basic tile 2kb. on a average map you can have a shit load of tiles lets say it has 10,000 basic tiles that's 20,000kb right there.
cliff tile 23kb (that's one of the largest ones) i would say about 100 cliff tiles. so that's 23,00kb right there.
The allied base when all build is about 5.86mb. The soviet base is about 9.2mb. And the Yuri base is about 9.76mb. so if you have all the 3 sides in one skirmish that's about 24.82 mb.
The GTNK vxl is about 39.5kb. lets just say 10 of those tanks are used that's 390.5kb
The GI shp is 181kb. say there's about 20 of them used, that's 3620kb.
Hell march 2 is about 4.75mb
Then there's all the other little sounds that get played in the background, along with the eva thing.
and then there lighting on most maps.
And then there's all the animations (not building animations, animations like explosions, and the little twinkels from the water and ore.)
and then every tile has to have blue/black background on each shp removed and placed over another tile. I'm sure that takes some kind of comp power.
then there's your timed objects that your game has to keep watch over. like AI stuff, ore stuff, triggers, build times, move times, animation time, list could go on forever!
So i dont think theres to much that any one can really do about it... its just how this game is.
cliff tile 23kb (that's one of the largest ones) i would say about 100 cliff tiles. so that's 23,00kb right there.
The allied base when all build is about 5.86mb. The soviet base is about 9.2mb. And the Yuri base is about 9.76mb. so if you have all the 3 sides in one skirmish that's about 24.82 mb.
The GTNK vxl is about 39.5kb. lets just say 10 of those tanks are used that's 390.5kb
The GI shp is 181kb. say there's about 20 of them used, that's 3620kb.
Hell march 2 is about 4.75mb
Then there's all the other little sounds that get played in the background, along with the eva thing.
and then there lighting on most maps.
And then there's all the animations (not building animations, animations like explosions, and the little twinkels from the water and ore.)
and then every tile has to have blue/black background on each shp removed and placed over another tile. I'm sure that takes some kind of comp power.
then there's your timed objects that your game has to keep watch over. like AI stuff, ore stuff, triggers, build times, move times, animation time, list could go on forever!
So i dont think theres to much that any one can really do about it... its just how this game is.