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Operation Shadow Hand - mod starting units issue


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#1 Aizen Teppa

Aizen Teppa
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Posted 05 August 2014 - 12:18 PM

I hit the wall on this one.

 

Decided to mod starting units in OSH. Faaar too much junk on the map. Is there any limit of what engine can handle numbers-wise?

 

I removed overwhelming amount of rubbish (fighters, transports, corvettes, frigates) although ignored Pirates. Added some fun ships here an there. Defo not as many as removed ones - just some capitals/cruisers here and there  - Eclipse over Byss (yay), some MCs/Bulwarks for Rebels to give them more punch overall.

 

Problem is: if I modify only Byss (added Eclipse, removed junk, changed number/class/version of ships in orbit) everything is fine. When I proceed on a galactic scale OSH always hangs, ctrlaltdel -> kill process. Make no mistake, number of units removed is higher than added ones.

 

Really puzzled by this. :thumbsdownsmiley:  And modding planet by planet, load/quit, mod/load/quit.... testing if scenario is still working - not fun at all.





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