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-   -   Fyron's Quadrant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=6426)

Fyron December 17th, 2002 05:20 AM

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

Originally posted by TerranC:
Use more of the imagemod pics.
<font size="2" face="Verdana, Helvetica, sans-serif">I have used all of the imagemod pics that are decent enough to be used in-game. http://forum.shrapnelgames.com/images/icons/icon7.gif

Krsqk December 17th, 2002 06:11 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
With no cube worlds? How can you say that when you don't use cube worlds? http://forum.shrapnelgames.com/images/icons/tongue.gif

Captain Kwok December 17th, 2002 09:00 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I wouldn't mind seeing some new planets as discussed before. How about more realistic placement of planet types?

[ December 17, 2002, 07:01: Message edited by: Captain Kwok ]

Kamog December 17th, 2002 10:56 AM

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

Originally posted by Krsqk:
With no cube worlds? How can you say that when you don't use cube worlds? http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="Verdana, Helvetica, sans-serif">What is a cube world?

Fyron December 17th, 2002 10:14 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
No cube worlds.

I have considered more realistic placement of planets, but that would require a lot of work. http://forum.shrapnelgames.com/images/icons/icon7.gif

Wizarc December 18th, 2002 11:50 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Been trying for a couple of days now but the FQM Deluxe 2 does not work. Get a page cannot be found. The standard works fine.

Captain Kwok December 18th, 2002 03:57 PM

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

Originally posted by Imperator Fyron:
No cube worlds.

I have considered more realistic placement of planets, but that would require a lot of work. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Not really...

It takes no longer than it would just entering "any" entries. You just use rock planets more near the star, ice planets in ring 4 or 5, gas giants beyond those. Mix it up occassionally for variety and it should be fine.

Fyron December 18th, 2002 10:39 PM

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

Try logging it to PBW, then going to the Files Library section. It is in there.

Kwok:

But that forces systems to have set numbers of each planet types. Randomness is more appealing to me. Although, I suppose I could make a few "Realistic" quadrant types to do that in. http://forum.shrapnelgames.com/images/icons/icon10.gif

Captain Kwok December 19th, 2002 01:56 AM

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

Originally posted by Imperator Fyron:
Kwok:

But that forces systems to have set numbers of each planet types. Randomness is more appealing to me. Although, I suppose I could make a few "Realistic" quadrant types to do that in. http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Not really. You still have all sorts of variety in sizes and atmospheres, it'd just be mostly rock planets closer to the star, etc. In addition, make several duplicates of systems with the same amount of planets, making various changes to create different looks.

Fyron December 19th, 2002 02:35 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That would require even more work, for nominal gain. http://forum.shrapnelgames.com/images/icons/icon7.gif I'll think about it.


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