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

henk brouwer July 31st, 2002 05:42 PM

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

Originally posted by oleg:
OK, I edited systemtypes.txt
Offending planets have been changed from medium to small. There are no more mistakes when SEIV generates homeworlds:
[/url]

<font size="2" face="Verdana, Helvetica, sans-serif">Would it be possible to generate a new planet size class, with the same size and characteristics as Medium worlds but under a different name, something like "Medium moon". I think the AI looks for "Medium" worlds when assigning homeworlds and not for the actual size.

Fyron August 1st, 2002 04:19 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Henk:
Yes, but that would make it so that the maps would not be compatible with any other mods or the normal game. That was not the goal of FQM. http://forum.shrapnelgames.com/images/icons/icon7.gif

Oleg:
Interesting, I'll take a look. http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg August 1st, 2002 04:03 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
SE assign homeworlds to either to planets specified either as "medium" or "any" in systemtypes.txt. In case of "any" - it is most likely that SE IV first generates map and then converts randomly generated medium planets to homeworlds but may be not.

It is possible for SE IV to generate home worlds from vacuum: The "empty" system - just one sun and nothing else has a status "empire can start in = true". I once had a homeworld in such system - it was located in a sector 1:1. It seems that SE IV first assign races to systems that have "empire can start in = true" then it tries to place the homeworld. If there are no suitable planet, it may create one.

geoschmo August 1st, 2002 05:00 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I have found that at least when using pre made maps the game will more often than not make homeworlds out of vacuum rather than convert exsisting ones. Unless you set starting points that are in the same sector with an exsisting planet.

Geoschmo

tesco samoa August 1st, 2002 06:06 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Question. If your homeworlds appear in a sector cloaking nebula... How does your enemy find them...

geoschmo August 1st, 2002 06:10 PM

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

Originally posted by tesco samoa:
Question. If your homeworlds appear in a sector cloaking nebula... How does your enemy find them...
<font size="2" face="Verdana, Helvetica, sans-serif">They don't.

EDIT: I suppose they could get one of those neublae clearing devices, and then they should be able to see them.

[ August 01, 2002, 17:10: Message edited by: geoschmo ]

Gryphin August 2nd, 2002 03:31 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I'm trying to make a few good / evil maps.
Is the following correct:
1.5 = Optimal
1.4=Good
1.3=Good
1.2 = Mild
1.1=Mild
1.0=Mild
0.9=Unpleasant
0.8=Unpleasant
0.7=Unpleasant
0.6=Unpleasant
0.5=Unpleasant
0.4=Harsh
0.3=Harsh
0.2=Deadly
0.1=Deadly
0.0 = Deadly

Thanks

Fyron August 2nd, 2002 04:04 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Make planets with those conditions, and name them accordingly. Save the map. Load it in a game, and see what level each of the planets has.

Gryphin August 2nd, 2002 04:26 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That is how I got those values, I wanted to make sure I read them correctly http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron August 2nd, 2002 08:25 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ok. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron August 10th, 2002 01:37 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
&lt;&lt;&lt;BUMP&gt;&gt;&gt;

Gorgo August 26th, 2002 02:13 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Just a few quick questions concerning this fabulous mod:

1) Is FQM v.1.13 compatible with Gold 1.78?
2) Is there anything else I have to take care of when I set up a game for PBW (I already have Oleg's modification to avoid trouble with starting planets)?

Thankies,
Gorgo

Fyron August 27th, 2002 05:26 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
1) Is FQM v.1.13 compatible with Gold 1.78?

Yes. Any mod that is compatible with 1.67 is instantly compatible with 1.78.

2) Is there anything else I have to take care of when I set up a game for PBW (I already have Oleg's modification to avoid trouble with starting planets)?

If you use large (good) homeworlds, you have nothing to worry about, and can keep the medium moons. There are no other issues that I am aware of. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron August 27th, 2002 05:42 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod v1.14

New Version!

FyronsQuadrantModv114.zip - a 746 KB download

Here's the Readme:

Readme.txt

Fyron October 16th, 2002 08:37 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ok... now that people have had plenty of time to play with FQM, does anyone have any suggestions for it (other than adding new planet pics and such)?

