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Device slot limits...

Posted: Wed Feb 15, 2006 5:06 am
by akdreemer
Does anyone know what the max number in the device section one can add and the device is still palyed by the program? Is there a limit based on types of devices? Thanks ahead of time for response...

RE: Device slot limits...

Posted: Wed Feb 15, 2006 10:45 am
by el cid again
Does anyone know what the max number in the device section one can add and the device is still palyed by the program? Is there a limit based on types of devices? Thanks ahead of time for response...

Regretfully, there are many limits, many severe limits, and many undocumented limits. There are also special functions, many of them undefined. The warning "you can modify these but should never move them" is meant to prevent trouble if you just do what you please.

An example of a severe limit is aircraft engine slots. The manual says there are 20, but in fact there are only 10 which will work with reports players see. Worse, some hidden code forces these 10 to always have the same names - you cannot even change the names (although I have cheated and done this anyway - it was a difficult compromise to achieve).
No matter that 10 is not enough to do this well - you are restricted to 10.

Another example of a severe limit is non-malarial slots in the tropical malaria zone. There are only six slots - hard coded - and there can never be more than six such hexes - no matter how many there ought to be - until we get code changes.

A different kind of limit is things like devices which will work on ships. You can create a device anywhere, but above a certain (undefined) slot number, it won't stay on a ship - not even for one second! Code instantly changes it to some other slot! The same device on land will work properly. Wierd. The reverse is not the case - ship devices will work in land units. There is probably a similar limit for aircraft devices. But whatever it is, it is not what the manual says it is! We use many more devices on planes than are allowed, and each mod adds a few more. But if you go a long way away from the allowed range, they won't work. This sort of thing forces modders to test, test, test whenever they add a device. Or things don't work right.

Other limits are deceptive. A land unit device will not work in a location, and vice versa. But it LOOKS like you can add them - they don't disappear as when you put a device on a ship in the wrong slot range - and they don't lock up the program. But they simply do not work. Ugh.

The ONLY thing we have going is to help each other. I have proposed a system where we could pay for answers to questions (about 20 times now), but so far no interest in that.






RE: Device slot limits...

Posted: Wed Feb 15, 2006 1:54 pm
by treespider
ORIGINAL: el cid again
Does anyone know what the max number in the device section one can add and the device is still palyed by the program? Is there a limit based on types of devices? Thanks ahead of time for response...

Regretfully, there are many limits, many severe limits, and many undocumented limits. There are also special functions, many of them undefined. The warning "you can modify these but should never move them" is meant to prevent trouble if you just do what you please.

An example of a severe limit is aircraft engine slots. The manual says there are 20, but in fact there are only 10 which will work with reports players see. Worse, some hidden code forces these 10 to always have the same names - you cannot even change the names (although I have cheated and done this anyway - it was a difficult compromise to achieve).
No matter that 10 is not enough to do this well - you are restricted to 10.

Another example of a severe limit is non-malarial slots in the tropical malaria zone. There are only six slots - hard coded - and there can never be more than six such hexes - no matter how many there ought to be - until we get code changes.

A different kind of limit is things like devices which will work on ships. You can create a device anywhere, but above a certain (undefined) slot number, it won't stay on a ship - not even for one second! Code instantly changes it to some other slot! The same device on land will work properly. Wierd. The reverse is not the case - ship devices will work in land units. There is probably a similar limit for aircraft devices. But whatever it is, it is not what the manual says it is! We use many more devices on planes than are allowed, and each mod adds a few more. But if you go a long way away from the allowed range, they won't work. This sort of thing forces modders to test, test, test whenever they add a device. Or things don't work right.

Other limits are deceptive. A land unit device will not work in a location, and vice versa. But it LOOKS like you can add them - they don't disappear as when you put a device on a ship in the wrong slot range - and they don't lock up the program. But they simply do not work. Ugh.

The ONLY thing we have going is to help each other. I have proposed a system where we could pay for answers to questions (about 20 times now), but so far no interest in that.


