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

Trailblazer January 6th, 2003 03:33 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I do still have both the maps and savegames folder; neither is empty, at it happens. I agree, the mod launcher is perfect for keeping the savegames separate, especially when using incompatible mods.

At the moment, I don't remember which folders I deleted. http://forum.shrapnelgames.com/images/icons/icon7.gif If I encounter the problem again when I install the soon-to-be-released update, I'll report back.

One other item of potential interest that I haven't seen mentioned; not a bug, just a quirk: If the player or AI produces colonizers in a system that happens to have random movement of ships, the colonizers will start off-planet. Any automated command, either by the AI or the player using the "send colonizer" button, that activates those colonizers will fail to load colonists and result in the creation of zero-population colonists which then have to be manually populated, as the transport minister never seems to do so, in my experience.

Fyron January 6th, 2003 07:57 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I could give new colonies a starting population of 1 million. Empty colony ships will create colonies that have 1 million pop instead of 0. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 6th, 2003 08:11 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I recently learned that the 30 MB limit on Shrapnel is per file, not per user. So I have uploaded the Deluxe Version of the mod here on Shrapnel.

The link in my sig now links to the file on Shrapnel, not PBW. Happy downloading! http://forum.shrapnelgames.com/images/icons/icon12.gif

Trailblazer January 6th, 2003 05:00 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Actually, starting the colonies with 1M by default would be great! Or maybe 4M to simulate a colonizer with no cargo pod, if that wouldn't be a conflict and would be safe from potential abuse?

Another quirk I noticed Last night while testing my AI which I can't explain yet is that for some reason, the AI was repeatedly attempting to colonize a specific sector with two storms and no planets in a one of the few "newly-formed" systems on the map. I didn't take any notes, but if you'd like more info, let me know.

Fyron January 6th, 2003 09:56 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That means there is a planet there, and it is behind a cloaked storm. AIs will still try to colonize cloaked planets, even though they can't.

Captain Kwok January 7th, 2003 12:19 AM

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

Originally posted by Imperator Fyron:
That means there is a planet there, and it is behind a cloaked storm. AIs will still try to colonize cloaked planets, even though they can't.
<font size="2" face="Verdana, Helvetica, sans-serif">It must be that "Storm C" planet system. You should edit that out...

Fyron January 7th, 2003 01:21 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I know what causes it. As long as they only waste 1 colony ship, I don't see it as that big of a deal.

Trailblazer January 7th, 2003 04:01 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ah, of course; I should have read further back in this topic. Not a big deal to me.

I would like to add a vote for the occasional derelict ringworld/sphereworld system, if it's doable.

Thanks!

Fyron January 7th, 2003 04:13 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
It might be doable, but would only be included in something like the Ancient quadrant type. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 11th, 2003 07:05 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod Deluxe v2.01

Here is a new Version of FQM Deluxe!

You can get the patch here:
FQM Deluxe v2.01 Patch - a 408 KB download.

You can get the full Version here:
FQM Deluxe v2.01 - a 12,420 KB download.

Or, you can download a smaller Version in which the huge system graphics have been converted to jpeg format. You will need to convert them back to bmp format for them to work in-game. Check the ReadFirst.txt file for the locations of the files. You can get this smaller Version here:
FQM Deluxe v2.01 JPEG - a 2,941 KB download

You can also view the Readme.txt.

You will need at least the Planet Pack of the Image mod installed to play with this mod. It can be gotten from here:
SE4 Image Mod

You have to play maps made with FQM Deluxe with the mod itself; the maps will not work in other mods. This is because files were modded that remove universal compatibility.

For converting those jpegs, you could get Irfan View, at http://www.irfanview.com/. It has a nice batch conVersion utility that will quickly convert a bunch of files from one format to another.

Ooops! I forgot to include the readme from USM in the FQM Deluxe zip! http://forum.shrapnelgames.com/images/icons/icon9.gif

Here are the pertinent files:

USM Readme.txt

USM Credits.txt

[ January 11, 2003, 05:35: Message edited by: Imperator Fyron ]


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