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May 13th, 2003, 07:11 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: SJ\'s Tech Gridder 0.50 - now with ability support!
Okay, so I manage to combine my new comps into one giant 71 MB Components.txt file. I load SE4 with the Mod Launcher, watch the meter shoot up to 64% and sit...and sit...and sit...and sit... The Task Manager shows the SE4 process consuming larger and larger amounts of memory, up to ~170 MB, then dropping to ~50 MB and climbing again. Page file use steadily climbs, eventually reaching ~565 MB! After 15 minutes of watching this, the hard drive whirrs and chatters, and something finally happens:
code:
"Unable to load "D:\Games\Space Empires IV Gold\Mods\Data\Components.txt"
71 MB of data and 15 minutes of load time, and I probably misspelled "Name:" on one comp. Be my guest if you'd like to look through the file, though. Maybe 256 MB of RAM just isn't enough. Or maybe SE4 just doesn't like files that big. I guess that limits what I'm going to do with this mod, though. 
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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May 13th, 2003, 08:44 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SJ\'s Tech Gridder 0.50 - now with ability support!
Break the comps file up into smaller parts and see which parts pass SE4's tests. 
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May 13th, 2003, 06:02 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: SJ\'s Tech Gridder 0.50 - now with ability support!
Isn't there a maximum number of components? (65k?)
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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June 29th, 2003, 12:52 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SJ\'s Tech Gridder 0.50 - now with ability support!
Possibly...
But 64k components takes up 112 megs of space, so unless you're planning to fill a CD with your mod, you don't have to worry about that limit.
[ June 28, 2003, 23:55: Message edited by: Suicide Junkie ]
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July 10th, 2003, 01:33 AM
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Private
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Join Date: Jun 2003
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Re: SJ\'s Tech Gridder 0.50 - now with ability support!
Two questions about the tech gridder:
1. Each time I try and use it it adds four tech area requirements instead of one. How do I fix that?
2. I'm trying to use the gridder to increase the amount of resources a mineral miner makes the same way it increases cost, but it doesn't do anything to the amount of minerals mined (even though it does replace the variable in my description). Yes, I was sure to uncheck the box.
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July 10th, 2003, 04:04 AM
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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: SJ\'s Tech Gridder 0.50 - now with ability support!
The only reason I can think of why there would be four additional tech areas is if you clicked the "grid this tech" button four times...
To adjust the resource production, go to the abilities tab, and select ability 1.
Set the Add to 100 or, whatever you like.
Uncheck the "Do not edit" option, and press "save changes"
Those Last two steps are critical.
The "Do not edit" is important, as it protects non-numeric values from change... such as "Temporal" for the cloaking type.
In order to actually change the value, you need to disable that protection.
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July 11th, 2003, 12:55 AM
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Private
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Join Date: Jun 2003
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Re: SJ\'s Tech Gridder 0.50 - now with ability support!
It works now! I have no idea what I was doing wrong, but I doubt that matters. Thanks!
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