Star Wars: The Mod Awakens

Star Wars: The Mod Awakens 1.11

Sadly, turn times are brutal, especially during the beginning -- 512 planets already preplaced, thousands of units on the field, half the galaxy fighting the other half or eliminating local pirate threats. It gets much better once the fighting stops, especially as you gain territory.

By the time you get to 100+ planets, AI turn times can drop to sub 2min in peacetime -- on a processor running at 4.2Ghz+ (multi processors do nothing).

With the EXE settings having AI turn popups show up like how they would in multiplayer games, you can just play your turn and let it do it's thing in the background -- grab some food, lift some weights, etc.


Hope this helps, though I know not the answer you want
Thank mate, I have been playing and the turn times have been slowly decreasing.

I have been playing as Pentastar Alignment completed the research of Starship - Assembly, but unable to build Victory II Star Destroyers in Yaga Minor and it looks like I’ve already got all the necessary resources I.e Duranium. Any ideas?
 
Thank mate, I have been playing and the turn times have been slowly decreasing.

I have been playing as Pentastar Alignment completed the research of Starship - Assembly, but unable to build Victory II Star Destroyers in Yaga Minor and it looks like I’ve already got all the necessary resources I.e Duranium. Any ideas?
You do have the EXE mod installed using the "default.c3x_config.ini" I supplied -- extremely key? Only thing I can think of. Pentastar should start with everything you need to build ISDs let me know if there are other issues.

Can you build Victory 1s?

Pentastar is one of the better starting factions, lots of potential -- great choice btw!


... and I'm banging my head on the re-install of the CX25 and Win11 ARM emulation :crazyeye:
😮
 
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