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  #1091  
Old September 7th, 2005, 02:09 PM
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Default 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.
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  #1092  
Old September 18th, 2005, 01:54 PM

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Default 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.)
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  #1093  
Old September 18th, 2005, 02:15 PM
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Default Re: Adamant Mod Discussion Thread

How much ram do you have? You could try increasing your virtual memory setting.
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  #1094  
Old October 22nd, 2005, 08:20 PM
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Default 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?
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  #1095  
Old December 3rd, 2005, 09:13 PM
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Default 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/
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  #1096  
Old December 3rd, 2005, 09:42 PM
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Default Re: Adamant Mod Discussion Thread

Shiny!
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  #1097  
Old December 3rd, 2005, 10:05 PM
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Default 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?
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  #1098  
Old December 3rd, 2005, 10:07 PM
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Default Re: Adamant Mod Discussion Thread

Could use some more pictures.
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  #1099  
Old December 3rd, 2005, 10:08 PM
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Default 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?
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  #1100  
Old December 3rd, 2005, 10:14 PM
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Default Re: Adamant Mod Discussion Thread

Oooooh, Nice. Could use a some more pictures though.
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