[quote]I'm pretty sure that ATI card is sharing the system RAM, so it appears to have less than what the hardware actually is for.[/quote] That ^^ And I didn't know there was slots available on it - however, I don't have any funds that I can spare for extra RAM. I've balanced out a plan for my money.. and I don't have much leeway, even for $80 :/ If it's truly going to be needed, I might rework it - but I'd prefer to avoid that. If I can have it running, then that's
Skellesi
Nah, laptop isn't an upgradeable version without modding the whole thing, and that'd cost enough that I might as well get a new one - in either case, I don't have the funds available - I need $7k by next summer for summer camps.
So tell me, darkcurrent, how many games are perfect out of the box? Go ahead - name a few that haven't needed patches. Not to say that haven't had patches made - but that haven't needed patches. Now tell me, what happens when you patch things? Do you truly know? I'm getting the impression you've never done programming, or even have a concept of it. When you patch things, it introduces new bugs. Look at World of Warcrafts update list - it's been through hundreds of patches
Kitkun - I know from experience it worked, so I'm not quite sure why it isn't now. It ran fine then, except it'd lag the first time I went to any menu - likely from storing the data in the paging file, as the RAM was fully used. After I visited every menu, however, and waited a few seconds on each, the game ran smoothly as long as I didn't play with 10 comps and max fleets :p Monk, got the drivers fully reinstalled via uninstalling the old ones. 'Twas a pain to actually remove my mod
I'm running an older laptop (relative to computer terms), which is below minimum specs. At one point, I was able to run the game, but it, for no reason I know of, stopped working after I had copied a mod into the SoaSE mods folder. Deleting the mod, reinstalling the game (including clearing out the local settings -> application data -> ironclad games), nothing fixed it. It seems to me like the hardware isn't keeping up, but I'm not sure. I have the game installed on my other computer,
[quote]I think EvilleJedi already has his list of frigates, cruisers and caps planned out (thank you Ironclad for raising the capital ship limit). From what I understand, he is trying to balance the cost and power of several cruisers versus more powerful single capital ships. I think I read in one of Eville's posts that he was planning on disallowing the free start capital ship. Since this mods time period is supposed to be after the Battle of Endor, I am wondering abo
So, here's my suggestion to the map. #1 - Take a few of the models and boost up size. Just slightly. At the moment, a star destroyer fades out with a zoom level or two. 10-20% increase, or so. If that's easily done with the meshes :/ #2 - Repeat with planets, if possible - much larger difference, though. A 30-50% size increase would be great. #3 - Real gameplay changes here - take the Victory 1, and the second Imp 1, the cheap empire caps, and reduce them to large cru
Yeah, the size comparisons are going to be off. If he could get in contact with someone creating the planets who could create larger ones, that'd help. My main complaint, however, is tied in with the zooming. To zoom out and see the whole grav well, it takes you and zooms you out to where you see the planet and the rest of the area. Not sure what the differences in zoom levels are called... but from the planetary zoom to the system zoom, essentially. This creates awkwardness, especi
Hmmm. I've been playing a few games on the version here, and a few balance issues (well, balance with respect to star wars in itself) seem to exist. First - numbers seem very overblown. Not bad in itself... But a lancer frigate should live for a small while against a imperial star destroyer - the frigate itself is fairly large. It's not base damage that's overblown, but the 9k damage average or so after it goes up a bit. I was also curious on the possibilities of not just s
Hmm. I've done some reading, and I've noticed quite a bit of discussion on how the balances should work out. Thought I'd add in my own opinion here :) I was wondering about the possibility of using two different versions here - one as a separate mod, using the same ships and models, building schemes, researches and etc. But, this one would be balanced as the halo universe version - one more true to the actual game, without the issues of balancing with other races. Then, with