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October 29th, 2004, 12:44 PM
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Shrapnel Fanatic
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Re: New SJ mod
Hmm, probably a little bit.
I've been distracted with other projects in the meantime.
I've just finished a Schlock Mercenary shipset, and am just waiting for approval from Mr Taylor to post it.
Also, for those who have StarFury kicking around, I've updated the P&N mod for it.
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106 is the latest Version, but I'll be getting back to the mod soon.
Are there any suggestions or reccomendations?
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October 29th, 2004, 03:41 PM
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Shrapnel Fanatic
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Re: New SJ mod
Hrm... 10x20x20 grid techs look to be fairly large...
Who here would mind spending 160 megs of harddrive space on just one components.txt file?
BTW: The download would still fit on a pair of floppies (2.5megs) for modem Users, but it'll be 160+ megs after unzipping.
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October 29th, 2004, 03:58 PM
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General
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Re: New SJ mod
My main suggestion/comment/wish would be the return of basic/advanced/elite ECM/Combat Sensors components, rather than a single one as it is currently the case. Or does it fall in the tech-gridded area?
I have no problem with having a 160 megs file myself; after all, even if I needed the space, compressing it again (when not playing SEIV) would do the trick.
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December 13th, 2004, 11:24 PM
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Shrapnel Fanatic
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Re: New SJ mod
Ok, A bit of a problem... I'm not getting any errors, but neither am I getting the new game button.
Attached is the updated components.txt (476 kb)
Would anybody with lots of RAM care to try it out?
(Be sure to be patient when the loading process gets to the components.txt  )
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December 13th, 2004, 11:27 PM
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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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December 14th, 2004, 12:02 AM
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Shrapnel Fanatic
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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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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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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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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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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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