I've been doing a lot of testing to try and define exact limitations about AI "populations" in custom content, since it seems H2V has a running theme of unlisted limitations in just about every aspect of H2EK. Below is just what I've found so far, so if any of you guys (H2MT especially) have any information or research about this yourself, feel free to correct me or share your input:
The MP engine has an AI limit, in most capacities, of 11 (This is such a pervasive and obnoxious limitation I've run into, I've dubbed it "The Rule of 11"). Any more AI and the game crashes.
The MP engine also has a limited number of AI respawns it will tolerate before crashing (its a high number, but idk what it is yet).
The limit of a particular AI squad in SP appears to be 7? (might be a testing error.)
A MP map running the SP engine that is reloaded will ignore the squad limit of 7, but will produce 10 AI before producing "empty" bipeds so it doesn't violate The Rule of 11. I haven't run a lot of variations of it, but it produces a lot of weird results.
Anyone who can confirm, correct, or otherwise add on to this information, please do. I'd greatly appreciate it.
The MP engine has an AI limit, in most capacities, of 11 (This is such a pervasive and obnoxious limitation I've run into, I've dubbed it "The Rule of 11"). Any more AI and the game crashes.
The MP engine also has a limited number of AI respawns it will tolerate before crashing (its a high number, but idk what it is yet).
The limit of a particular AI squad in SP appears to be 7? (might be a testing error.)
A MP map running the SP engine that is reloaded will ignore the squad limit of 7, but will produce 10 AI before producing "empty" bipeds so it doesn't violate The Rule of 11. I haven't run a lot of variations of it, but it produces a lot of weird results.
Anyone who can confirm, correct, or otherwise add on to this information, please do. I'd greatly appreciate it.