[REL] Gross Economy v6.3.2

Discussion in 'Released Mods' started by wondible, February 19, 2014.

  1. wondible

    wondible Post Master General

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    I was getting an inkling of the discomfort. I swapped them, but it's going to take a while for me to adjust to the change.
  2. tatsujb

    tatsujb Post Master General

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  3. proeleert

    proeleert Post Master General

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    Broken in current build (62037)
  4. wondible

    wondible Post Master General

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    Wonderful - live_game_econ is spamming the console. I'll probably have to shadow it just to get any work done.
  5. cptconundrum

    cptconundrum Post Master General

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    That seems like it could hurt client performance if it is really that spammy. Maybe you should post a bug report.
  6. wondible

    wondible Post Master General

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    I saw a lot of printing in new_game as well, but that shouldn't be as big an issue. I suspect Uber expects to be doing a lot debugging of the next couple days ;^)
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  7. proeleert

    proeleert Post Master General

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    Don't forget to package and upload to pamm :)
    Works fine 2.0 works fine in gamma.
  8. mojo8448

    mojo8448 New Member

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    2014-03-04_00001.jpg this is the problem i have with the gross eco mog pls helpnot a big deal but is should be moved
    2014-03-04_00001.jpg
  9. cptconundrum

    cptconundrum Post Master General

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    That is only an issue on low resolution screens. Are you using resolution scaling in settings? Setting that below 100% can cause problems with some mods.
  10. trialq

    trialq Post Master General

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    The image is 1248x720, is this the resolution the game is displayed at? Is there still a problem at 1280x720 (the minimum recommended resolution)?
  11. mojo8448

    mojo8448 New Member

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    so should i set the precentage to 125%
  12. mojo8448

    mojo8448 New Member

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    yes i use a mac and it stays windowed all the time i cant change it
  13. wondible

    wondible Post Master General

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    I'm in the same boat. If I'm looking at the right artifact, the only issue is overlap of purely decorative elements. We could mod the player header to be shorter, but I don't consider it major problem.
  14. keterei

    keterei Active Member

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    Hey, would you be able to include a count of the amount of fabbers you have available and their required resources along with your economy readings? That would be very useful.
  15. wondible

    wondible Post Master General

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    Not easily. As far as I know, I'd have to watch selections and perhaps periodically make a very brief selection (crossing my fingers and hoping it doesn't mess the player up)
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  16. cola_colin

    cola_colin Moderator Alumni

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    You could use the AlertsManager mod framework, hook into the alerts and count constructed/destroyed events.

    EDIT:
    In bigger games some events are never triggered though, so it may go wrong the bigger the games is.
  17. wondible

    wondible Post Master General

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    Do they get resent when you reconnect?
  18. cola_colin

    cola_colin Moderator Alumni

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    No, disconnects break it. Best thing you can do store the number in local storage, but even then units constructed/destroyed while offline are not counted.
  19. tatsujb

    tatsujb Post Master General

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    it looks like you have the new better build bar mod, where you can have the icons 100% scales (bigger) or 50% scale. you should look into setting them to 50% in settings.
  20. wondible

    wondible Post Master General

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    Looks like a few cosmetic issues in 63180, but Uber gave me a minimum efficiency for free.

    I've been wanting to overhaul this a bit, so I'm planning to defer work for now.

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