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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I have M$ IE and it works fine.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
When I click on the link it takes me to some page www.xupiter.com/error - whatever that is!
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
That is most odd. I have never even heard of such a site.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Is it possible you could e-mail it to me directly?
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
No. It is way to large for me to be able to email it.
You can go to PBW, log in, and then get the file directly from the Mod File Library. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Well, I went to the PBW site, logged in, and spent 20 minutes downloading this file only to realize it wasn't in a .zip format and I couldn't even open it or extract it to the SEIV directory! http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Rename the file and add .zip to the end of it.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I have corrected the link on PBW so it will have the .zip extension on it when it's downloaded from now on.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
My apologies if this is a dumb question, but I've read an awful lot of Posts and not found a solution to my problem.
I am using SE4G 1.78 and installed both Fyron's Quadrant Mod Deluxe 2.00 as instructed, and the latest planetary image mod pak (ver 1.8) (apparently as instructed in its sparse documentation -- I extracted the zip into the /pictures/planets subdir). When I generate a new quadrant map, everything works as expected in FQMD except that none of the 'new' planetary graphics show up on my system view screen. What am I doing wrong? Thanks for any help. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
When you unzip the planetpack you will get a file called "newplanets.bmp" You need to replace your planets.bmp with the new file.
You can delete planets.bmp and then rename newplanets.bmp. I did it that way so that the zip wouldn't overwrite any files when it was installed. It seems to be too much of a hassle for the end Users, so I think I'll change that to automatically replace planets.bmp from now on. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Thanks...an easy fix, and now I've got it working beatifully.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Great job IF! I have noticed a problem with missing pics/info. I created a dense cluster - 248 systems, 3005 planets. The following systems all had the same error. Planets X and XI were missing pics and under Atmosphere it said NA. The systems were: Aldron, Celestine, Cron, Da'Lush, Double Helix, Estonia, Hachioji, Legaer, Lermontov, Melcil, Morak, PiPowwed, Recalde, Seimei, Strackea, Tharsis, Ugrumph, and Wanduk. If this is something I can fix on my own please let me know. Thanks.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
The missing planets etc. are because Fyron's Quadrant Mod uses the ImageMod, which you need to have installed to see the missing planets.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I'm using ImageMod Planets Version 1.6 with planet pics from 1 to 704.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
With an atmosphere type of N/A and probably a surface type of N/A as well, those sound very much like the Null-Planets I was having trouble with when I tried to make a new planet size.
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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!)
Well 1.8 seemed to fix it. I'm wondering IF, if in your next update you might consider throwing in some random ringworlds or dysonspheres ( maybe cloak them so you'd need gravitic or temporal level 4 sensors to see them) and giant and titanic size planets. Just a wish list on my part! http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
How do you cloak a ring world or sphere world? What tech to you need for that?
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
AIs still see and try to colonize cloaked planets, even though they can't colonize them.
You cannot cloak planets with the normal data files. You have to mod in the ability. I am not sure if it works when placed on a planet directly though. A sight-obscuring storm is still visible itself, even though it cloaks everything else in the sector. [ November 23, 2002, 22:28: Message edited by: Imperator Fyron ] |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
And turning on Planet Names in (F11) Status/Empire Options will label the cloaked planets, even if you can't see them.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
So now that it has been out for a while... what are your reactions to FQM Deluxe? Any suggestions for future Versions?
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Yes. The same one as always - fix the system names file!!!
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Hey, some joker deleted the first of the double Messages. It wasn't a double post; they were weeks apart. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Well, no one can say that our spec ops don't ever take the initiative... http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
So am I to assume that other than the system names file, the mod is absolutely perfect and no one can think of any ways in which to improve it? http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I already asked for this, but if you're dying to add new features, add a map type w/ one or two randomly placed ring/sphere worlds.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Hmm... forgot about that. http://forum.shrapnelgames.com/images/icons/icon7.gif Does that even work?
