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January 4th, 2008, 11:19 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Strange Tech jump
How many empires? Might you have hit a 'data error barrier'?
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
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January 5th, 2008, 12:41 AM
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Corporal
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Join Date: Mar 2004
Location: LA
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Re: Strange Tech jump
7 Empires total
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January 5th, 2008, 01:13 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Strange Tech jump
Try reducing the number of tech points by tens, see what happens?
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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January 5th, 2008, 01:21 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Strange Tech jump
Keep the starting points in the low 9 digit range to be safe from overflows.
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January 5th, 2008, 01:58 AM
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Corporal
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Re: Strange Tech jump
Will this have an effect on the total game? I'm kind of into this one and I'd like to see it play out. But not if it'll most likely crash somewhere down the line.
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January 5th, 2008, 02:48 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: Strange Tech jump
The starting techs were set long long ago on the first turn, and that specific thing won't have any effects on an ongoing game aside from certain races being more advanced.
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