If it is then someone isn't modding right and probably shoudn't be using it anyway. If your still experiencing crash on load up ensure your mod IS UP TO DATE. I tested this with all mine, juzz's expanded arsenal mods' adventure mod (as i know these ones are up to date) and it loads fine with this mod active. Just to be clear you don't need this when using my own mods, i don't need this active, each races just uses a handful of requisites, the entire playable factions use a total of an extra 1. Races, secret tech and faction reqs are untouched its just ammo. So to getting a working version, this deletes the ammo requisites in explosive, biochemical, psionic, kinetic, arc (Lasers had none). Colonizers or units to build.įor the next project we can likely up the limit but we're also considering other approaches where Modding would not have to make use of that system at all." QOUTE: Dev GodĪs much as this is painful and unfortunate it needs to be said the devs did an amazing job building a wonderful game and giving access to some pretty amazing modding tools. It's an old optimization applied to Unit Requisitions as it is used by the AI to check for f.e. The devs used up the bulk of the requisite slots so its been a turf war for what ever modder you like more. This is primarily the developers fault as they have all these utterly useless weapon requisites, once the 520 becomes capped it will either immediately crash or start running a stream of assertion fails which are a bad thing. If you are one of those people who love all the big fat mods but find the game crashes when you try to load them, this is whats happening, the game has a hardcode 520 requisite limit. Allows large unit mods from different modders to work togetherish
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