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I know you can make them appear. The tricky part is making them appear in the center of the system.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Use more of the imagemod pics.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
"I know you can make them appear. The tricky part is making them appear in the center of the system."
Why is that tricky? Just use the postion entries used for stars.. Phoenix-D |
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!)
With no cube worlds? How can you say that when you don't use cube worlds? http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I wouldn't mind seeing some new planets as discussed before. How about more realistic placement of planet types?
[ December 17, 2002, 07:01: Message edited by: Captain Kwok ] |
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!)
No cube worlds.
I have considered more realistic placement of planets, but that would require a lot of work. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Been trying for a couple of days now but the FQM Deluxe 2 does not work. Get a page cannot be found. The standard works fine.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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It takes no longer than it would just entering "any" entries. You just use rock planets more near the star, ice planets in ring 4 or 5, gas giants beyond those. Mix it up occassionally for variety and it should be fine. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
WizarC:
Try logging it to PBW, then going to the Files Library section. It is in there. Kwok: But that forces systems to have set numbers of each planet types. Randomness is more appealing to me. Although, I suppose I could make a few "Realistic" quadrant types to do that in. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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 would require even more work, for nominal gain. http://forum.shrapnelgames.com/images/icons/icon7.gif I'll think about it.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Have you looked at the systems.txt file in FQM? There are about 30 "normal" system types! That is a lot of entries to go through and change, and it lowers the randomness of maps a bit. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
What a whiner!
Why ask for suggestions if you are not going to bother with them? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron,
I have tryed to make an install of SEIV where the TDM and FMQ are the "Normal". After some trial and error it works Great! I tryed test: Small Dence Threaded Spiral I am getting large unbreatable planets with slots for 9 facilities. Is this what is supposed to happen? |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
As per the readme, domed planets get 1/3 as many facility slots instead of 1/5.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Thanks and enjoy your holidays. I hope school is going well.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron's Quadrant Mod v1.17
New Version! Medium HW bug is bypassed. FyronsQuadrantModv117.zip - a 1,352 KB download Here's the Readme: Readme.txt There will be a new Version of FQM Deluxe incorporating the changes in a few days, plus some goodies. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron,
I'm new to the forum and comparatively new to SEIV Gold, though I played the original SEIV and SEIII quite a bit. Since you asked for feedback, I thought I'd pipe in and say that I started using the deluxe mod a couple of weeks ago and have been having a bLast (no pun intended). I've been using it with the TDM modpack, the Ultimate Strategies Mod, and a few other minor things, such as a set of system names from Stars!, as many races as I could find (and many that I had to hack into shape for 1.78 though I haven't spent any time optimizing them), and even some custom CD music that I grabbed from X - Beyond the Frontier, which is great background for SEIV. Currently I'm having fun working on my own AI and seeing how it fares against those of the other races, some of which are very well-done. When I initially installed FQM Deluxe, I did run into the problem with "file not found" mentioned by another person here. I think I tracked it down to the presence of several empty folders that are created by the straight extraction of the contents of the zip file. Since I deleted the empty folders, the problem hasn't re-surfaced, so that may have been it. I'm looking foward to the new goodies you have, and I'm glad there will be no cube planets. http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks much for a fantastic mod! |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
There were originally 4 maps in the Maps folder, but they became incompatible with Deluxe, so I deleted them.
The Maps and Savegames folders are necessary, because you can not use a map or savegame created with FQM Deluxe in the normal game or other mods, and vice versa. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
The Maps and Savegames folders are necessary, because you can not use a map or savegame created with FQM Deluxe in the normal game or other mods, and vice versa."
That doesn't make the Savegame folder required. It's good for single player, but having all your games in different folders is a pain for PBW. Phoenix-D |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
That is why you use the Mod Launcher. Make a bunch of links in the savegame folders to the other savegame folders, so you can get to the quickly and effeciently. Then, it isn't much of a pain.
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