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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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ireland
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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Jelrak

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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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ALC

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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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