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

Gryphin October 31st, 2002 02:29 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron,
I'm guessing you still need Planet Descriptions?
Do you need or could you use any additonal pics?
I don't know if I have time for this but maybe others do.

Fyron October 31st, 2002 04:46 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I was more refering to other things than new pics, cause new pics remove compatibility with other mods and the normal game. And besides, I already have a beta Version of a mod using all the image mod picks. http://forum.shrapnelgames.com/images/icons/icon12.gif

Gryphin:
The link to the readme in the help file isn't enough?

Gryphin October 31st, 2002 05:57 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Link to readme? oh, that link, mea culpa.
Thanks,

Arkcon October 31st, 2002 06:13 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Imperator, on another thread there is interest in larger storms. Perhaps if you not only made a system storm heavy, but you also tweaked the system rings they appeared in, they would be more likely to be adjacent and look like one storm.

I'm simply too lazy to try this out myself, and your quadrant mod is so well done, maybe this is easy for you?

Don't let the fact that they'd be different colors and have different effects discourage you. Happens all the time on Star Trek ... the hide in a nebula, but have to avoid "pockets of illogical plot device" ^H^H^H^H^H^H metrion gas" http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 31, 2002, 22:17: Message edited by: Arkcon ]

Fyron October 31st, 2002 06:17 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
If they had different graphics and looked like they might be one big storm (even multi-colored), that would be cool. http://forum.shrapnelgames.com/images/icons/icon12.gif

I am thinking of throughing a lot more storms into the systems though. 4-5 in a standard system sounds nice. http://forum.shrapnelgames.com/images/icons/icon12.gif

geoschmo November 2nd, 2002 03:29 PM

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

Originally posted by Gryphin:
Is there anyway to control the number of systems or is it hard coded?
Idealy I would like to have a Medium Dence Spiral Thread that did not have any excess.

<font size="2" face="Verdana, Helvetica, sans-serif">You can't specify an exact number of systems, but you can play around with the Max systems in settings.txt and then use Large quadrants. Large just means a numebr close to the max listed in the settings file. So set that to 110 or something until you consistantly get maps that look like what you want.

Geoschmo

Fyron November 2nd, 2002 07:51 PM

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

Originally posted by Gryphin:
RE: Storms,
Is it possible to arrange storms like the astoroid belts? That may make for some interesting systems.

<font size="2" face="Verdana, Helvetica, sans-serif">That's a lot of storms. http://forum.shrapnelgames.com/images/icons/icon12.gif I wonder what such a system would be called...

Gryphin November 3rd, 2002 02:12 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I love the Dence Spiral Thread. I don't like it when the systems get strung along the edge of the quadrant. Your help file mentions when there is more than 120 systems that is what happens. I have found using Small this does not happen. Using Medium I can almost get non edgy maps about 1/3rd of the time. Is there anyway to control the number of systems or is it hard coded?
Idealy I would like to have a Medium Dence Spiral Thread that did not have any excess.

Gryphin November 3rd, 2002 02:17 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
RE: Storms,
Is it possible to arrange storms like the astoroid belts? That may make for some interesting systems.

Captain Kwok November 3rd, 2002 02:33 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I think you can have any physical type arranged like an asteroid belt. Just look at how the the asteroid belt system is created and just replaced it with storms, planets, etc.

Gryphin November 3rd, 2002 05:42 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Call it:
Stormy Skys?

Fyron November 4th, 2002 10:05 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Stormy Skys... makes no sense, because ships go through space, not atmospheres. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron November 4th, 2002 09:43 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That makes sense from the perspective of a race confined to one planet. But from the perspective of a star-faring race, it is my opinion that "sky" wouldn't be used to refer to space. I could be wrong though, as I have never met a star-faring race. http://forum.shrapnelgames.com/images/icons/icon12.gif

geoschmo November 4th, 2002 10:05 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Call your stormy system "Badlands"? http://forum.shrapnelgames.com/images/icons/icon10.gif

Hey Fyron, how about adding another quadrant type to the mod? One where the systems are all heavily interconnected. Lot's of warp points. Raise the warp points per system and lower the angle between warp points.

