.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Fyron's Quadrant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=6426)

Lord Blam November 21st, 2002 08:02 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Thanks...an easy fix, and now I've got it working beatifully.

ArchAngel7 November 23rd, 2002 08:41 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Great job IF! I have noticed a problem with missing pics/info. I created a dense cluster - 248 systems, 3005 planets. The following systems all had the same error. Planets X and XI were missing pics and under Atmosphere it said NA. The systems were: Aldron, Celestine, Cron, Da'Lush, Double Helix, Estonia, Hachioji, Legaer, Lermontov, Melcil, Morak, PiPowwed, Recalde, Seimei, Strackea, Tharsis, Ugrumph, and Wanduk. If this is something I can fix on my own please let me know. Thanks.

Captain Kwok November 23rd, 2002 09:28 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The missing planets etc. are because Fyron's Quadrant Mod uses the ImageMod, which you need to have installed to see the missing planets.

ArchAngel7 November 23rd, 2002 09:47 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I'm using ImageMod Planets Version 1.6 with planet pics from 1 to 704.

Suicide Junkie November 23rd, 2002 10:23 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
With an atmosphere type of N/A and probably a surface type of N/A as well, those sound very much like the Null-Planets I was having trouble with when I tried to make a new planet size.

Fyron November 23rd, 2002 10:34 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by ArchAngel7:
I'm using ImageMod Planets Version 1.6 with planet pics from 1 to 704.
<font size="2" face="Verdana, Helvetica, sans-serif">Try getting the latest patch of the Planet Pack (it's at 1.8). If that doesn't fix those planets, then there may be a problem. http://forum.shrapnelgames.com/images/icons/icon7.gif

ArchAngel7 November 23rd, 2002 11:54 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Well 1.8 seemed to fix it. I'm wondering IF, if in your next update you might consider throwing in some random ringworlds or dysonspheres ( maybe cloak them so you'd need gravitic or temporal level 4 sensors to see them) and giant and titanic size planets. Just a wish list on my part! http://forum.shrapnelgames.com/images/icons/icon10.gif

Kamog November 23rd, 2002 11:57 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
How do you cloak a ring world or sphere world? What tech to you need for that?

Fyron November 24th, 2002 12:26 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
AIs still see and try to colonize cloaked planets, even though they can't colonize them.

You cannot cloak planets with the normal data files. You have to mod in the ability. I am not sure if it works when placed on a planet directly though. A sight-obscuring storm is still visible itself, even though it cloaks everything else in the sector.

[ November 23, 2002, 22:28: Message edited by: Imperator Fyron ]

capnq November 25th, 2002 12:22 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
And turning on Planet Names in (F11) Status/Empire Options will label the cloaked planets, even if you can't see them.


All times are GMT -4. The time now is 06:52 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.