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December 15th, 2004, 12:34 AM
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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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December 26th, 2004, 04:07 PM
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Shrapnel Fanatic
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Re: New SJ mod
Quote:
Alneyan said:
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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Well, I did have to delete 5000 components in order to get it to load. 32k is the most SE4 handles, and at 10x10x10 I had 35500 or so.
SE4 also gobbles up 500 megs of ram loading to its limit. Even your machine would probably end up swapping to disk if you multitasked much
I'm going to have to update my tech gridder to run batch operations, and once that is done, it will be easy to make a 5x5x5 Version AND a 9x9x9 Version for the supercomputer folks 
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December 26th, 2004, 04:08 PM
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Brigadier General
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Join Date: Jun 2002
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Re: New SJ mod
Would you like to make a thread to explain the precise working (well, how you operate the program)?
I played around with an older Version and I didn't have a clue.
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December 26th, 2004, 04:15 PM
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Shrapnel Fanatic
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Re: New SJ mod
I'm sure there is one in this thread already, but I've gotta get going to a christmas party.
If you don't find it by the time I get back, I'll look myself, and for sure, include a copy of it into the download.
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December 26th, 2004, 04:36 PM
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Re: New SJ mod
I meant: I hope you post an extensive how-to-use in that thread, or include a nice text file with the program.
Have fun at the party!
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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