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One thing I'd love to know from the developers is why in this day and age they still developed a game that didn't have the ability to AT LEAST take advantage of a PAE (physical address extension, allows 32-bit to see and address 8 GB memory by using 36-bit memory addressing instead of 32) kernel (which the Win7/8 32-bit kernels support). Considering 90%+ of their market probably will have Windows 7+, easy enough to make the program have the ability to do 36-bit memory. Not that this has anything to do with either mod.I generally do exactly like Lavo suggests and disable anything I'm not actively going to use. I do not, however, modify the file, I do use the ingame mods management since it always works for me, and allows me to change what factions are active at the time of playing. I also have paging active and haven't (yet) needed to consider enabling LAA and have had no issues in vanilla, SoaGE, or Requiem.
The game was concieved in 2005 by an Indie company. There isn't much you can do about that. The engine itself would have to be completely reworked if they wanted to accompany something else or at least so I've been told. Which wouldn't be worth the effort for just a standalone expansion. Maybe for a full blown sequal.
Posted up a new full version of SoGE today that features properly binned meshes, which has resulted in decreasing SoGE's RAM footprint, decreasing load times, and decreasing the amount of space it takes up (1.9 GB vs 2.34 GB), versus past SoaSE:R versions.
Finally got to try v1003...horribly broken. Can't build capitol ships as the Empire since it requires "Basic Military Academy" lvl 1, and there is no research for that. This is on a full delete of the mod and reinstall to make sure there were no issues, downloaded from a moddb mirror, not the one you say causes corrupted downloads.
Because the base game is inherently less stable. EAW, while it has quite a few issues, is more stable when using a crap-ton of memory than the SosSE engine. Never realized when I bought Rebellion how old the SoaSE engine was.As far as caps, yes, the limit is 999, but I can't research to increase my current fleet capacity since the 2nd tech to raise it requires a research that is no longer in the mod.