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May 13th, 2003, 04:48 AM
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Lieutenant Colonel
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Re: SJ\'s Tech Gridder 0.50 - now with ability support!
Yet another post by me on this thread...
Do the Seeker Damage Resistance modifiers actually do anything? In v0.50, they don't seem to. In v0.45, the Version in which they were added, they add a single space before the entry instead of modifying it.  The preview doesn't show anything, either. Am I missing something here?
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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, 05:32 AM
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Shrapnel Fanatic
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Re: SJ\'s Tech Gridder 0.50 - now with ability support!
Quote:
One other picky thing which would be nice is changing the tab order of the various controls to function in the logical, predictable order. Some of them are actually in reverse (i.e., shift-tab to go forward). Not high priority, but nice.
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I already mentioned this, and he said that he did not want to go and rewrite large portions of the code to fix that bug he created. 
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May 13th, 2003, 07:11 AM
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Lieutenant Colonel
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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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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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Re: SJ\'s Tech Gridder 0.50 - now with ability support!
Isn't there a maximum number of components? (65k?)
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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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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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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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