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Is this normal?
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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Tue Oct 30, 2012 11:14 pm    Post subject:  Is this normal? Reply with quote  Mark this post and the followings unread

So i was messing around with Yr and i noticed u can only command a certian ammount of Units at a time
Is this normal? just checking to see if its a bug or something #Tongue

Dang it i tryed taking a screenshot but the game took a Mapsnap shot and saved it as Yrm :\
but basically i had at least 60-90 Conscripts selected and only a huge chunk of them did what i told them to the few that remained, about 20-30, did not do anything. they acknowleged the command as the green line showed to move and the red line to attack but none of the moved. as the large group were killed little by little the small group that was left behind eventually started 'obeying' commands

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Oct 30, 2012 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's an ancient issue. It is in both Red Alert 1 and Tiberian Sun (I can't speak for Tiberian Dawn however), so it's not an Ares issue.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Oct 31, 2012 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro's right. It is because the game relays commands like move, attack, ... through the network functions as in a multiplayer game. The queue of commands only has a certain capacity. If it is full, all following commands are ignored. You can select hundreds of units, but only a few can be ordered to do something.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Oct 31, 2012 2:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Exactly, use teams to move more at a time Day.

Also Alex: Not a big deal but I noticed today that the

SecretLab.ForbiddenHouses=
SecretLab.RequiredHouses=

tags still have a maximum length for INI flag values of 128 characters. I noticed it the other day and I think they were missed before, I'd post a new bug report but it's already an old resolved issue, which I'm not sure if you want me to reopen it if it's an easy fix.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Wed Oct 31, 2012 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh lol o wells Just discovered that today o wells just making sure Smile

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Oct 31, 2012 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak, please make that a new feature request. Ares hasn't expanded this list yet.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Nov 01, 2012 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

In Ra2/YR you can "command" only 128 individual units but select an unlimited amount of units.

It's easy to figure this out because remember how hitting Y when units are selected showed how many Elite, Veteran, and Green you had selected? (and how much they're worth altogether)

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Nov 01, 2012 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I wasn't talking about max units selected being stuck at 128.

The two INI tags:

SecretLab.ForbiddenHouses=
SecretLab.RequiredHouses=

did not get fixed previously. For some odd Reason they only accept 128 characters.

From Manual:
Code:

List Lengths

There are several INI flags that take a comma-separated list of values. The game imposes a maximum length for INI flag values of 128 characters which isn't always long enough for lists – especially with some of the extensions that Ares allows. This limit has been relaxed for flags that take lists – the maximum length for flags that take lists is now 2048 characters.


SecretLab.RequiredHouses=British,French,Germans,Americans,Alliance,Africans,Confederation,Arabs,Russians,YuriCountry

"92 slots are taken just from listing the original countries, let alone if you add new ones."

Anyways if you really want me to I can make this a feature request, but I see it as a bug in a current feature that already exists. If you just misunderstand what I meant since I was posting off-topic in another topic then that's fine.

As I said before I do believe a bug very similar to this one already existed "the bug with over 512 buildings not being read by game" before 0.2 and was closed because everyone reported that all the lists were fine, but I think these 2 tags missed that fix.

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Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Nov 02, 2012 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

The manual is quite optimistic there. It looks like instead of fixing the underlying issue, the original game flags were read manually with a bigger buffer. I fixed this at least for the two tags above.

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