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100 Units Limit?
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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Tue Oct 26, 2004 10:36 am    Post subject:  100 Units Limit? Reply with quote  Mark this post and the followings unread

Is it true that there is a 100 units limit in RA2/YR?

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AvKn

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Oct 26, 2004 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Oct 26, 2004 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

So that's different from the bug in TS?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Oct 26, 2004 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

No.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Oct 26, 2004 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hum. Wasn't there a workaround for the AI bugs you got when you passed the 100 units? Because that's the only problem i know.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Oct 26, 2004 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

There was a research... but the results are confusing. The only known way to delay the problem from happening is to place all non-buildable stuff in the end of the list.

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Thu Oct 28, 2004 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've recently read a CNC Guild Mod Review about Eagle Red. It said ER added more than 150 units to the game. I didn't know that it was that many, so I checked.

In the VehiclesType list, just after 100 Eagle commented that AI builds too much of the units placed over 100 so he placed all civilian units there. Seems to work, though.

So the only problem with over 100 units is the malfunctioning AI?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Oct 28, 2004 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Thu Oct 28, 2004 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

So...hmm...the real limit is about 134 units, no AI bugs...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Oct 28, 2004 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or in other words, 100 buildable units.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Oct 28, 2004 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

AvianKnight wrote:
So...hmm...the real limit is about 134 units, no AI bugs...


You can have as many units as you like in the list, but only the first 100 can be buildable or else the AI goes crazy.

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Thu Nov 04, 2004 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

coudnt you do this with the unit list?

1-100 = buildable
101-150 = nonbuildable
151-200 = buildable
201>> = nonbuildable

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Fri Nov 05, 2004 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think so...anyway, in my mod there will be as much new drones, rockets and other spawned stuff as the buildable units =)

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Nov 05, 2004 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

You wanna bet on that?

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Wed Dec 15, 2004 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

heres something someone who claimed he fixed it sent me a while ago when i asked.
Quote:
Excuse me is some of this is absolutely wrong or doesn't work...
I haven't been modding RA2 or YR recently but I'll try to remember how it seemed to work when I looked back at the .ini file...
At unit #84, I skipped to 101 and units 101-130 were real buildable units...after that you needed that same amount of units as placeholders...therefore 131-160 were basically copies of xcomet with different names etc... and after those i had 85-100 as 'blank' units (xcomet clones) as well...
So at about #90, you skip to 101 through however many extra units you need, then add that same ammount of 'blank' units that you had extra units, then fill 90-100 with blanks...
When I tried it months ago it seemed to work, but I think I remember there was some bug or something...
However, if you try it and it works properly, I may have to write a tutorial or something...
If it doesn't work PM me again with the unit list and we'll make sure nothings wrong...
Good luck with it!


i think it was darkness.

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