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December 13th, 2004, 11:24 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
Ok, A bit of a problem... I'm not getting any errors, but neither am I getting the new game button.
Attached is the updated components.txt (476 kb)
Would anybody with lots of RAM care to try it out?
(Be sure to be patient when the loading process gets to the components.txt  )
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December 13th, 2004, 11:27 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: New SJ mod
SJ, how many grids did you DO? The file is 50 megs unpacked!
I assume it doesn't require any other modded files?
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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December 14th, 2004, 12:02 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: New SJ mod
Just 35 weapons, with a 10x10x10 grid each.
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December 14th, 2004, 12:34 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: New SJ mod
Attached is an updated techarea.txt to use.
The base of the mod is here:
http://imagemodserver.mine.nu/other/...ritEcon104.zip
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December 14th, 2004, 12:46 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: New SJ mod
SE4 didn't let me start a game after it finally finished loading. Used up around 470 MBs of RAM in the end.
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December 14th, 2004, 02:04 PM
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General
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Join Date: Sep 2003
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Re: New SJ mod
Same here; SEIV can load the mod in a few minutes, but will not allow me to do anything but quit.
Could it be that there is a hard limit on the maximum number of components? (Perhaps not the magic number of 65,000 and some here though)
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December 14th, 2004, 11:14 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: New SJ mod
I got it!
It appears that SE4 has a limit of 2^15 (32k) components.
Attached is a techarea.txt and components.txt which will give you 30000 weapon components (with the 5000 quantum components stripped out)
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