Your mod would also be a great place to have premade maps. You could include a maps folder with special maps made by you and others.

Geoschmo

Fyron November 4th, 2002 10:11 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Geo, have you looked at 1.15 yet? It has a lot of Warp Point Heavy quadrants that already have 2x the # of WPs and 1/2 the angle between them. http://forum.shrapnelgames.com/images/icons/icon12.gif

The Badlands is a good name though, and pre-made maps are cool too. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 04, 2002, 20:13: Message edited by: Imperator Fyron ]

geoschmo November 4th, 2002 10:31 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
No, I had not looked at 115 yet, have now. That's the idea. Although I get crazy sometimes and like to play a game with a full ten warp points per system. Do that, raise the systems to 255, set the game to warp points located anywhere, and http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif .

If you want to include my Sphere Map in the next mod, go ahead. It's a grid map with wrap around warp points. No edges, and no corners. http://forum.shrapnelgames.com/images/icons/icon10.gif

Geoschmo

[ November 04, 2002, 20:34: Message edited by: geoschmo ]

Fyron November 4th, 2002 11:06 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I like sphere maps, but I am too lazy to make a bunch of them. http://forum.shrapnelgames.com/images/icons/icon10.gif

capnq November 4th, 2002 11:33 PM

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

Raise the warp points per system and lower the angle between warp points.
<font size="2" face="Verdana, Helvetica, sans-serif">My Hypermaze quadrants are set at 8 warp points and 40 degrees. I usually play it in a large quadrant with not all connected. Systems with 5-6 WPs are fairly common, and I remember one game where my home system had 7.

Gryphin November 5th, 2002 02:29 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I think of the sky, and the night sky in particular as starting someplace above the local trees and extending to infinty.
It never ocured to me that the sky was limited to atmosphere.

Fyron November 5th, 2002 07:17 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Geo, what did you do when making your sphere map? Did you make all the WPs in the Editor, or did you cheat and make them in the game, and move them to the proper location?

Anyone:
Map files are big! 5 of them are 900 kB zipped. http://forum.shrapnelgames.com/images/icons/icon12.gif I think I'll put them in a separate zip or something, cause if I have a lot of them, the mod file will get huge.

[ November 05, 2002, 05:24: Message edited by: Imperator Fyron ]

Fyron November 5th, 2002 08:07 AM

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

I just made one sphere map, then accidentally saved over it when I was working on a second one. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron November 5th, 2002 09:18 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod v1.16

New Version!

There are 4 new custom maps.

FyronsQuadrantModv116.zip - a 1,280 KB download

Here's the Readme:

Readme.txt

Fyron November 5th, 2002 11:37 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
If you make them in-game and then edit them, you don't have to worry about getting all of the system names right. http://forum.shrapnelgames.com/images/icons/icon12.gif Just 1 HW with modded comps and no AIs is all you need.

geoschmo November 6th, 2002 02:38 AM

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

Originally posted by Imperator Fyron:
Geo, what did you do when making your sphere map? Did you make all the WPs in the Editor, or did you cheat and make them in the game, and move them to the proper location?

<font size="2" face="Verdana, Helvetica, sans-serif">I made them all in the map generator. I started with a grid map and then added the wrap around warp points. I tried to do them in game, but it didn't work so well because the warp point would go to the right system, but be on the wrong side of the system. I suppose I could have created them and moved them, but I didn't see how that was much easier then just making them in the map editor to begin with.

That map editor really needs some changes. Need to be able to drag stuff. Ought to be able to click two systems and make a warp point between them, and then drag the ends in system where we want.

