That’s what I think too.
It seems like the game just stops loading stuff if it runs out of memory, and that the graphics memory and the memory that does the thinking for the game are lumped together.
If too many races were in the game with the graphics turned up, then sometimes I would get the error that a certain file couldn’t be found even though it was there.
By watching the AI really closely, I could also tell that the scripts to control the CPUs weren’t being followed if there were too many races.
Then there’s the white-ship problem which I know some other mods have had too.
There are still some things I can try out to solve it for Star Trek vs. Homeworld though:
I already used the LoadSharedModel line wherever I could in the last version of Goliath, and it really made it run better.
Then there are some really big FX that could be changed out, like there are some blue photons that are set up kinda dumb and use a lot of memory.
I also want to try to overwrite all of the HODs that aren’t actually used in the game with a really small file like the HOD from a tiny bit of salvage or maybe even a blank text file. It looks like every file from the whole game gets loaded at the start of the game, so maybe they could be overwritten with something itty-bitty when the compatibility mod gets loaded last.
The compatibility mod is already totally fun I think, but I’d really like to be able to put the random option back in for the races. I took it out so the player can avoid this problem, but I actually really like the beginning of the game where you have to figure out which race all of the players are to plan your strategy.