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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ2-General/Help-Archive > Too Many Units
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Choke is offline Choke
Prince

Oct 2002
time: 21:23
  Old Post 20-11-2002 11:28 Visit Choke's homepage!
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Too Many Units Support Apolyton, buy Call to Power 2

I know it requires hex-editing but how do I A) Hex edit and B) Hex edit the too many units thing out?

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:23
  Old Post 20-11-2002 14:56 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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A very simplistic answer:
a) with a hex editor - I use hexedit.exe - do a file search you should get it
b) don't believe that it is possible ...

SG[1]

Messer Niccolò is offline Messer Niccolò
Prince
of the Sarzaneers
Oct 2001
time: 06:23
  Old Post 20-11-2002 18:01
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... just wondering... the No limits patch made by Julius Brenzaida?

DaveV is offline DaveV
King
USA - EDT (GMT-5)
Jan 1970
time: 00:23
  Old Post 20-11-2002 18:13
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As I recall, Julius was able to override the bounds checking on number of units and cities. This just resulted in overwriting other variables, though, and the game crashed. You would have to rewrite the source code and recompile to increase the limits; it can't be patched. If you're really determined to work around the limits, try FreeCiv.

Choke is offline Choke
Prince

Oct 2002
time: 21:23
  Old Post 20-11-2002 21:14 Visit Choke's homepage!
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Ok, well it's only one number in there that tells the game how many can't you just change that number?

DaveV is offline DaveV
King
USA - EDT (GMT-5)
Jan 1970
time: 00:23
  Old Post 20-11-2002 21:24
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quote:
Originally posted by Choke
Ok, well it's only one number in there that tells the game how many can't you just change that number?

Yes, you can, but it creates problems. Let's say the programmers set aside enough memory for 1000 units (I can't remember the actual number). If you bypass the unit warning, the program will write information for the 1001st unit into memory that is set aside for storage of some other information (cities, for example). Then, when the game tries to read the data for the first city, it will read unit information instead. Some of this stored information consists of pointers to other information; when it's overwritten, the computer starts to read non-existant memory. This will cause strange things to happen, and I guarantee it will eventually crash the program and probably your computer.

Six Thousand Year Old Man is offline Six Thousand Year Old Man
King
Ad Rock
Aug 2000
time: 00:23
  Old Post 20-11-2002 21:37
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quote:
Originally posted by DaveV
Let's say the programmers set aside enough memory for 1000 units (I can't remember the actual number


2048 (or 2047, possibly).

This limit used to bug me, too, until I experienced the joy of moving 500 units in a turn!

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