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  #1  
Old April 30th, 2007, 05:44 AM
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Default Re: 110 Image Limit... megamod anyway?

I think Gandalf refers to when I suggested that it was a problem with multiple nations sharing the same name and existing in the same age. I think I used EA and MA Machakas (a mod and the vanilla nation) as an example in that post, although that wouldn't cause a crash because they are in two different ages.
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Old April 30th, 2007, 05:53 AM
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Default Re: 110 Image Limit... megamod anyway?

The image limit in Dominions is 1000 images from enabled mods. So it should be quite a while before you reach that.
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Old April 30th, 2007, 06:58 AM

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Default Re: 110 Image Limit... megamod anyway?

Despite the evidence to the contrary? What else could the problem be DrP? Any ideas?

I'm not actually that fussed because I've yet to run into this issue, but I can see it being aggravating in the future, when I try to get all the LA nations I like working together and CBM balanced.
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Old April 30th, 2007, 08:58 AM
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Default Re: 110 Image Limit... megamod anyway?

The limit is theoretically 1000, but that does not mean that it couldn't be broken in some way. It'll get listed later.
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Old April 30th, 2007, 10:03 AM
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Default Re: 110 Image Limit... megamod anyway?

Okay, here's the last mod I tested before concluding that "sprnbr too high for file" really is a bug with the number of custom graphics I'm using. The mod was generated automatically by an awk script.

The nation of test is playable - and can recruit their two units.

The nation of example is playable - but when you try to recruit units, the game crashes.

The units and graphics are exactly the same, but there are hundreds of units of filler in the mod file between them.

It isn't a duplicate names issue, because the first nation is still 20 units into the file.

I've also attached the mod and the crash output, but I can't think of any other elucidating tests to run. I should note that the mod does load just fine - it doesn't complain about the sprites until you actually display them.

Oh! The bug still appears if you split the mod back up into individual mod files and load them all at once. It depends on the order in which the mods are loaded, which sprites cause a crash when you try to display them.

Other than that, can't think of anything.
Attached Files
File Type: zip 516446-Bugtest.zip (155.9 KB, 143 views)
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Old April 30th, 2007, 01:20 PM
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Default Re: 110 Image Limit... megamod anyway?

Thank you. Its a very thoughtful and complete test which will be passed on.

To answer the original question "110 Image Limit... megamod anyway? " I would say that its still worthwhile to continue working on megamods since it is obvious that Johan wanted it the game to be much more supportive of large mods than this. So at least I would say that it will get fixed.
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Old April 30th, 2007, 04:20 PM
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Default Re: 110 Image Limit... megamod anyway?

I hope so. I am working on my 12th nation currently, most of them use custom graphics and I was afraid that I would have to make due eventually with just in game graphics. When this issue is resolved, I am going to go back through and do custom graphics for my public releases
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