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

Fyron May 27th, 2005 03:33 PM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
I have added No Ast Belt versions for the standard WP level versions of the following quadrant types:

Mid-life, Cluster, Galactic Edge, Spiral Arm.

Is this sufficient?

Fyron May 29th, 2005 12:12 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
Anybody?

parabolize May 29th, 2005 02:57 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
Sufficient.

BTW thank you. The maps just get to big late game with asteroid belts.

Atrocities May 29th, 2005 03:23 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
I honestly cannot think of any suggestions for the mod. It is by far one of the most valued game enhancement mods out. Thank you Fyron for keeping it up to date.

Fyron July 26th, 2005 06:51 PM

FQM 2.10/1.23 Released
 
Long overdue updates for the acclaimed Fyron's Quadrant Mod are now ready for download. FQM Deluxe has been updated to version 2.10 and FQM Standard has been updated to version 1.23.

The updates contain several bug fixes and more No Ast Belt quadrant types. The Deluxe update features a massive reorganization of SectType.txt, new planet descriptions for some planets courtesy of Loser, and the restoration of balance between the planet types and atmospheres. You can download the upates from the FQM web site.

The FQM Deluxe 2.10 update will break all savegames. Do not attempt to use savegames or maps from previous versions of FQM Deluxe in 2.10.

Note that a number of nebula images have been removed from FQM Deluxe. Applying the patch to it will work fine, but it will result in unused images on your hard drive.

The following is the history file of updates for FQM Deluxe 2.10:

Version 2.10 - 26 July 2005:
Files Altered: PlanetSize.txt, SectType.txt, SteallarAbilityTypes.txt, SystemTypes.txt
1. Changed - Planet types and atmospheres are now more or less balanced.
2. Added - Massive planet size, which is one step up from Huge. Only gas giants can be massive.
3. Fixed - No AST quadrant types no longer have planets in sector 1, 13.
4. Removed - Removed "Stock Standard Systems" header system as it would appear in every quadrant due to unresolved SE4 bugs.
5. Fixed - Descriptions for Ancient Ruins Unique abilities were set up improperly. Now, any Ancient Ruins Unique ability can have either of the two possible descriptions.
6. Fixed - No naturally occuring warp points will look like B5 jump gates. All artificially created warp points will look like B5 jump gates. This applies to all quadrant types except for "Balanced" quadrants.
7. Changed - No systems in No Ast Belt quadrant types have large asteroid belts, other than the occasional Stock-like single asteroid ring system.
8. Added - Added No Ast Belt versions of more quadrants.
9. Changed - Changed many planet descriptions, courtesy of Loser.
10. Fixed - Some systems with medium moons were allowed to be home systems.
11. Replaced with new images:
Nebulae16
Nebulae17
Nebulae28
12. Removed entirely:
Nebulae21
Nebulae22
Nebulae26
Nebulae33
Nova2

Atrocities July 26th, 2005 09:22 PM

Re: FQM 2.10/1.23 Released
 
If we add this to a mod, and that mod has a previous version, will it effect saved games in any way?

And also, what files specifically would we need to copy over if we have used FQM Standard in a mod?

Thanks

Fyron July 30th, 2005 11:24 PM

Re: FQM 2.10/1.23 Released
 
Look in the Help folder at the combining with other mods file. It tells you what needs to be done to merge FQM with other mods.

This update for FQM Deluxe will most certainly break savegames, due to the rampant reorganization and rebalancing of the SectType.txt file.

The update for FQM Standard will never break savegames, since all of the modifications in that mod are designed to not require the mod to be used to use the maps it generates.

Atrocities July 31st, 2005 10:34 AM

Re: FQM 2.10/1.23 Released
 
Thanks for the info.

Makinus August 1st, 2005 10:39 AM

Re: FQM 2.10/1.23 Released
 
Just a suggestion for a new (or not so new) kind of system for your mod: a multi-system system, in the style of ultraquad mod (is that the name?), but having 4 mini-systems per system...

Since each system is a 13x13 grid you can have four 5x5 mini-systems inside it, leaving space among the systems and spaces in the system boundaries for the warppoints... and in a 5x5 minisystem you have 25 sector that, even excluding the center one for the star, leaves 24 sectors for planets, asteroids, storms and empty space... (i imagine mini-systems with around 5 planets and 1 asteroid/storm, leaving the other sectors empty).

I thought about creating this kind of system myself but i´m too lazy to create enough variations to make it worth.... but maybe you wish to make a try and do it? It can even have different mini-systems inside of each system, with asteroid-only minisistems, mini-nebula, and even multi-star mini-systems...

just some ideas...

Fyron August 1st, 2005 11:40 AM

Re: FQM 2.10/1.23 Released
 
I'm still waiting for Geoschmo to post the updated version of his ultra quadrant mod that has the 4 systems/system...


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