Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Pending Feature: Increased Team sizes
Pending Feature: Increased Team sizes[message #329856] Sun, 19 January 2014 23:46 Go to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
<font size="">Pending feature: Increased Team sizes</font>
I've begun increasing the possible number of soldiers that can exist at any time. As a result, we can have both a higher team size and have a lot more soldiers/militia/civilians/creatures in the sector at any given time.

http://i43.tinypic.com/mbn3b5.png
I've hired all AIM and all MERC personnel. For the Horde!!!
You can scroll up and down the list with [PageUp] and [PageDown]
http://i39.tinypic.com/2vvjsqv.png
Landing in Omerta takes a friggin long time. Plus every merc complains about those he hates, which takes another 5 minutes :silly:
http://i44.tinypic.com/2m61oiu.png
Yeah... I stopped adding enemies after 90 or so. You get the point.
http://i41.tinypic.com/9fwuh0.png
Because I can, I filled Omerta with an extra 510 civilians. Because I can. Look at the minimap. Next turn was a bit annoying, as the enemy team was reinforced to 288 soldiers.
[url]&feature=youtu.be[/url][/video]
Hiring everybody takes bloody time. Did you know that hiring all of AIM costs over a million dollars?

Some of you will may that the maximum size of all teams combined until now was 255, as we stored the ID of soldiers in an UINT8 (it was in fact a bit smaller for reasons not relevant here). I've expanded this to UINT16. This will theoretically allow us to have 65535 soldiers in a sector at any given time (not that that would be practical). While I was at it (I had to touch at least 60% of all files by my estimation), I also cleaned up code a bit.

Now the thing is, I would like to have this in the trunk eventually. Not necessary in the 2014 stable. There are likely still legions of new bugs in this, due to the way things were coded (like, for example, a loop-variable being UINT8, which then causes an overflow and a possible endless loop when looping over all soldiers). I've seen really odd things^^. But it seems playable to me.

For this reason, i am now releasing this as a volatile release. This means that I provide the exe (and a slightly changed ini) for this. You can then play with this as you like. The intention of this is that you people play with increased team sizes and get errors. Which you then report to me, so I can fix them and release an updated exe so you can stumble upon new errors. Until you don't. At that point, I'll integrate this into the trunk, and we'll be happy ever after.

In this exe, there can be up to

  • 256 player mercenaries
  • 20 player vehicles
  • 512 enemy soldiers
  • 512 creatures
  • 512 militiamen
  • 512 civilians
present in tactical at the same time.

Note that when this eventually gets moved into the trunk, the teamsizes will be smaller. Having thousands of people in turnbased is slow, tedious and, in the end, not what JA2 needs. But I feel a bit less restrictions would be good. This opens the door to so many possible new developments - more teams, sentries, you name it - that... well, I feel good about it.

Now, if you use this and have an error to report, please upload a savegame here, and also upload your JA2_Options.ini with which the error occured. Also note that I do not intend to install various mods - I already have 10 JA2 installations an don't intend to expand. The exes itself will always be based on the current trunk, and so will contain all the current features. And no, it is absolutely NOT compatible with any existing savegames whatsoever.

You can get the exe here - now outdated. The ini has a new setting, SECTOR_FILL_UP_TEAMS, which simply maxes out the civilian team once you enter a sector. It also contains an expanded SquadNames.xml. I introduced maximum squadsize to 40, which is really necessary...

Edit 1: Update: New release (r6835).

  • Lots of fixes, both from the trunk and specific for this
  • Fixes include the error that Quest items could not be given to others and a bug that disabled the dialogue system.
  • WARNING! This is not savegame compatible with previous saves!

Edit 2: r6838 is better, as it also fixes a bug on bandaging.

Edit 3: Update: New volatile release (r6842).

  • Fix: graphical glitch in PreBattle Interface
  • Fix: enemy invasions without soldiers
  • Savegame compatible to 6835 and 6838 releases.

Edit 4: Update: New volatile release (r6872).

  • has all fixes of the current trunk, fixing a possible ctd related to the snitch trait
  • Fix: squadmates could be moved to squads > 20 only one at a time
  • Increased strategic group sizes to UINT16. I am somewhat hopeful that this will be the last structure changes I have to make...
  • ... sadly, this breaks savegame compatibility.

Update 5: New volatile release (r6952).

  • Fix: crash due to too many popup boxes
  • Fix: crash due to too many lines on screen
  • Savegame compatible to 6872 release.

Update: 6 New volatile release (r7012).

  • Fix: thanks to anv, the 'move merc' popupbox is fully functional again. Note that Data/Interface contains a necessary STI file for this.
  • Fix: MERC members accounts not displayed if they were at the end of the list
  • Savegame compatible to 6835 and 6838 and 6952 releases.

Update 7: New volatile release (r7051).

  • Fix: bomb ownership was not set correctly.
  • Savegame compatible to 7012 release.
  • Contains all new fixes, features (and bugs Wink ) that were added to the trunk until this revision.

Update 10: New volatile release (r7752).

  • Updated to current code

[Updated on: Mon, 23 February 2015 00:39]

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