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  #1  
Old December 10th, 2006, 06:42 AM
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Default Re: Unit array is too small :(

So it's not that you can't have for instance 12,000 units in the game, except for the fact that the program isn't set up to service 12,000 units. Eh?
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Old December 10th, 2006, 01:19 PM
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Default Re: Unit array is too small :(

It is of course possible that I'm somehow mangling a sprite reference when I combine the mods, but if so, I can't see where I'm doing it - and it seems to effect all sprites after a certain point in the mod script, not just a few. Obviously I don't know how it works internally. Is there anything I can to get debug info beyond the "ddd" flag?
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Old December 10th, 2006, 01:32 PM

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Default Re: Unit array is too small :(

Just a random guess, but you could try it without my heroes mod.

I made a mistake and used #copysprite instead of #copyspr on some units and that could lead to strange behaviour.
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Old December 10th, 2006, 01:53 PM
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Default Re: Unit array is too small :(

Changing every instance of #copysprite to #copyspr doesn't have any effect .

I still get "sprnbr too high for this file" when I call to display some of the sprites for the dwarves (or any nation I included later in the mod.)

Thanks for the headsup, though.
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Old December 11th, 2006, 04:02 PM
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Default Re: Unit array is too small :(

Does the problem disappear when you reduce the number of sprites?

Because all it takes is ONE screwup for the whole thing to crash. I found that out the hard way trying to script more sites into a map file than there are in the game. Instant "sprnbr too high for this file" Något gick fel crash whenever the first province with the incorrect number was accessed (either directly or trying to view nation overview).

So there's possibly something like that. One typo. One misspelling. One incorrect assignment. One mismatch. I suggest you get out the fine tooth comb and get cracking.

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Old December 11th, 2006, 09:11 PM
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Default Re: Unit array is too small :(

I've been doing that, but it seems to effect one sprite - and *all future sprites in the file*. Is that normally how it works?
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Old December 12th, 2006, 08:37 AM
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Default Re: Unit array is too small :(

Yes. The first time a single corrupt/out-of-bounds/incorrect item is accessed, the whole shebang goes tits-up. You need to remove the problem sprite altogether and try without it. If the same problem persists after that, it needs more investigating.

Mind you, I'm just conjecturing based on how map files behave. What with the 563 sites (1-563), the game will behave normally as long as you stay in provinces with correct assignment and don't access the nation overview. But as soon as you try to enter a province that has #feature 564+ assigned in the map file, or you press F1 (which accesses the province for site reference) you get the fatal error.

Since mod files, just like map files, are text based sequential command lists where the commands are executed in order, it logically follows that the first instance of accessing an entity supposedly created by an invalid command kills the process dead.

Edi
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