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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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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 |
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. |
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 |
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...
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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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 ] |
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 |
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.
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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
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
<<<BUMP>>>
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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 |
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 |
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 |
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)?
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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...... |
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.
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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.
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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)
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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
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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 ] |
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. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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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,
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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. |
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. |
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.
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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?
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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 |
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.
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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? |
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. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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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 |
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 |
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 :-)
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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 |
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.
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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. |
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.
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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. |
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.
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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 ] |
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. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
IMO - the randomness of the storms makes it interesting...
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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
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Anyone else care to offer any suggestions?
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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
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Pics of planets, storms, or?
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Use pics from the image mod.
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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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