
But it's still a pretty bad trigger design to use. Yes, like I mentioned you won't notice a decrease in performance with your light-weight looped triggers. Oh, if you just want to limit the amount of villagers the player can have, just modify the build limit like gurkensalad suggested. Oh and I can't / don't want to modify the scenario file directly, I want basic triggers only. Thanks anyway, I'm still not sure what Fire Event does (I need the villagers to be enabled again as soon as you have less that 10 villagers and disables whan you have enouggh again and so on), but I'll try that out next time ) I KNOW THIS TRIGGER ALLOWS A BYPASS BY PUTTING VILLAGERS INTO THE QUEUE BEFORE YOU REACH 10 but I'm a trigger noob, I didn't even know about the Fire Event function before and I'm only playing with friends who know the rules. Operator = and =< are needed instead of =, just imageine two villagers dying within one second and they're not gatting enabled again. Yes it's high-end btw )Īctive Loop Immediately (have to set both active to make loop work when no timer is set as condition) trPlayerUnitCountSpecific(%PlayerID%, "%ProtoUnit%") %Op% for the inpunt, but I don't think that my computer's gonna lack any performance by triggers checking once per second (I mean i have up to 16 triggers that check 50 times per second, causing a total test of 800 times per second and I'm going well most of the time at 120+ fps and several other programs in use on my PC. trQuestVarSet("%QVName%", trPlayerUnitCountSpecific(%PlayerID%, "%ProtoUnit%")) But if there're more of such looped triggers, a decrease in performance could definitely be noticed then (and possibly higher chances of sync errors to occur).

Although in this case a villager counter is so light-weight, the performance increase would be negligible. But it will definitely increase the efficiency of your triggers which directly impacts the game's performance. The elimination of the loop may or may not help decrease the chance of a crash to occur because I doubt these triggers are even related to the occurrence of the crash.
#Chivalry medieval warfare crashing update#
So what these triggers basically do is they only update the villager count when the quest var-stored villager count does not match the actual villager count. If those triggers just count the amount of villagers, then they could also be implemented like this:Īctive Loop Run Immediately Priority I don't know how your triggers that check for the number of villagers work exactly, but those might already be good candidates to be redesigned. I would try to redesign your looped triggers in such a way so that they don't have to be looped where possible. I have more often encountered sync errors rather than crashes when I'm 'spamming' triggers. But BEFORE I added the gates, the scenario crahed aswell. Since I have the titan gates, the game NEVER crahed before any titans were freed. The gates work, they get built randomly by the ai villagers that finish another building nearby. Inside those walls, everyone has four villages, eight towers and one titan gate (because the ai doesn't research them). The map is basically a round arena with eight circles of trojan walls (one for each player).

Which brings us to other possibilities: As mentioned above everyone starts in age 4. For the other triggers: I actually have some other scenarios that use the same triggers and work just fine, so idk if the error has something to do with triggers at all. So these are a lot of triggers, but note that 49 triggers get activated only once at the start and that always worked perfect so far. And finally some triggers that set a maximum of 10 villagers for all players (16 triggers). This is the only trigger with max priority, all others are normal. And one trigger that quadruple invokes plenty in the middle of the map, creating four vaults close to eachother.įurther there's one trigger that provides the players with 10 of all resources per second as there are no sources on the map. Most of them are executed instantly at the start, providing the players with age 4 (3 triggers), a lot of upgrades for walls and towers (20 triggers), allowing and forbidding to build, research and train specific buildings, techs and units (24 Triggers), and one that removes all godpowers. The thing that's different from other maps I created is that there are a lot of triggers (66 in total).

Minimum height: 0.00 meters \ it's just flat Number of players: 8 (everyone has greek gods) While testing/playing my scenario in single- or multiplayer, the game just closes at a (how I think) random point, opening the error window: "Age of Mythology: Extended Edition has stopped working" (even other players' games crash in multiplayer). I've created a lot of scenarios so far but never had this problem before:
