Some (long) time ago I posted this thread about a custom scenario crashing for apparently no particular reason. Well I didn't really try to find the reason anymore as nothing seemed to be working.
However just these days I came across the same problem again and this time I tried to figure out why the game kept crashing (shutting down without any message or anything) on these scenarios.
It turns out that the reason for these crashes is a system overload. It can be caused my multiple factors that use a lot of memory. A few main factors I found were these:
- Repeating triggers with timers
- High pop cap (200+ at about 8 or more players)
- High map size
For high map size let me add this additional note: The standard version of AOMEE lets you increase the map size in the editor to up to 512 meters. However, you can exceed this limit by creating a generated map for 12 players and "huge" attribute. The maximum size you can reach that way is 1240 meters.
If a generated map is larger than 512 meters, you can neither increase, nor decrease it's size, except the map size will be 512 meters or smaller then.
I believe that a reason for the cap of the map size could be just these crashes as scenarios which were created by editing a large, generated map are much more likely to crash. So if you want to avoid, try to stay below the limit. (I'd recommend not to go above 480 meters if you're planning to use some clock triggers and a high pop cap. It never crashed above that for me.)
I hope this helps a bit with avoiding these crashes. Have a nice day! ^-^
@TAG
@Yeebaagooon
However just these days I came across the same problem again and this time I tried to figure out why the game kept crashing (shutting down without any message or anything) on these scenarios.
It turns out that the reason for these crashes is a system overload. It can be caused my multiple factors that use a lot of memory. A few main factors I found were these:
- Repeating triggers with timers
- High pop cap (200+ at about 8 or more players)
- High map size
If a generated map is larger than 512 meters, you can neither increase, nor decrease it's size, except the map size will be 512 meters or smaller then.
I believe that a reason for the cap of the map size could be just these crashes as scenarios which were created by editing a large, generated map are much more likely to crash. So if you want to avoid, try to stay below the limit. (I'd recommend not to go above 480 meters if you're planning to use some clock triggers and a high pop cap. It never crashed above that for me.)
I hope this helps a bit with avoiding these crashes. Have a nice day! ^-^
@TAG
@Yeebaagooon