Geoschmo

Fyron November 7th, 2002 10:35 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
So has anyone checked out the custom maps yet? http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron November 12th, 2002 11:15 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Aargh. The new Deluxe Version is 13 MBs. http://forum.shrapnelgames.com/images/icons/icon7.gif Too big to be uploading it and revisions to Shrapnel. Hey Geoschmo, do you suppose I could have it set up in the PBW file library? I recall that Users cannot upload files larger than 5 MB to the file library. And, I seem to recall that there was a way around this, but I do not remember it. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo November 13th, 2002 12:23 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
To do this you need to get your mod uploaded somewhere on the net that I can get to it. You can upload large files to shrapnel, or use one of those free file sharing servers that are alkl over. But it needs to be in one piece and somewhere I can get to it, and you can't email it to me. Then make a text file that says bascially "This is the blah blah mod" and zip it up and upload that to PBW as a placeholder. When you upload fill out the name and description just like it's the actual mod, don't say anything there about it being a placeholder, but when you browse for the zip file select your placeholder file. Then let me know where I can get it and I will copy it to PBW so people can download it by clicking on the file library link.

Geoschmo

Phoenix-D November 13th, 2002 12:58 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Why is the new Version so big, anyway?

Phoenix-D

Fyron November 13th, 2002 02:12 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Hmm... you might want to delete the partial deluxe mod file I had uploaded to PBW then... http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron November 14th, 2002 05:43 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ok, FQM Deluxe is now available to the public!

You can get it here: FQM Deluxe v2.00 - a 12.0 MB 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.

[ November 14, 2002, 04:56: Message edited by: Imperator Fyron ]

Phoenix-D November 14th, 2002 05:45 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I still want to know why it's so big. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D

Fyron November 14th, 2002 05:49 AM

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

Phoenix-D November 14th, 2002 05:52 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Read. Doesn't that defeat the purpose of the image mod though?

Phoenix-D

Fyron November 14th, 2002 05:53 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
How so? The Image Mod is not included in the download.

Phoenix-D November 14th, 2002 05:57 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
OK, then that doesn't explain why it's so big.

All I saw was this line:
Added many pictures from the Image Mod.

And assumed you included those images.

Phoenix-D

Fyron November 14th, 2002 06:15 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
- Added 10 new pictures for Nebulae systems.

System graphics are excessively large...

[ November 14, 2002, 04:35: Message edited by: Imperator Fyron ]

Fyron November 14th, 2002 06:35 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The original link didn't have the .zip in it for some reason. I have fixed it now.

Captain Kwok November 14th, 2002 06:46 AM

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

Can Not Compute!

File does not download

Fyron November 14th, 2002 06:52 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
It downloaded just fine for me.

[ November 14, 2002, 04:57: Message edited by: Imperator Fyron ]

Fyron November 14th, 2002 07:28 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The second coming!

FQM Deluxe is now available to the public!

You can get it here: FQM Deluxe v2.00 - a 12.0 MB 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 v2.00 JPEG- a 2,856 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.

[ November 14, 2002, 05:41: Message edited by: Imperator Fyron ]

Captain Kwok November 16th, 2002 04:05 AM

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

I can only download the deluxe Version from the PBW site itself, but not through the link in your signature.

Fyron November 16th, 2002 04:23 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Hmm... it works fine for me. Anyone else having this problem?

Desdinova November 16th, 2002 04:32 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
i am unable to download it either. it sends me to the pbw website.

Fyron November 16th, 2002 06:02 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Maybe it has to do with the PBW cookie. I am techically logged in, so maybe it allows me to access the file, but not people that aren't logged in. Hmm...

Captain Kwok November 16th, 2002 07:14 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I am also logged in. However, I get a 404 error when I click on the link. Also, after I downloaded it directly from PBW, it didn't have the .zip extension.

[ November 16, 2002, 05:16: Message edited by: Captain Kwok ]

Phoenix-D November 16th, 2002 07:34 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I can get it fine..haven't downloaded the whole thing to see if the file comes through correctly, but I can start the download from here.

Gryphin November 16th, 2002 03:19 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Your sig link works for me. I did not try the other.

ArchAngel7 November 16th, 2002 03:35 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I'm getting a 404 error when I click on the links in your signature.

Fyron November 16th, 2002 09:27 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Well I don't know what to tell you guys that are having problems. The links do work.

Krsqk November 17th, 2002 12:35 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The links work fine for me, but I'm using Download Accelerator, which takes over automatically for any link with a .zip extension. Maybe M$IE doesn't like it.


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