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December 13th, 2004, 11:27 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: New SJ mod
SJ, how many grids did you DO? The file is 50 megs unpacked!
I assume it doesn't require any other modded files?
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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December 14th, 2004, 12:02 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
Just 35 weapons, with a 10x10x10 grid each.
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December 14th, 2004, 12:34 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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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
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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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General
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Join Date: Sep 2003
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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
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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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