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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I think the FQM needs more regular systems in the 3-5 planet range. I'm sure not every solar system is as big as ours, you could even add additional asteroids in those systems to represent planets that never quite formed. I also think the asteroid only systems could have the number of asteroids reduced to some degree, it can sometimes cause problems with ship paths - not to mention craziness with stellar manipulation.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
You aren't sure that every solar system is as big as ours, but you are sure they have 4-5 planets? 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!)
That is what I had figured. Perhaps you should have just said that in the first place. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Currently making the next Version of FQM. Any Last-minute suggestions (that would not take many hours of work to implement...)?
2.05 - Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system. - Added Standard type systems without asteroid belts. They have just 2 asteroid fields. - Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types. - Fixed the object masking bug. All objects in all system types will now be masked properly. [ September 15, 2003, 23:19: Message edited by: Imperator Fyron ] |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Could you include instructions on how to make changes to things like damaging warp points, asteroids, etc.
Perhaps have hidden planets in nebulas or something odd like that. |
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!)
I don't want to add any new system types to the quadrant entries at this point (as there are some 40+ I would have to update... *shudders*). So, I would have to add the planets to existing nebulae, which would mean they would always be in the same type of nebulae.
New List: 2.05 - Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system. - Added Standard type systems without asteroid belts. They have just 2 asteroid fields. - Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types. - Fixed the object masking bug. All objects in all system types will now be masked properly. - Changed the stable WP in SectType.txt to use pic 581, the B5 jump gate. Now, all artificially created WPs will use this image. Some random WPs use it too. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
New list for 2.05
- Added WPL Mid-life quadrants that have fewer than normal warp points. - Added Pseudo-FTL maps, which will have 10 WPs coming from nearly every system (except around the edges of the map). This simulates the ability to travel to any nearby system on the map. - Added Spaghetti quadrants in which the WPs tend to form strings of systems. - Added Standard type systems without asteroid belts. They have just 2 asteroid fields. - Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types. - Changed the stable WP in SectType.txt to use pic 581, the B5 jump gate. Now, all artificially created WPs will use this image. Some random WPs use it too. - Changed the description of the Star Unstable abilities in StellarAbilityTypes.txt so that they indicate that the star has a few millennia of life left in it. - Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system. - Fixed the object masking bug. All objects in all system types will now be masked properly. - Added Maze quadrant type. [ September 16, 2003, 01:50: Message edited by: Imperator Fyron ] |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
New Versions!
FQM Deluxe 2.05 is out! FQM Standard 1.19 is out! The mods can be acquired from the official FQM Web Site. You can check the readmes on that page to see what is new. You might notice that the files are vastly different sizes. This is because I have tapped into the awesome power of the RAR archive. http://forum.shrapnelgames.com/images/icons/icon10.gif But, I have made them self-extracting RAR files, so you do not need WinRAR to open them (although it is a good idea to get this program anyways). WinZip sucks, and can not open RAR files. So, the full FQM file is ~3 MB smaller than the Last Version. However, the JPEG Version is actuall ~1 MB larger. This is because I remade the jpg system images in Photoshop, and they now have 0 loss of color information. |
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