Im making this map where at the start, all the players have about 15000 units. On starforge, all the units are placed and i set the options to have the max units be 20000 but when i test it out only about 2000 of the units are actually there. How can i get all 15000 units to apear on the map?
absolutely impossible, there can only be an absolute max of 1700 units on the map at once. don't bother trying to break that limit. not to mention the lag you'll encounter at the full unit limit.
FYI: each player is allowed 250. 9 players x 250 = 1700. (Players 1-8 + 1 neutra; player. )
QUOTE(A_of_s_t)
FYI: each player is allowed 250. 9 players x 250 = 1700. (Players 1-8 + 1 neutra; player. )
Damn, my calculator must be broken. It's telling me 9*250=2,250. What a piece of junk!
PS. Players are not 'allowed' a certain number of units. One player can own 1700 by himself no problem. Even in a standard melee game a player can get above 250 units.
PPS. 9 players? I could have sworn there were 256.
Don't just pull numbers out of your ass.
Right. Starcraft allocates memory for 1700 units when it starts up, and will give a error message when attempting to create additional units. Additionally, there is a limit of 5000 images(stuff like weapon overlays, dusts, shadows, and so on), and a limit of 2500 sprites(doodads, and such). Also, there is a limit of 100 weapon sprites being created at any one game frame. In addition, when there are 80 weapons, valks begin the dreaded 'lockup'.
Also, if you change the limit in SCMDraft 2 and place the units, Starcraft will only load the first 1700 that are placed.
QUOTE(DiscipleOfAdun)
... and a limit of 2500 sprites(doodads, and such).
250*
As said, it isn't possible.
The unit limit is 1700.
The sprite limit is 2048.
250 is a editor set limit....
DTBK, no it isn't. It's 0x9C4. That number is directly from the allocation code in the exe. Granted, there is some other code that 'helps' some sprites along so that isn't hit, but that's what it is.
That's odd, it's always been believed that it's 2048. I find it strange that they pick such a random number for an allocation limit.
*goes to revise thinking*
This is pretty much solved though.