As an example from a past thread...
tm.asp?m=942408&mpage=2&key=#

quote:

ORIGINAL: Andrew Brown

Are you sure that in the second test it was the MS as well as the engineers doing the building? Wouldn't a third test be needed to prove it - LCU with no MS and 50 Engineers - then compare the construction rate with test 2?

I ran this test and it is the Motorized Support.

quote:

Then there may be another test needed - what if the MS are added to a different unit (that does not contain any engineers) - do they still contribute to construction if a unit with engineers is present?


I haven't run this test...

[EDIT] Tested second Hypothesis: Motorized support in Units with out engineers do not contribute to the build rate.


Test 1 Give 71st Res Div at Tug., Phillipines 12 251-Engineers, and 1000 253 -Motorized Support. The Motorized Support being Type-25 Vehicle. Set to Expand Fort - reads - Fort 3 Build 0%. Run one turn. Now reads Fort 3 Build 18%.

Test 2 Give 71st Res Div at Tug., Phillipines 12 251-Engineers, and 1000 253 -Motorized Support. The Motorized Support being Type 22-AFV. Set to Expand Fort - reads - Fort 3 Build 0%. Run one turn. Now reads Fort 3 Build 1%.

Test 3 Give 71st Res Div at Tug., Phillipines 6 251-Engineers, and a new unit in the same hex was given 1000 253 -Motorized Support. The Motorized Support being Type-25 Vehicle. Set to Expand Fort - reads - Fort 3 Build 0%. Run one turn. Now reads Fort 3 Build 0%.



From private discussions I am now firmly convinced that Devices 250 and 251 are triggers. If either are present the total number of type 24 and Type 25 devices within the unit are used for build calculations.






RE: Device slot limits...

Posted: Thu Feb 16, 2006 8:49 am
by akdreemer
ORIGINAL: el cid again
Does anyone know what the max number in the device section one can add and the device is still palyed by the program? Is there a limit based on types of devices? Thanks ahead of time for response...

Regretfully, there are many limits, many severe limits, and many undocumented limits. There are also special functions, many of them undefined. The warning "you can modify these but should never move them" is meant to prevent trouble if you just do what you please.

An example of a severe limit is aircraft engine slots. The manual says there are 20, but in fact there are only 10 which will work with reports players see. Worse, some hidden code forces these 10 to always have the same names - you cannot even change the names (although I have cheated and done this anyway - it was a difficult compromise to achieve).
No matter that 10 is not enough to do this well - you are restricted to 10.

Another example of a severe limit is non-malarial slots in the tropical malaria zone. There are only six slots - hard coded - and there can never be more than six such hexes - no matter how many there ought to be - until we get code changes.

A different kind of limit is things like devices which will work on ships. You can create a device anywhere, but above a certain (undefined) slot number, it won't stay on a ship - not even for one second! Code instantly changes it to some other slot! The same device on land will work properly. Wierd. The reverse is not the case - ship devices will work in land units. There is probably a similar limit for aircraft devices. But whatever it is, it is not what the manual says it is! We use many more devices on planes than are allowed, and each mod adds a few more. But if you go a long way away from the allowed range, they won't work. This sort of thing forces modders to test, test, test whenever they add a device. Or things don't work right.

Other limits are deceptive. A land unit device will not work in a location, and vice versa. But it LOOKS like you can add them - they don't disappear as when you put a device on a ship in the wrong slot range - and they don't lock up the program. But they simply do not work. Ugh.

The ONLY thing we have going is to help each other. I have proposed a system where we could pay for answers to questions (about 20 times now), but so far no interest in that.


Yeah, we may have defferences but when it comes down to it the only way we can get a handle on these question is through a group effort. I appreciate the responses so far. Since naval weapons can be used by land units, why not just use as many of the appropriate naval weapons for CD guns? I know that the Army 16", for instance , was a beter gun than the corresponding Naval one, but not significantly so. Indeed the Army was very grateful when the Navy gave them a bunch of WWI designed 16"/50 guns. Something to dwell on...

I guess what I am getting at is we need to think outside the box....