Unknown_Enemy October 16th, 2002 09:57 AM

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

I don't know if it was already asked, but I want some planetoid artifacts...

I mean some objects, that could be considered as planets with random values, but with good storage values (30 facilities ?).

Could be....the remnant of a sphereworld that drifted in orbit of a gas giant or whatever you want.

So nothing hudge, but it would be soooo cooool to colonize the ruins of a death star......

Fyron October 16th, 2002 11:34 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I could do that, but it would require adding a new planet type. This makes the mod incompatible with the standard game, or other mods. So, that is not for this Version of the mod. I am working on a "deluxe" Version or something like that that will have lots of new planet types, and I could incorporate it into that.

Fyron October 16th, 2002 09:13 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Gryphin, I could do that with the normal FQM. All I'd have to do would be to make a few extra quadrant types, and maybe a few more system types to go along with them.

Gryphin October 16th, 2002 09:40 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron, I would enjoy a hostile FMQ universe. Hm, I guess if I study your mod I could mod it for my own use, (I would not distribute it). Still if you wanted to test it, my sweetheart and I enjoy FMQ 1.13 or 1.14 where there is a system separating us that Draws ships 4! sectors toward the center and then crushes them. Interessting coincedence: It is on the only system connecting 2 halves of the quadrant, (aSmall Dence Threaded Spiral)

Fyron October 16th, 2002 11:17 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That is a truly evil map! http://forum.shrapnelgames.com/images/icons/icon10.gif

Gryphin October 17th, 2002 12:01 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron posted: "That is a truly evil map! "
Yes it is, Thanks.

I am now focused on Steller Manip
She now has Romulans coming up her six.
Should have seen my peace loving sweethearts face when three Romulan Frigates came through from the south and started dropping CSMs on her undeffended home world.
Should have seen her face when I could not stop laughing.
"Stop! Laughing and show me how to make weapons!" http://forum.shrapnelgames.com/images/icons/shock.gif

[ October 16, 2002, 23:02: Message edited by: Gryphin ]

Gryphin October 17th, 2002 12:21 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron,
Do the astoroid fields that add to shields also shield ships without shields? I'm guessing the fields reduce the hit points of direct fire weapons.

Fyron October 17th, 2002 12:52 AM

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

Originally posted by Gryphin:
Fyron,
Do the astoroid fields that add to shields also shield ships without shields? I'm guessing the fields reduce the hit points of direct fire weapons.

<font size="2" face="Verdana, Helvetica, sans-serif">Every ship has a shield level. Some ships have a level of 0. So, if an asteroid adds 30 points to shields, an unshielded ship gets 0 + 30 = 30 shield points when fighting in such a sector. Some stars have the shield adding ability too, you know.

Gryphin October 17th, 2002 01:07 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Maybe create a spin off of 1.14 that would be "For Humans Only". This would generate a very hostile universe. To survive it would be nessasary to develope armor, shields, larger hulls, and repair early,

Gryphin October 18th, 2002 02:03 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Is it possible to create "Ruins Tech"
If so could you create a device with an incorrect decription?
Mabye it sayas destroys engines but it really does nothing, (becuase they don't know how to use it"
Maybe it says it acts as ECM but really it acts as a Meson BLaster V.

Suicide Junkie October 18th, 2002 03:55 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The actual weapon effects are displayed in the right-click description window. Nothing you can do about that.

The text descriptions of the abilities can be changed to whatever you like, however.

The main problem will be that experienced players will know what the component really does, while new ones will be confused.

Spoo October 18th, 2002 08:32 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I think you should make a galaxy type that includes an occasional ring/sphere world.

Gryphin October 18th, 2002 09:24 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Would it unbalance the game If someone found and colonized the Ring or Sphere World?

Suicide Junkie October 18th, 2002 09:33 PM

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

You could balance it out by having random movement and/or a damaging center, thus making it extremely hard to defend. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo October 18th, 2002 09:37 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
You could also balance it by having them be fairly common. Not as frequent as gas giants, but ten or twenty per quadrant should prevent one player from getting a big advantage.

