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Amalgamating Complex 9.1 & Warlords 0.60
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Jelrak

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PostPosted: Wed Aug 16, 2017 8:13 am    Post subject:  
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Testing so far is not showing any significant drag on performance, but I am keeping an eye on the red line...
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ireland
PostPosted: Tue Aug 22, 2017 12:11 am    Post subject:  
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Sounds good. You may find that performance lag won't be an issue, in view of the capabilities of modern systems compared to those of the computers of a few years ago, when the game was first designed.

Still looking forward to a beta to test.
What hardware and OS are you ruiing your mod on, btw?

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PostPosted: Tue Aug 22, 2017 11:06 am    Post subject:  
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Windows 10

Graphics Card: NVIDIA 1070
Processor: Intel i7-7700, 3.6 GHz

Although it also runs on my laptop, which is over 5 years old and 2.4 GHz
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ireland
PostPosted: Fri Aug 25, 2017 9:03 am    Post subject:  
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Performance lag may well not be an issue at all then Smile HW is quite forgiving in those terms. Looking good.
Is the old laptop running XP by any chance?

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Jelrak

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PostPosted: Sat Aug 26, 2017 12:09 pm    Post subject:  
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No, Windows 8
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PostPosted: Mon Aug 28, 2017 9:07 am    Post subject:  
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Latest update:

1) All allied ships have been implemented to the same standard as the Mercenaries

Remaining:
1) Incorporate Trade-Group fleet (~175 ships) (September)
2) Finalize economy commerce (October - November)
**2b) Begin play-testing** (October - November)
3) Add Hiigaran upgrades (November)
4) Update all weapons files (~5000 of these, but the process will be mostly automated) (December)
5) Rewrite AI scripts (January - February)
6) Review and complete play-testing

Currently the game loads fairly quickly even with over 1800 ships in the build file.
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PostPosted: Wed Aug 30, 2017 10:52 pm    Post subject:  
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...heh, beware of setting deadlines for yourself Wink

The file must be getting quite big now.

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PostPosted: Fri Sep 01, 2017 2:16 am    Post subject:  
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Yes, it now has its very own center of gravity around which I appear to orbit!
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PostPosted: Tue Sep 05, 2017 11:22 pm    Post subject:  
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Here is a basic outline of the new re-vamped economy as it currently exists...

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PostPosted: Thu Sep 07, 2017 9:47 pm    Post subject:  
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Lots of stations - we'll need big maps with lots of space and many resources.
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PostPosted: Thu Sep 07, 2017 11:01 pm    Post subject:  
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To some extent...but keep in mind many of these stations are mutually exclusive so it may not be quite as cluttered as may first appear. There are seven focus options a player may choose and so essentially only about that fraction of these will be in the hands of a single player (and even many of these are progressive stations, thereby requiring only one of a given series to actually be present)...and only a practical few might be capable of reaching the end of any given tree.

A lot of resources will be required, but there are also other functions in the economy that will assist in procuring the needed RUs. At least this is the hope
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PostPosted: Sun Sep 10, 2017 9:49 pm    Post subject:  
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Sounds, intricate - and a lot of work too.
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PostPosted: Wed Sep 27, 2017 2:27 pm    Post subject:  
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Latest update:

1) Economy is now basically complete

Remaining:
1) Incorporate Trade-Group fleet (~175 ships) (October)
2) Begin play-testing** (November)
3) Add Hiigaran upgrades (November)
4) Update all weapons files (~5000 of these, but the process will be mostly automated) (December)
5) Rewrite AI scripts (January - February)
6) Review and complete play-testing
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ireland
PostPosted: Thu Sep 28, 2017 8:32 pm    Post subject:  
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Nicely done there.

2) Sounds good. Hopefully it will all hang together smoothly.

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Jelrak

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PostPosted: Sun Oct 29, 2017 8:08 pm    Post subject:  
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Latest update:

1) Trade-Group fleet (~175 ships) complete
2) Shaved 1 GB off memory load (by removing 1000 non-buildable spawn-only-mercenary ships from the build list)

Remaining:
1) Add Hiigaran upgrades (November)
2) Begin play-testing** (November)
3) Solve save-game limitation (November)
4) Refine resourcing operations (November)
5) Update all weapons files (~5000 of these, but the process will be mostly automated) (December)
6) Rewrite AI scripts (January - February)
7) Review and complete play-testing

Presently the key consideration is to continue to manage the length of the build file, as currently it exceeds the ability of the game to reload it from a saved game state. It has been brought down from 79,000 lines to 42,000, but must be further reduced to somewhere in the vicinity of 17,000 in order to be fully functional.

This means either:
1) stripping most detailed information from all ships and instead providing such in a separate document, <--the obvious consequence being some added complication in identifying ships from a list and applying the information back to the game during a potentially fast-paced building cycle

2) removing the ability to show ships that cannot yet be built while they require crew and officers (as these require duplicate entries), <--the difficulty being the potential lack of awareness on the part of the player as to what is available to build and/or being unable to determine why such ships cannot be constructed or where such ships may later be found. Documentation would be required to detail all of this information that would otherwise be more intuitively available

3) reducing certain potential near-redundancies, <--naturally there are some ships whose roles somewhat overlap, but the elimination of these would unlikely be sufficient to achieve the targeted number of lines

4) reducing the quantity of subsystems,

5) reducing the research tree,

6) converting Allied and/or Trade Group ships to be non-buildable, <--using a system similar to that of mercenaries, this would remove these ships from the player's discretionary build-list, but would equally reduce the distinction among these three types of forces (currently mercenaries are available for purchase by deploying beacons to summon the entire fleet rather than individual ships; while allies are purchasable in limited numbers at specific bases; and trade groups deal specifically with an exchange system for trade goods.

7) automate a significant portion of the resourcing operations in order to remove them from the build queue, <-- This would potentially eliminate about 100 ships, but would also reduce some element of flexibility on the part of the player to determine which types of resources upon which to concentrate

8) or some combination of the above

9) or disregard the ability to save games entirely
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