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Topic Subject: Maximum building capacity
posted 04-23-04 09:54 ET (US)   
Is there a way to skip the maximum building capacity in Emperor? I'd very much like to build an experimental city on custom made map, and the building cap makes it impossible. How to get rid of this feature?
Replies:
posted 04-23-04 10:32 ET (US)     1 / 21  
The short answer is no.

Jacq Lę
posted 04-24-04 12:27 ET (US)     2 / 21  
C'mon, I don't accept such answers.. I mean this blockade can't be somewhere within the source code, can it ? The maps are built from cells, so the blockade could work on some "filled - bits" mechanism, couldn't it? All of you game hackers out there, please mobilise and think of something! Any hints where to look for and WHAT to look for in the game's config/data files? Thanks in advance and sorry for being such a pain in the ass.
posted 04-24-04 12:46 ET (US)     3 / 21  

Quote:

I mean this blockade can't be somewhere within the source code, can it?


Of course it can, and I think that the limit *is* defined in the source code in this case, at least that sounds to me like the easiest way to implement such a limit.
So... unless you try to reverse engineer the game (which is strictly forbidden by the EULA), you can't get rid of the building limit.

Angel Pecunia | HG Downloads programmer and techie
Caesar IV Heaven | Children of the Nile Heaven | Citadel of Poseidon (Zeus/Poseidon) | The Great Wall (Emperor)
posted 04-24-04 13:38 ET (US)     4 / 21  
Take a look at http://www.marvl.com/serpentineum/emperor/Analysis/Population/maximums.htm for a discussion of which elements contribute to the 4000 building limit.

Crop tiles are the major offenders.

Pecunia has a city that topped 100K population, and several folks have gotten up over 50K.


Extend your grasp of the Empire at Serpentineum
posted 04-24-04 16:24 ET (US)     5 / 21  
Well, toping the population isn't the most important issue for me, I know how to do that, I've just wanted to build really BIG city not thinking about some artificial caps.
I just get postal when a someone is reducing my options in such ways.
posted 05-23-07 14:03 ET (US)     6 / 21  
Personally I don't know how you can get over 50K population with a 4,000 object limit. I'm struggling to get to 25. But just as the person beforehand I'm not bothered about population I'd just like to build a massive city. Surely there must be a patch or an additional download somewhere that can get rid of the limit?

[This message has been edited by TracerBullet048 (edited 05-23-2007 @ 02:04 PM).]

posted 05-23-07 18:22 ET (US)     7 / 21  
posted 05-24-07 04:48 ET (US)     8 / 21  
Nobody is reducing your options sarnon, you are completely free to write a code from scratch that does just what you want .
posted 05-24-07 08:42 ET (US)     9 / 21  
I just noticed that I never posted my 100k city anywhere.. so I uploaded it to Emperor Heaven's downloads
posted 07-16-07 21:35 ET (US)     10 / 21  
IS this limit in other city bulders?
I was pretty sure in Pharaoh I could cover the largest map in gardens?
posted 07-17-07 10:01 ET (US)     11 / 21  
IS this limit in other city bulders?
Yes.
I was pretty sure in Pharaoh I could cover the largest map in gardens?
That's because Pharaoh gardens (like roads, walls, and irrigation ditches) don't count toward the building limit.
posted 07-17-07 18:16 ET (US)     12 / 21  
I saw the build limit today, seems reasonable
I tried to fill the entire map up with Flowering Trees and I almost did
So if I used to the space to fill up with big houses and stuff I can see how I could never reach that limit in a normal game
posted 08-01-07 14:32 ET (US)     13 / 21  
Hurray for necrobumps. Yes the building limit is a pain, but only for people who like to build BIG cities. I have reached the sprite limit many times trying to beat Marvl's cities years ago. I would like to be able to calculate where my design is in relation to the sprite limit. A few questions for the pros...

Is 4000 sprites the limit?

If one tile of gardens count as one sprite, dose one plot of common housing count as 4 sprites?

What else besides buildings count as sprites?
posted 08-01-07 15:43 ET (US)     14 / 21  
With Marvl's site being gone, the best info I can find on what contributes to the sprite limit is this thread.

Expand your fun by downloading free custom campaigns for Emperor: Rise of the Middle Kingdom.
Visit Zeus Heaven to expand your knowledge of Zeus and Poseidon.
posted 08-01-07 22:45 ET (US)     15 / 21  
I did some quick tests on the sprite limit and I found some interesting things. I was able to place exactly 4000 flowering trees before I reached the sprite limit. It was a rather small patch of trees in relation to the enormous map size. I was also able to place exactly 4000 common housing plots, or 4000 tiles of residential walls… When I tested gardens, something very interesting happened. I was able to fill the whole map. That’s great news because they raise desirability without using up sprites. If I were to jump to conclusions I would say that everything you build takes up one sprite no matter the size excluding special things like gardens and monuments.

