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there is a way to up this unit limit ?

because can't play with more than 4 IA without have this message

i have read somewhere it's depend of the memory but i have more than enough for a game like this, i have no problem to run SC2 or other recent str
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*bump* I also need an answer to this. The unit limit seems to be quite low.
I agree. The unit limit is ridiculous for the current hardware. This wont be hard to change "IF" they asked the source code to formers devs. But i dont think they have do it.
*bump* would like an answer as well.it's still playable with up to 7 AI, but you're limited to 2 combots and a couple of workers and buildings, since the AI builds a shitton of vehicles.
Bump!

Very curious about this. Was playing for a good hour today and found myself unable to play due to having only two combots and 5 other CPU players eating up the unit limitation. I realize I should play with fewer computer players but this is how I enjoy it.

Would prefer to have a unit cap unique to each player as opposed to one broad cap. I feel like in a real Multiplayer match this could be used against players by spamming many vehicles or something.
I was able to omit the limit by using Cheat Engine and changing the logic in the exe file. There is a method like MFatigue.CBasicUnit::IsGameMemoryLow. After turning always false from here, no more limit will exist. But the second problem is that the game, after some time, will crash. And always MFatigue.exe is taking max 256 mb of RAM. So there needs to be another bottleneck that doesn't allow for registering more memory. am thinking that the game is allocating some memory at the beginning, and then she can't allocate more. I am trying to find where this allocation is done to remove the limit or increase it up to a maximum of 3.5 GB ( this will be the maximum for 32-bit registry)


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Instead of jumping, we'll just force the function to exit immediately, returning 0 (which means "everything is OK"). This code is exactly 3 bytes long, so it will overwrite the original instruction without any issues.

Go to the very beginning of the function: MFatigue.CBasicUnit::IsGameMemoryLow.
Right-click on the first instruction (sub esp, 08) and select "Assemble".
In the window, type these two instructions:

Code:

xor eax, eax
retn
Click "OK" to save the changes.

This is the cleanest and most technically stable method. The game, instead of executing a complex function, will simply set the result to 0 and exit immediately. This has to work.

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