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-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

Wolfman77 September 7th, 2005 02:09 PM

Re: Adamant Mod Discussion Thread
 
Could you adjust the cost of the racial traits so that they are forced to take it?

Also the Organic Mass Reactor discription is missing the word "matter" I think.

I try to help where I can. http://forum.shrapnelgames.com/images/smilies/happy.gif

Emperor's Child September 18th, 2005 01:54 PM

Re: Adamant Mod Discussion Thread
 
Hey all. I've spent the evening trying out this mod, but found it is the first mod that crashes my computer when it loads. The game hangs after getting loaded to 20% pretty consistently, though i've managed to get it going once I've stopped some routine background running programs (but then the computer crashes when I exit the mod).

I'm pretty sure this is a out of memory related issue that most of you won't be seeing since most of you have newer computers with more memory and there is probably not much I can do except to upgrade memory in order to participate (which means it is a non-starter for me). But before I write off participating in this cool looking mod in PBW, I'd thought I'd ask the group here if this is a problem that others had encountered or if there is a way to cheat down the memory usage in the mod on my computer that won't kill participation in the PBW games (I'm thinking by reducing some of the larger variables in the settings.txt file to be more in line with stock.)

Fyron September 18th, 2005 02:15 PM

Re: Adamant Mod Discussion Thread
 
How much ram do you have? You could try increasing your virtual memory setting.

Fyron October 22nd, 2005 08:20 PM

Re: Adamant Mod Discussion Thread
 
Ugh... my web host seems to have done a clandestine backup restoration of SEnet, which just so happens to coincide with the death of my hdd. The dev snapshot on the site predates adding workforce unhappiness and pollution models. Does anyone have a dev snapshot just prior to this that has mineral miners making people unhappy?

Fyron December 3rd, 2005 09:13 PM

Re: Adamant Mod Discussion Thread
 
Dunno if anyone cares at this point, but I have launched a revamped Adamant Mod site today:

http://adamant.spaceempires.net/

Ed Kolis December 3rd, 2005 09:42 PM

Re: Adamant Mod Discussion Thread
 
Shiny! http://forum.shrapnelgames.com/images/smilies/laugh.gif

geoschmo December 3rd, 2005 10:05 PM

Re: Adamant Mod Discussion Thread
 
Just curious, what's the deal with the space ports. I see it's a resource converter, but it says something about trading resources with local merchants?

Captain Kwok December 3rd, 2005 10:07 PM

Re: Adamant Mod Discussion Thread
 
Could use some more pictures. http://forum.shrapnelgames.com/image...ies/tongue.gif

Fyron December 3rd, 2005 10:08 PM

Re: Adamant Mod Discussion Thread
 
Geo:

75% loss resource converter ability with the trade with local merchants description.

Kwok:

I am no artist. Care to donate a few? http://forum.shrapnelgames.com/images/smilies/wink.gif

AdmiralMartin December 3rd, 2005 10:14 PM

Re: Adamant Mod Discussion Thread
 
Oooooh, Nice. Could use a some more pictures though.


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