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

Fyron March 2nd, 2003 06:38 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Faster growth helps them reach the miniumum pop to move to each planet faster, so I would imagine it helps them out more than hinders them.

Fyron March 2nd, 2003 06:43 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
It seems as if the Max Systems is set to 155 instead of 255 in the latest release of FQM. This is not a big deal, and you can fix it by opening up Settings.txt and changing it back to 255. Or you can leave it at 155, or put it on whatever number you want. http://forum.shrapnelgames.com/images/icons/icon7.gif

mlmbd March 2nd, 2003 04:20 PM

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

This is not a big deal, and you can fix it by opening up Settings.txt and changing it back to 255.
<font size="2" face="Verdana, Helvetica, sans-serif">So, is FQM suppose to be set to 155 or the max 255? http://forum.shrapnelgames.com/images/icons/icon12.gif

Oh, Sorry! Love the tweaks! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Fyron March 2nd, 2003 08:53 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
It can be whatever you want it to be, really. I personally prefer 255 max, but I am sure there are people out there that prefer a different max.

Gryphin March 3rd, 2003 12:21 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I like max system set to 120.
I can then do a Large Dence Threaded Spiral Paradise and the planets do not line up along the edges.
When planets do line up along the edges it is hard to see where the warp points lead. Sometimes you can have 3 or more systems in a row and they do not link in a "consecutive" order.
Planets 1 2 3 4 lined up visualy * * * *
1 links to 3
2 links to 4
3 links to 2 and 1

It is tough for me to keep track of.
The work arround is "Don't use threaded spirals" http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd March 3rd, 2003 07:34 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron, 255 it is! Thanks!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

JLS March 3rd, 2003 07:56 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Is there a point in maximum systems settings where the SE4 Map Editor v1.65 won't regenerate a random map without a fatal error?

Fyron March 3rd, 2003 09:39 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The map editor does not like non-default data files. http://forum.shrapnelgames.com/images/icons/icon7.gif You can generate a map in-game in the game setup screen, and then save it. Load that map in the editor, and away you go. http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS March 3rd, 2003 09:50 PM

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

Originally posted by Imperator Fyron:
The map editor does not like non-default data files. http://forum.shrapnelgames.com/images/icons/icon7.gif You can generate a map in-game in the game setup screen, and then save it. Load that map in the editor, and away you go. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Fryon, a few months ago I was trying to make a Cluster scenario and I kept getting a Fatal error with more then 120 systems, I was getting real frustrated.
I really like your Systems Images in your Mod. I renamed the Se4 original systems folder and I use yours for all games….

[ March 03, 2003, 19:59: Message edited by: JLS ]

Desdinova March 5th, 2003 11:19 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
fyron, regarding the mistake i made from the AICampaign thread of not copying all files. is it just the components i need or are there other items also.
after looking at this accident i have decided it is not really that unbalancing to have pregenerated ring and sphere worlds (unless you start out with one as a homeworld like i did). it is going to take me forever to populate them and build the facilities. after all who knows what ancient races may have been out there and what they left behind.

edit: for those who havent read the other thread, i combined fqmdeluxe with the aicampaign but apparently didnt copy all the required info properly. in the starmap the game generated i have encountered 3 small ringworlds, one of which i started out as a homeworld. the map is a large one and i have only explored 10 starsystems so far due to alien minefields. so there is no telling if there are sphereworlds or other ringworlds out there. the other thing is they are classified as rock gas and ice planets just like normal ones. one of the other races is ice and it has populated the ice one already. should be interesting to see how this game turns out. (assuming the ai doesnt kill me)(again)

[ March 05, 2003, 09:24: Message edited by: desdinova ]


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