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December 14th, 2004, 12:34 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: 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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Join Date: Sep 2003
Location: United Kingdom
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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
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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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December 15th, 2004, 12:34 AM
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Private
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Join Date: Dec 2004
Location: Kingston, ON
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Re: New SJ mod
I've givin it a try and with all tech it takes a few sec's to get the Ship Design to come up but, I think it's still TOO big
And still no weapons for the Weapon Platform's
For the most part I like it
but like all mods (needs a good working AI)
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December 15th, 2004, 06:12 AM
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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
Planets are intentionally given no surface-to-space weaponry.
The other side of this is that bombardment is very supply and time intensive.
Ground combat is where its at. The best way to damage a planet's hitpoints is to let your tanks bLast away, since they come in large numbers and don't need to resupply. Plus as a bonus you get to capture the planet when you win
PS:
About the huge components, yes I'm aware that it is insanely large.
I'm going to cut it back to perhaps 5x5x5, so its 1/8th the size. Should help keep the game out of the swap file on most PCs.
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December 26th, 2004, 01:37 PM
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Join Date: Sep 2003
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Re: New SJ mod
I didn't see your update about the grid until now. If you have patient players, it should be fine; after all, what is to prevent us from doing something else, like opening a second SEIV game, while your mod loads?
With a few programs running (Firefox and Thunderbird), it took me five minutes to load SEIV, and nearly thirty seconds to open the Design window. My computer has an Athlon XP 1500+ and 3X256 in memory (not sure what sort of memory).
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