Question on Faction Ownership

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If you mean at server mission start, each faction owns only one castle (it used to be a maximum of 4 castle owning factions per scene, up to 2 castles, but the maximum number of castle factions was expanded to 8 years ago). If you mean while the mission is running, and a faction has a new leader / is renamed / has players join it again after it went inactive, any combination of the castles in the scene, just continuing on from what the last members captured or lost.

The maximum of 8 castles and factions per scene is hard coded into the module scripts, caused by the limitations of the scene file format and editor: each scene prop has two 7 bit values (containing a number from 0 to 127), which are used to associate stockpiles and training stations with factions or castles; generally the lowest digit is the faction / castle and the highest digits are price multiplier, and the second value is used for other option flags, linking identifiers, etc. So it would not be possible to expand without rewriting major parts of the mod and probably removing or crippling other main features.
 
Vornne said:
If you mean at server mission start, each faction owns only one castle (it used to be a maximum of 4 castle owning factions per scene, up to 2 castles, but the maximum number of castle factions was expanded to 8 years ago). If you mean while the mission is running, and a faction has a new leader / is renamed / has players join it again after it went inactive, any combination of the castles in the scene, just continuing on from what the last members captured or lost.

The maximum of 8 castles and factions per scene is hard coded into the module scripts, caused by the limitations of the scene file format and editor: each scene prop has two 7 bit values (containing a number from 0 to 127), which are used to associate stockpiles and training stations with factions or castles; generally the lowest digit is the faction / castle and the highest digits are price multiplier, and the second value is used for other option flags, linking identifiers, etc. So it would not be possible to expand without rewriting major parts of the mod and probably removing or crippling other main features.

Thanks for responding and answering my question, unlike the other plebs who kept trolling on my other questions.
 
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