Edit:
I'm going to do more tests tonite on some other buildings. I'm going to hit the sprite limit by placing flowering trees, hen I am going to delete one tree and see if it lets me build another building in its place. If I am correct about all buildings only taking one sprite then my "115k" city design is well within 4000 sprites.

[This message has been edited by Kinesis (edited 08-02-2007 @ 02:57 PM).]

posted 08-06-07 13:03 ET (US)     16 / 21  
If I were to jump to conclusions I would say that everything you build takes up one sprite no matter the size excluding special things like gardens and monuments.
For most buildings this holds, yes. If I remember correctly, the administrative city and palace both take up two building slots instead of one. I'm not sure about the warehouses and trade posts: those took up multiple slots (9 for the warehouse) in previous games so that might also be the case in Emperor.
If I am correct about all buildings only taking one sprite then my "115k" city design is well within 4000 sprites.
Building such a large city isn't only about staying within the limit of 4000 buildings.. there's also a limit of 2000 walkers that can be in the city at any time. Unfortunately, the game doesn't give you a warning when you hit that limit.

In my 100k city, this walker limit was reached before the building limit: I started to get problems with my food and goods distribution in various housing blocks on the map that used to be rock stable, indicating that the walker limit had been hit.

If you're not discouraged by this, good luck with breaking my population record

Angel Pecunia | HG Downloads programmer and techie
Caesar IV Heaven | Children of the Nile Heaven | Citadel of Poseidon (Zeus/Poseidon) | The Great Wall (Emperor)
posted 08-06-07 14:01 ET (US)     17 / 21  
I have been taking the quadrant approach by splitting the city into four disconnected smaller cities. Each with its own mill, trading stations, warehouses, industry and agriculture. This approach helps because it allows me to make “quarter sized” test runs of my design. If there is food or distribution problems with the first quadrant city, then its back to the drawing board.

After 3 “quarter sized” tests I was able to iron out all problems. The quadrant city can support itself fully populated (about 30k) and still produce a surplus of fish, salt, and ceramics. I use a unique fishing block in my quadrant city that produces so much surplus that I am able to feed my people, hold the new years festivals, and please the gods with fish alone. Only spices, hemp, and tea are imported.

So far my quadrant test city has rock solid stability on VH with max pop, and uses only approx 800 sprites. With my design the food, distribution, and sprite problems have been worked out on a quarter scale. I did not realize there was a maximum number of walkers. That is a whole new problem that I will have to deal with. If I do hit the walker limit, it is probably because I have too many cart pushers standing around, and I think I can work that out. This weekend I will be ready to make my first attempt at the full sized version.
I will post some save games of my progress if anyone is interested.

Edit:
Do cart pushers and immagrants count as a walker? If they did it would seem that you would reach the walker limit way before you hit the sprite limit.

Thinking out loud:
My quarter city uses about 800 sprites.

Approx 360 of those sprites are commmon housing that dont produce walkers.

If the remaining sprites all produced one walker, thats
440 walkers per quadrent, and thats pushing the 500 per quadrant limit. Hmmm...

[This message has been edited by Kinesis (edited 08-06-2007 @ 02:22 PM).]

posted 08-06-07 15:46 ET (US)     18 / 21  
Do cart pushers and immagrants count as a walker? If they did it would seem that you would reach the walker limit way before you hit the sprite limit.
Yes, they do; any walker that roams the streets (or grasslands ) counts toward the walker limit, and even the fishing rafts count.

I'm looking forward to seeing your city, especially your fishing setup: it took quite some time for me to get that right.
posted 08-06-07 23:14 ET (US)     19 / 21  
Here is a picture of my latest test run. 28k pop using 815 sprites.



I estimate that the buildings produce 546 walkers not including immigrants. That is disheartening if 2000 walkers is the max.



Are you sure 2000 walkers is the limit? How do you know? There is not much I can do to reduce the number of walkers. I took a guess at how many walkers each building produces so I hope I over estimated the total walkers. Fishing Quays are the main offender though both the cart pusher and boat are not always on the map at the same time...
posted 07-29-20 08:05 ET (US)     20 / 21  
posted 08-07-21 02:19 ET (US)     21 / 21  
I tried to fill the entire map up with Flowering Trees and I almost did Roblox Guides get-mobdrovip.com

[This message has been edited by gapzop (edited 08-18-2021 @ 01:34 PM).]

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