Staredit Network > Forums > General StarCraft > Topic: How to enable extended unit limits?
How to enable extended unit limits?
Jul 23 2018, 1:53 am
By: sethmachine  

Jul 23 2018, 1:53 am sethmachine Post #1



hi,

When I host a map on Battle.net, there is a radio button to enable Extended unit limits. This allows maps to go past CCMU.

But not all maps can do this. Some games I host the option is grayed out.

How does a map enable extended unit limits?



None.

Jul 23 2018, 2:01 am Pr0nogo Post #2



If the map uses EUDs, it won't support extended limits.




Jul 23 2018, 2:31 am sethmachine Post #3



So I have to remove all my EUD triggers?



None.

Jul 23 2018, 3:26 am Ultraviolet Post #4

We do a little trolling

I think I've heard some EUD conditions won't take away the extended unit limits. All EUD actions do.



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Jul 23 2018, 3:45 pm Wormer Post #5



What's the problem though? I can't understand. The units array is bigger -- but since they're emulating addresses anyway what is the problem to map EUD actions differently?



Some.

Jul 23 2018, 4:08 pm jjf28 Post #6

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Quote
What's the problem though? I can't understand. The units array is bigger -- but since they're emulating addresses anyway what is the problem to map EUD actions differently?

My understanding is any EUD conditions present cause the unit limits to be disabled - e.g. I read some text with EUDs in helms deep for the drop-banners, unit limits cannot be extended due to this.

In theory it's entirely possible for them to emulate with the larger arrays present - just map the higher indexes to a new address space and publish that - but that's not what they originally set out to do with EUDs - support existing EUD maps - and it's also a problem of greater complexity and development time, esp. given that they won't have the test maps already setup for them, so EUD maps are, at least for now, locked to the original limits.

Post has been edited 1 time(s), last time on Jul 23 2018, 4:35 pm by jjf28.



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Jul 23 2018, 7:37 pm Wormer Post #7



So unfortunate..

Quote from jjf28
My understanding is any EUD conditions present cause the unit limits to be disabled - e.g. I read some text with EUDs in helms deep for the drop-banners, unit limits cannot be extended due to this.

EUD actions too, even since they are disabled (as actions) under a trigger with condition Never. :(



Some.

Jul 23 2018, 9:09 pm Suicidal Insanity Post #8

I see you !

My understanding of the problem is that there are maps which iterate over the units array / images array / sprites array. With extended limits you have units outside of the iteration. There are also maps which iterate over linked lists of units / s[rites / images, and the linked lists are emulated, but the array bounds in EUD space alias so the emulator can no longer determine if unit 2000 is meant or image 20.

What blizzard would need to do is define completely new base addresses for the arrays which do not alias, but that means the maps would need to be remade to use these new base addresses, and the emulator would need to know if the map is using old or new offsets. So not very practical.




Jul 24 2018, 7:08 am NudeRaider Post #9

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Jul 24 2018, 7:39 am Suicidal Insanity Post #10

I see you !

Cause I grew up with it :P




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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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