Gryphin October 18th, 2002 09:42 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
SJ,
Can you make a Sphere world with random movement or can you specifiy the type of system it would occur in?

Fyron October 19th, 2002 03:14 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I can make new ruins techs, but that eliminates compatibility with the normal game, and so is not for this Version.

I do not know if the game will accept RWs and such in the data files for system types. I'll have to experiment.

Suicide Junkie October 19th, 2002 05:25 AM

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

Can you make a Sphere world with random movement or can you specifiy the type of system it would occur in?
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, yeah...
You just go into systemtypes.txt, and copy bits out of the blackhole entry, and other bits out of a normal system. Change a regular planet to size "Ringworld" instead of "Any", and see if it works http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron October 19th, 2002 11:37 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I am making new warp point heavy quadrants. I was wondering what the best order to put the quadrants in is. There are a lot of them now...

Which is better:

Mid-Life
WPH Mid-Life
Cluster
WPH Cluster
Grid
WPH Grid

Or:

Mid-Life
Cluster
Grid
WPH Mid-Life
WPH Cluster
WPH Grid

eorg October 20th, 2002 12:19 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
second one - i care more about warp-points than what the quadrant looks like :-)

Quote:

Which is better:

Mid-Life
WPH Mid-Life
Cluster
WPH Cluster
Grid
WPH Grid

Or:

Mid-Life
Cluster
Grid
WPH Mid-Life
WPH Cluster
WPH Grid
<font size="2" face="Verdana, Helvetica, sans-serif">

Fyron October 20th, 2002 12:38 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod v1.15

New Version!

FyronsQuadrantModv115.zip - a 754 KB download

Here's the Readme:

Readme.txt

Fyron October 20th, 2002 12:41 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
WPH = Warp Point Heavy. These quadrants have about 2x as many warp points in them.

Suicide Junkie October 20th, 2002 03:47 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
You might have to be careful with testing that one...

If systems have too many warppoints going in and out, the pathfinding may go nuts.
My FTL-map is a prime example of that, making it humans-only, and requiring some micromanagement of ship movement.

Fyron October 20th, 2002 05:25 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Well... 1 of my PBW games is using a Cluster map where I made the same exact change to the number of WPs and the min angle between them, and I haven't had any problems with pathfinding in there.

AJC October 22nd, 2002 02:05 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I have noticed the AI cannot handle the "Newly Forming" star system - ships sit over obscured planets and warp pts trying to colonize or warp through them everyturn.

The ai ends up with fleets and colony ships stuck in these systems repeating its Last orders but unable to comply because the object is hidden.

Fyron October 22nd, 2002 05:53 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Oh well. I guess the Newly Forming quadrant will be recommended for humans only.

AJC October 22nd, 2002 06:37 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I cannot play with any other maps now - the standard maps put me to sleep - you did a really good job with it.

I hope my comment to Aaron about the AI trying to use hidden objects gets his attention and he fixes it. That newly forming star system is cool.

I combine the TDM AIs , your maps and my mounts into a single mod. It makes for a pretty interesting game.

[ October 22, 2002, 05:38: Message edited by: AJC ]

Fyron October 22nd, 2002 07:17 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Thanks! http://forum.shrapnelgames.com/images/icons/icon10.gif

I would have prefered to be able to control the color of the sector storms, to either have all the same color in one system, or at least to have some sort of color scheme.

AJC October 22nd, 2002 07:47 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
IMO - the randomness of the storms makes it interesting...

Fyron October 22nd, 2002 07:52 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The original Version of the newly forming system had lots of storms all throughout the system. It looked really bizarre, with the multitude of colors. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron October 30th, 2002 11:05 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Anyone else care to offer any suggestions?

Fyron October 30th, 2002 08:03 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I wrote some planet descriptions Last night. More pics would always be of use though. http://forum.shrapnelgames.com/images/icons/icon10.gif

Gryphin October 31st, 2002 01:56 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Pics of planets, storms, or?

Andrés October 31st, 2002 02:17 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Use pics from the image mod.

Gryphin October 31st, 2002 02:28 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
You have a great help file that explains the systems. What are the chances of including a lot of the Readme.txt in the help file?
It is not needed, but it might be nice.


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