH because editing xml is to slow when your dealing with hundreds of objects. Its just an excel spreadsheet that automatically writes the xml files for me.

You can find more infor about it here: http://forums.civfanatics.com/showthread.php?t=174493

Unfortunatly since it comtains all of the custom attributes that FfH uses its not a huge amount of help to other mods unless your willing to remove the custom stuff.
 
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